Al-Qadim™ Conversion Manual Version 1.00 May 1, 2001 Editors: Jonathan E. Bauder and Matthew Hockenberry Contributors: Matthew Hockenberry, Rob Harper, Carl Cramér, Jonathan E. Bauder, Artwork: Håkan Ackegård Arabian Adventures – Third Edition (1) Version 1.0 – Released February 2001 T he Seven Voyages of Sinbad,” “Ali Baba and the Forty Thieves,” “Aladdin and His Magic Lamp”— these and other classics fill the pages of the Arabian Nights. Each story is told by a very wise and beautiful young woman called Scheherazade, who reveals them night after night to a king with a murderous heart. The first of the thousand-and-one tales is Scheherazade’s own . . . These are the words that first introduced us to TSR’s Arabian Adventures, a product that took a radical departure from the culture portrayed in most fantasy products. The AL-QADIM® Campaign Setting allows players to experience the mythical beauty of the Arabian Nights fantasies. This setting lives on, long after its scheduled demise, in the hearts of those who simply couldn’t bear to let something so wonderful fade away into nothingness. We’re few in number, but loyal. What lies ahead for AL-QADIM®? The same thing that any conquered nation faces: adapt or perish. Adapting may see a rebirth, of sorts, for our beloved setting by allowing new players of the D20 rules system to experience AL-QADIM®. This manual has been designed to help DMs and players make the transition to the D20 rules. The published AL-QADIM® Campaign Setting material, the 3rd edition Dungeons and Dragons® Players Handbook (PHB), and the 3rd edition Dungeon and Dragons® Conversion Manual (http://www.wizards.com/dnd/DnD_CYC_intro.asp) are required to use this document. If you have any suggestions or comments, please contact either Jonathan @ [email protected] or Matthew at [email protected] Please Visit the Authors @ http://www.al-qadim.com/ Special thanks to Håkan Ackegård. His artwork brought the conversion manual to life. Please go check out his gallery at http://my.homeip.net/hack/ With this guide to Third Edition Arabian Adventures Al-Qadim will be able to live on. In the words of the original Arabian Adventures by Jeff Grubb: “Your magic carpet awaits. Let your magical journey begin, and may Fate be with you, for we have no Fate but the Fate which we are given.” Arabian Adventures – Third Edition (2) Version 1.0 – Released February 2001 Chapter One Skills & Feats Arabian Adventures – Third Edition (3) Version 1.0 – Released February 2001 New Skills Craft (Metalworking) [ Int ] Characters who have mastered this craft can work wonders with silver, copper, gold, brass, and other such soft metals. Skill Name ( [ Key Ability ]; Trained only ) They can produce the beautiful items found in a Zakharan The skill name line includes the flowing information: bazaar such as oil lamps and coffee pots. For more Key Ability: The abbreviation of the ability whose information consult Arabian Adventures. modifier applies to the skill check. Check: As described for the craft entry in the Player’s Trained Only: If “Trained Only” is included in the skill Handbook. name line you must have at least 1 rank in the skill to use it. If Retry: Yes, but with the restrictions described in the it is omitted, the skill can be used untrained (with a rank of 0). Player’s Handbook. Check: What you can do with a successful skill check, Special: As described in the Player’s Handbook. how much time it takes to make a check, and the check’s DC. Retry: Any conditions that apply to successive attempts Diplomacy: Debate [ Int ] to use the skill successfully. If this section is omitted the skill Normal Use: The traditional use of the diplomacy skill is to can be retried without any penalty. allow a character to give others the right impression of the Special: Any extra facts that apply to the skill. character, to negotiate effectively, and to influence others. The traditional uses of the diplomacy skill are fully described in Bluff: Begging [ Cha ] the Player’s Handbook. Normal Use: The traditional use of the bluff skill is to allow a New Use: Debate. Characters skilled in the art of character to persuade another that something is true whether it diplomacy have also picked up some skill at the diplomatic art actually is or not. The traditional uses of the bluff skill are of debate. Characters can use their Diplomacy skill in order to fully described in the Player’s Handbook. engage other characters in rigorous debate. New Use: Begging. The bluff skill allows a would-be Check: A successful Debate check allows a character to beggar cannot only pick up extra coin, and also disappear into preoccupy other people with whom he or she is debating. This the anonymity offered by their false profession. A bluff check skill doesn’t allow a character to force another individual into in this situation determines if you can manage to pass yourself a debate, but it can keep them distracted (disregarding off as someone worthless enough to garner some extra coin extraordinary circumstances, they suffer a –5 penalty to listen from a passerby. Before attempting to beg you needs to spend and circumstance checks. Alternatively the debater can 1d3x10 minutes in preparation (as described in the Disguise attempt to enrage a character, resulting in a drop of one level skill). on Table 5-4 in the DMG, Influencing NPC Reactions. Check: While begging you are able to mask your station The difficulty of either engaging a person in debate or and your identity. So few people think anything of beggars attempting to enrage them is as follows: that unless they examine you closely they will be unable to differentiate you from any other beggar. DC Individual A character must make an opposed Bluff check against 10 Surly Beggar the average Sense Motive of the local population. The location 15 Average Peasant determines how difficult it is to beg and the amount one can 30 Serene Monk earn. Additionally, the appearance of the beggar can make begging more difficult. Even modest clothing incurs an Retry: Yes. increase of 5 to the DC for the skill. Special: In a formal debate characters make opposed debate check to determine who succeeds at the debate. DC Location Amount 10 Average City 2d8 sp Knowledge (Bureaucracy) [ Int; 15 Small Town 1d4+2 sp Trained Only 20 Trade Route 1d4 sp This skill represents a course of study that has left an individual with a keen insight into the working of government. Retry: A character can usually not attempt to retry this This can allow one knowledgeable about such matters to avoid skill. In especially large towns (Golden Huzuz, for example) the red tape that plagues so many government actions. the character might be permitted to retry by attempting to beg Check: A successful check means that you have been in another part of the city. Each repeated attempt increases the able to weed your way through the governmental system, DC by at least 2. using your understanding of government as well as you mental Special: A successful Bluff grants the character a +2 quickness. This means that waiting time for papers is cut in situational bonus for Gather Information checks from fellow half and any cases that are up for review will be dealt with beggars. quickly. The difficulty of this depends on the size of the bureaucracy. It is actually easier to move you agenda through Arabian Adventures – Third Edition (4) Version 1.0 – Released February 2001 a convoluted city government than it is the efficient ruling Special: As described for the Profession skill entry in the council of a small town. This has a DC of 10 (large cities), a Player’s Handbook. Additionally, when coupled with the DC of 15 (moderately sized towns), to a DC of 20 to 30 (small Disguise skill this skill allows an individual to disguise others villages.) just as well as they can disguise themselves (one can attempt A character can also try to use the government to bring to use the disguise skill on other individuals). trouble to their enemies. Trials can be put off, information mismanaged, etc.. This requires a DC of 10 plus the station of Sense Motive: Haggling [ Wis ] the person being targeted. Normal Use: The traditional use of the sense motive skill is to Retry: Yes, for governments in cities and towns, in detect body language, speech habits, and mannerisms of government there are always more than one way to get others. The traditional uses of the sense motive skill are fully something accomplished. An attempt to bypass or circumvent described in the Player’s Handbook. the government of a small town, however, will only anger the New Use: Haggling. The sense motive skill allows a rulers there. character to get into the mind of another and tell them exactly Special: An untrained knowledge check is simply an what they want to hear. From a roleplaying perspective, a Intelligence check. Without actual training, a character only successful haggling roll that results in a bargain price for the knows common knowledge. player character might describe the character noticing that the merchant selling some fresh dates seems a little desperate, Knowledge (Genie Lore) [ Int; Trained there is a tremor to his voice and some sweat on his brow. Using this knowledge to his advantage the character convinces Only ] the desperate date seller to let him have a handful of dates at a Characters possessing the knowledge of genie lore are versed price that nearly anyone would consider a bargain. in the nature and background of all geniekind. The character is Check: A check for haggling. A successful check results fluent not only in the nature of genies and geniekind but also in the merchant lowering the price for the item. Only in their customs and habits. This skill can also allow characters with the Appraise skill can be sure that they are characters a chance to discover if a genie is masquerading in actually paying what the item is worth. Of the three prices human form and to discern whether or not some physical listed for an item in the equipment chapter in Arabian manifestation is a result of genie work. For more information Adventures, the asking price is exactly what it implies. This is consult Arabian Adventures. the price the merchant want the player character to pay for an Check: Knowledge of genie customs and habits are made item. The normal price is how much the item usually goes for as directed in the Knowledge skill entry of the PHB. Attempts or how much the item is worth. The bargain price is a price in to identify a possible subject as a genie in disguise is made the player character favor. with a DC or 15 (for lesser genies) or 20 (for greater genies). Attempts to discover if certain objects or enchantments are the If the buyer's check exceeds the seller's check by 5 or more, works of genie kind are made with a DC of 10. the merchant will sell the item for the bargain price. Retry: No. See the Player’s Handbook. If the seller's check exceeds the buyer's check by 5 or more, Special: An untrained Knowledge; Genie Lore check is the merchant will not sell for less than the asking price. merely an intelligence check. Even a Zakharan child has heard If a tie results, or if the difference is less than 5, then the stories of genies and their kind. merchant will sell at the normal price. Profession (Barber) [ Wis, Trained Only Retry: No. The price set for an item as a result of a Sense ] Motive check holds firm throughout the day. The character Barbers are experts at making another individual look his or may attempt to haggle over the price the following day, her best this skill usually the province or barbers. For more however. information consult Arabian Adventures. Check: As described for the Profession skill entry in the Speak Language (Jannti) [ None; Player’s Handbook. Additionally, a barber’s patron can Trained only ] interact with individuals of his or her own race and members This skill allows the character to learn Jannti, the language of of geniekind as though he or she had an additional +2 to his or genies and their kind. her charisma. The bonus is a perceived one, not an actual increase. The bonus applies to checks that are based on perception where a positive appearance can be beneficial – Speak Language (Midani) [ None; such as Perform and Diplomacy skill checks. It does not affect Trained only ] spellcasting and can even have a detrimental effect on some This skill allows the character to learn Midani, the melodious checks (well groomed beggars rarely succeed at their bluff dialect that is the common language of Zakhara. checks). DM’s judgment applies. Retry: Depends, see Player’s Handbook. Arabian Adventures – Third Edition (5) Version 1.0 – Released February 2001 New Feats Elemental Resistance [ Special ] You are resistant to one of the four elements. Prerequisite: Elemental Province (of the appropriate Feat Name [ Type of Feat ] element) Description of what the feat does or represents in plain Benefit: You gain a +2 on all saves against a given language. elemental province, and damage dealt by attacks of that Prerequisite: A minimum ability score, another feat or element are reduced by 2 points (minimum of 1 point of feats, a minimum base attack, a skill, or a level that a character damage). You can gain this feat multiple times; each time you must have in order to acquire this feat. This entry is absent if a take the feat, it applies to a new elemental province. feat has no prerequisite. A feat may have more than one Special: Sha'irs gain this feat applied against their Gen's prerequiste. elemental type whenever the Gen is within arm's reach. Benefit: What the feat enables you (the character) to do. Normal: What a character who does not have this feat is Evil Eye [ General ] limited to or restricted from doing. If not having the feat You can invoke the Evil Eye upon another, or remove its causes no particular drawback, this entry is absent. baleful effects. Special: Additional facts about the feat that may be Prerequisite: Spellcaster level 1st+ helpful when you decide whether or not to acquire the feat. Benefit: Once per day, you may either remove the effects of the evil eye or call it to fall upon another. You may only do Display Weapon Prowess [ General ] one or the other. If you choose to remove the evil eye's You can display your weapon skill in a way that demoralizes attentions, you must roll d20 + your Wisdom modifier against your opponents. a DC of 15. You may not remove the evil eye from yourself. Prerequisite: Proficient with weapon, base attack bonus To attract the evil eye to someone, the DC is an opposed +1 or higher roll against the target's d20 + Wisdom modifier. If the target is Benefit: With a weapon you are proficient in (that must truly deserving of the evil eye, you gain a +4 situation bonus; be chosen when this feat is selected and may not be modified if the target is innocent he receives the +4 situation bonus. later), you may make a full-round action that displays your (There may be cases in which the situation bonus applies to incredible skill with the weapon. This is not an attack, but neither side.) The person losing the opposed roll is inflicted rather a stunning display of your ability. Any opponents with a with the evil eye. lower base attack bonus than you must make a Will save against a DC equal to 10 + your attack bonus with the weapon. Servant of Fate [ General ] If they fail, they will get a -2 morale penalty on all attacks You have devoted your life to following the ways of against you for the rest of the encounter. (Repeated failures enlightenment, and Fate looks favorably upon you. against this ability do not produce additional penalties.) If Prerequisite: Enlightenment used against opponents with a base attack bonus equal to Benefit: When you call upon Fate, your base chance of yours or better, this ability has no effect. success is 20% minus your character level, to a minimum of Special: Fighters may take this as one of their bonus 2%. (Fate favors the young.) If the result is 98 or more, the feats. hand of Fate turns against you. If you escape with your life, you would be wise to donate extra funds to an enightened Elemental Province [ Special ] church; an amount totalling your character level times 1,000 You can cast wizard spells from one of the four elemental should suffice. provinces. Normal: Without this feat, a character has only a 2% Prerequisite: Wizard with the Saher or Elemental Mage chance to successfully call upon Fate, and on a 96 or higher, Template. Fate turns against the caller. Benefit: Your selection of spells is extended to include Special: Only enlightened characters who worship one element province of your choice. You can select this feat enlightened gods may choose this feat. only once. Selecting this feat does not create opposition provinces. Special: For more information on spellcasting in Zakhara, see Zakharan Spellcasters in Chapter 7: Spells and Spellcasters. Arabian Adventures – Third Edition (6) Version 1.0 – Released February 2001 Chapter Two Character Templates Arabian Adventures – Third Edition (7) Version 1.0 – Released February 2001 Understanding Templates Native Zakharan Templates The Third Edition Monster Manual introduced a concept Askar [ Fighters, Paladins, and Rangers ] called templates. Specifically the templates in the Monster Askar (AH-skar) are the most common warriors of the Manual are Creature Templates. The idea is that they modify a Land of Fate, native to permanent settlements of any size. given creature to create something that has a different feel to Intelligent and social, they are the backbone of defense, it, while still retaining the same aspects of the original protecting their families, homes, and eventually even their creature. For example, a vampire bugbear is still a bugbear countries. (with nearly all of the features of a bugbear) except that it now For more information, please consult Arabian Adventures. exhibits the qualities described under the “vampire” template. This includes vampiric benefits (superhuman strength), as well Armor and Weapon Proficiency: An Askar's armor and as hindrances (destroyed by sunlight). weapon proficiencies are unchanged from the base class. The Templates described in this manual are similar in Template Skills: Additionally: Diplomacy (Cha), Gather intent, although they do differ slightly in structure. These are Information (Cha), Knowledge (local) (Int), Profession (any) Class Templates. The idea is that they modify the feel of a (Wis) class, while still retaining the same basic elements of that Required Feat: Skill Focus (Profession or Craft, player's class. choice) Templates are all about choices. They are collections of Additional Benefits: Home Town (as described in decisions that created a character whose class has a specific Arabian Adventures) feel. The barber template (for example) helps focus on healing Additional Hindrances: None and medicine, representing the barbers medicinal bent. It also The hometown bonus relates to any applicable skill checks. gives the barber access to the razor weapon proficiency. This doesn’t change the base class, it points it in a new direction. Corsair [ Fighters and Paladins ] The form for character templates is fully outlined below. Corsairs are male and female warriors born to the sea, unencumbered Template Name [ Applicable Base by bulky armor, accustomed to swift Classes ] moves and running battles over open Flavor text. This text usually serves as a colorful water. She is the daring merchant- introduction to the template, helping to describe the idea and princess, he the cunning rogue; together focus behind the template. they are bold explorers. While the early For more information, please consult Arabian Adventures. Zakharan peoples were born to the desert, they soon became practiced in the ways of Armor and Weapon Proficiency: This describes the the sea, and dominated trade (and piracy) changes to the weapon and armor proficiencies available to the in the waters surrounding their empire. base class. Sometimes templates offer additional weapons and For more information, please consult armor while sometimes they offer less. Arabian Adventures. Template Skills: This section outlines skills available to the template in addition to those offered by the base class as Armor and Weapon Proficiency: Corsairs are proficient well as those skills from which characters are prevented from with light and martial weapons, and with only light armor. choosing. Template Skills: Additionally: Appraise (Int), Balance Required Feat: Templates have feats that the character (Dex), Climb (Cha), Hide (Dex), Jump (Dex), Move Silently must choose when selecting the template, these feats represent (Dex), Profession; Sailor (Wis), Swim (Str), Tumble (Dex), abilities appropriate to the template. Often more then one feat Use Rope (Dex); Restricted: Profession; All others, Ride is given, in this case only one feat must be selected when the Required Feat: Two-Weapon Fighting or Weapon template is chosen. It is encouraged that the other feat be Finesse (choose from short sword, cutlass, or scimitar) selected later, but this is not required. Additional Benefits: None (Two weapon benefit & rogue Additional Benefits: These additional benefits allowed to proficiency bonus replaced) character selecting the template are balanced by the limited Additional Hindrances: Social penalty (-2) (as described feat selection and possibly by additional hindrances, described in Arabian Adventures). (Armor Class restrictions replaced). below. Additional Hindrances: These are additional hindrances Desert Rider [ Fighters, Paladins, and that affect characters selecting the template. Rangers ] Desert riders represent the classic Arabian warriors: Sometimes additional notes follow the template. well-trained, mounted fighters sweeping out of the barren wastes. They are the romantic heroes of a nomadic people, Arabian Adventures – Third Edition (8) Version 1.0 – Released February 2001 living their lives and fighting their battles from the saddle. Armor and Weapon Proficiency: Unchanged from the Desert riders are primarily horsemen, but some are more base class. adept at riding camels. Template Skills: Additionally: Diplomacy (Cha), For more information, please consult Arabian Adventures. Knowledge; Bureaucracy (Int), Knowledge; History (Int), Restricted: Craft; Any, Profession; All Armor and Weapon Proficiency: Desert Riders have Required Feat: Weapon Focus (khopesh sword) or proficiency with light and medium armor, all shields, and light Expertise and martial weapons. Additional Benefits: Chain of command (as described in Template Skills: Additionally: Wilderness Lore (Wis); Arabian Adventures). Restricted: Profession; Non-desert professions, Swim Additional Hindrances: Chain of command (as Required Feat: Mounted Combat or Skill Focus; Ride described in Arabian Adventures) Additional Benefits: Mount care Additional Hindrances: Penalty to skill checks outside This template can only be taken when a character is created. of the desert (-1) (as described in Arabian Adventures). Sa'luk [ Rogue and Bard ] A desert rider's mount care ability allows him to increase the Sa’luks (sah-LUKES) are free quality of a mount under his care. For more information on a adventurers, owing ties to no one and mount’s quality see “Horse Quality” elsewhere in this manual. nothing. They pass freely from the wild cultures of the desert and the steppe to Faris [ Fighters, Paladins, and Rangers ] those of the city and the sea and back A holy war is more than just a mobilization of an army in again with ease. They tend no herds, a religious fervor. In Zakhara, it is also an opportunity for raise no crops, and produce no craft. spiritual redemption for those fighting the war; if they fight They are freebooters, con artists, and the good fight, their souls will be redeemed, regardless of any swindlers. They survive by tricking, past sins. Since no mortal is without sin, the opportunity for a robbing, or simply outsmarting those free pass to the paradisiacal afterlife is hard to pass up. A who have greater riches. holy war is thus a “good war,” one which enjoys the popular For more information, please support of its people. Warriors engaged in it are not mindless consult Arabian Adventures. slaves blinded by literal adherence to holy texts; rather, they are popular, living champions of their people and their faith. Armor and Weapon Proficiency: Unchanged from the For more information, please consult Arabian Adventures. base class. Template Skills: Unchanged from the base class. Armor and Weapon Proficiency: A Faris' armor and Suggested Feat: Dodge or Lightning Reflexes weapon proficiencies are unchanged from the base class. Additional Benefits: None Template Skills: Additionally: Diplomacy (Cha), Additional Hindrances: None Knowledge; Religion (Int), Perform (Cha) These generic rogues or bards are unchanged from straight 3e. Required Feat: Iron Will or Servant of Fate Additional Benefits: Social bonus (+4) (as described in Barber [ Rogue and Bard ] Arabian Adventures) The roguish barber is a tradition in the Land of Fate. One Additional Hindrances: Obedience to faith (as described or more of them may be found in any bazaar, flashing their in Arabian Adventures) blades as well as their wit. Boldly they hawk their abilities and prowess—often while performing said tasks on their Mamluk [ Fighters, Paladins, & Rangers ] customers. Rearing a cadre of professional warriors is a historical For more information, please consult Arabian Adventures. tradition in the Arab world. These male professionals began their training at a young age as slaves, either purchased for Armor and Weapon Proficiency: Unchanged from base that purpose or captured in raids and combat. The slaves then class. underwent rigorous training, not only in combat and tactics, Template Skills: Additionally: Alchemy (Int), Heal but also in government. Such slave warriors became the (Wis), Innuendo (Wis), Knowledge; Local (Int), Profession; professional infrastructure of Turkey in the 16th century, Barber (Wis), Sense Motive (Wis) where they were called janissaries. They achieved the same Required Feat: Exotic Weapon Proficiency; Razor stature in Egypt during the 13th and 14th centuries, where Additional Benefits: Rogue Barbers may make Bardic they were given the name mamluks. Knowledge checks For more information, please consult Arabian Adventures Additional Hindrances: The maximum rank at first level for skills not listed under Template Skills is 2. This represents Arabian Adventures – Third Edition (9) Version 1.0 – Released February 2001 the barber’s time spent on the extra medicinal background Template Skills: Additionally: Ride (Wis), Wilderness required for barbering. (Skill penalty replaced.) Lore (Wis) Required Feat: Evil Eye or Skill Focus (Use Magic Beggar [ Rogue ] Device) The cities of Zakhara include all levels of society, but Additional Benefits: None (Magic item bonus & evil eye among the lowest are those who have no home and hearth, no abilities replaced) natural family or clan, and no money for food and drink. Additional Hindrances: None These are the ragged, tattered beggars. For more information, please consult Arabian Adventures. Cleric of the Faith: Pragmatic, Ethical and Moral [ Cleric ] Armor and Weapon Proficiency: Beggars are limited to Clerics of Order do not always share the same religious the following weapons: club, dagger, dart, knife, sling, views—far from it. They worship a number of different gods, jambiya, and staff. They are proficient only in the use of light many of which are in open conflict. But regardless of the god armor and no shields. or gods venerated by a given faith, all clerics within it belong Template Skills: Additionally: Knowledge; Local (Int), to one of three philosophical groups: pragmatists, ethoists, Restricted: Craft; Any, Profession; and moralists. Each group shares certain powers and abilities Required Feat: Skill Focus (player's choice) that transcend the boundaries of faith. Additional Benefits: Ability to blend in (as described in For more information, please consult Arabian Adventures. Arabian Adventures) Additional Hindrances: Social penalty (-4) (as described This is actually three different templates as clerics of the faith in Arabian Adventures) all share some similarity in their conviction and faith in the god(s) they follow. They differ in the way they approach their Matrud [ Rogue ] faith. Considering their approaches Zakharans would describe Matruds (mah-TROODS) are desert thieves, outcast from pragmatists as being more freethinking and liberal with very their tribes, shunned by former comrades and family, few ties to an organized church, moralists as being staunch surviving at the margins of their former society. The cause of and conservative with strong ties to a church organization and their rejection may or may not have been just, but in any case ethoists as being somewhere in between the two. matruds have lost both their possessions and their former Armor and Weapon Proficiency: Unchanged from the position. As a result, they live for survival and for revenge. base class. They have become rebels and raiders, striking against both Template Skills: Additionally: Gather Information (Cha), the desert tribes and the settled folk, seeking to grab a slice of Knowledge; History (Int); Restricted: (Moralist only) all cross what they feel is justifiably theirs. craft skills For more information, please consult Arabian Adventures. Required Feat: Servant of Fate or Extra Turning Additional Benefits: Social (as described in Arabian Armor and Weapon Proficiency: Matruds have Adventures) proficiency with simple and martial weapons, and light armor. Additional Hindrances: Social (as described in Arabian Template Skills: Additionally: Handle Animal (Wis), Adventures) Ride (Dex), Wilderness Lore (Wis) Required Feat: Mounted Combat or Toughness For more information on the Gods of Zakhara and their Additional Benefits: None domains, see Chapter 4: Gods and Faiths. Additional Hindrances: Social penalty (-2) (as described in Arabian Adventures) Kahin [ Druid ] Kahins are idol-preists, believing that divinity is found in Rawun [ Bard ] all things, and that through worship of certain items of power, Rawuns (rah-OONS) are the bards of the desert tribes— they may come to understand the ebb and flow of mystical the tale-spinners, the lore-keepers, and the entertainers. Each power and divinity in the universe. Their beliefs apparently is entrusted with the legends of his or her own tribe, as well as predate the worship of the known gods of Zakhara, though other tribes contacted. Rawuns are the master poets of their their records are primarily verbal as opposed to written, kept peoples, and most of their knowledge is repeated through epic for generation by other kahins and sympathetic rawuns. poems. For more information, please consult Arabian Adventures. For more information, please consult Arabian Adventures. Armor and Weapon Proficiency: Kahins are limited to Armor and Weapon Proficiency: Unchanged from the the following weapons: club, dart, spear, jambiya, scimitar, base class. and staff. Kahins may use (only) hide armor. Arabian Adventures – Third Edition (10) Version 1.0 – Released February 2001
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