(Suleiman al-Kalim)
Demipower of Arcadia, LN/Initiate of Time, L
Portfolio | Dream of the Desert Garden, scholarship, tolerance, courage |
Aliases | Kalman (Sind) |
Domain | Arcadia/Buxenus/Paradise |
Date of Ascension | 970 AC |
Sponsor | Protius |
Allies | Protius, Odin |
Foes | Alphaks, Ranivorus, Rathanos, Thanatos |
Symbol | Silhouette of a palm tree in a desert with a moon rising behind |
WAL | Any |
Al-Kalim was a warrior and scholar in Ylaruam in 9th century AC. He united the Ylari tribes and led them to victory against the Thyatian and Alphatian overlords, achieving independence for Ylaruam in 830 AC. He ruled his people until 860 AC, and retired from public life after a period of wise and enlightened rule. Al-Kalim embarked on his quest for Immortality together with his companion Farid. In 900 AC he was falsely reported dead, in order to continue his quest, and he finally achieved Immortality in 970 AC. Thereafter Al-Kalim began to introduce his teachings to Ylaruam, and his adventuring priests have spread his dogma to other countries as well. It is likely that Al-Kalim will achieve the status of Temporal (Lesser power) very soon.
Clergy | Priests, dervishes (desert druids), paladins |
CAL | LG, LN, NG, N |
Weapons | Standard, plus scimitar |
Armor | Standard |
Major Spheres | All, Combat, Creation, Divination, Healing, Law, Protection, Time, War, Wards |
Minor Spheres | Animal, Elemental (all except fire), Plant, Weather |
Granted Powers | Turn Undead, Create Food and Water once per day |
Bonus Profs | Bureaucracy |
Dogma: Al-Kalim's most important goal is to
transform the Alasiyan desert into a lush forest; his Ylari
followers are working towards that end. Al-Kalim approves of both
warriors and scholars, and his priests strive to master both
professions. The faithful are required to follow several guiding
principles: reverencing the Immortals, reverencing one's fellow
man, reverencing wisdom and scholarship, pilgrimage, the dream of
justice and honor, and the dream of the garden in the desert.
These principles are listed at length in the Nahmeh, the holy
book written by Al-Kalim describing his quest for Immortality.
Day-to-Day Activities: Priests of Al-Kalim have
different activities depending on where they are located. In
Ylaruam, they of course act as the guiding force for the people,
providing education and military leadership. They lead the
faithful in daily prayers and act in many government functions.
However, priests are not subject to any additional requirements
beyond what is required of lay followers. Standard priests can be
either Prayer Leaders (those who guide the faithful; also called
Imams) or Itinerents (adventuring priests who spread the faith).
There are also Dervishes, druidic hermits who live alone in the
desert to observe the natural world and learn from it.
Followers of Al-Kalim in Ylaruam are divided into two factions.
The Preceptors are more open to outside ideas and interaction
with foreigners. The Kin faction is more conservative and hostile
to outsiders, and considers city-dwellers inferior to desert
nomads.
In other countries, most priests are Itinerents, who travel to
spread their faith. Usually there is only one Prayer Leader in
each foreign country.
Important Ceremonies/Holy Days: There are few
holy days, the only one being the 24th of Jumada'l Awwal
(Yarthmont), which is the Day of Ascension (marking Al-Kalim's
ascension to the rank of Immortal). On the other hand, there are
several ceremonies and rituals, as prescribed in the guiding
principles; the most important are daily prayer at sunrise and
sunset and a fast from sunrise to sunset on days of the full
moon.
Major Centers of Worship: Ylaruam is the most
important worshipper base for Al-Kalim, since all Ylari people
follow his teachings. With the help of Itinerents, his faith has
spread to other lands such as Ierendi and Saragon on the Savage
Coast. In Sind, Al-Kalim has a small following as Kalman, patron
of vegetation and Asanda river.
Affiliated Orders: The Military Orders of the
Eternal Way are open to all True Believers. The Orders act as
defenders of Ylaruam and the Eternal Truth. These include Order
of the Pike (for heavy infantry), Order of the Arrow (for mounted
archers), Order of the Spell (for mounted skirmisher mages),
Order of the Mace (for war priests), and Order of the Lance
(consisting of the finest members of the other orders).
Khinjar al-Sahraa, the Desert Dagger, is a secret society of
religious assassins who slay those who commit blasphemy against
Al-Kalim's name. The members are LN and LE warriors and thieves,
with a few more radical priests, but no mages (the Desert Dagger
hates mages and slays them on sight). The society is secret and
nominally illegal, but is quietly supported by the Kin faction.
Priestly Vestments: For the most part, priests
of Al-Kalim do not dress differently from other faithful, with
the exception of displaying their holy symbols somewhere on their
person.
Adventuring Garb: Likewise, adventuring priests
tend to dress in a practical manner, but display their symbols,
even in areas where is might be dangerous to do so.
Detect Water (Divination, Elemental Water)
Level: 1
Sphere: Divination, Elemental Water
Range: 300'
Components: V, S
Duration: 1 turn/lvl
Casting Time: 1r
Area of Effect: All water within range
Saving Throw: None
This spell enables the priest to detect the presence of any water
within the spell's range. The priest can determine the
approximate number of quarts if the amount of water is limited;
if there is a very large amount, the priest will know that there
is "a lot" of water. The priest can also distinguish
between drinking and other types of water (such as water
contained in plants and creatures).
Poetic Inspiration (Enchantment)
Level: 2
Sphere: Charm
Range: 0
Components: V
Duration: 6 rds
Casting Time: 1r
Area of Effect: 50' cube
Saving Throw: None
The priest recites inspiring verse, granting a +1 to hit and
morale of all friendly creatures who are able to understand the
priest's language. It does not affect those who are already
engaged in melee. It also grants the priest a +1 bonus to
reaction rolls, if the encountered creatures are able to
understand the priest. The DM may give higher bonuses if the
player actually recites a piece of inspiring poetry.
Truthtelling (Abjuration)
Level: 3
Sphere: All
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1r
Area of Effect: One living creature
Saving Throw: None or Neg.
This spell is cast on the target at the same time as he swears an
oath or vouches for the truth of a statement. If the target
subsequently breaks the oath or has lied about the statement, he
is affected as if by the Bestow Curse spell (reverse of Remove
Curse). The DM should be creative when determining the effects of
the curse. For True Believers there is no saving throw;
unbelievers receive a saving throw with a -4 penalty. The
material component is the priest's holy symbol.
Know Destiny (Divination)
Level: 3
Sphere: Divination
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1r
Area of Effect: One hint
Saving Throw: None
This spell allows the caster to ask Al-Kalim for guidance and
advice. The priest can ask a specific question or ask for general
hints. Al-Kalim may give a clear reply, make a cryptic answer, or
refuse to answer at all, at the DM's discretion. Al-Kalim does
not favor those who overuse this spell and may provide irrelevant
or misleading responses to those who incur his anger.
Dervishes gain major access to All, Animal, Divination, Elemental (except fire), Plant, and Weather spheres, and minor access to the Healing sphere; this includes all special spells described above that are in the appropriate spheres. They also gain access to the following spells:
Level 2
Hold Person
Level 3
Shift Sand (new spell, see below)
Level 4
Charm Animal (works like the mage spell Charm Monster, except
only normal and giant animals can be affected)
Neutralize Poison
Level 5
Conjure Elemental (as mage spell, but fire elementals may not be
conjured)
Passwall (as mage spell)
Level 6
Word of Recall
Level 7
Holy Word
Shift Sand (Elemental Earth, Enchantment)
Level: 3
Sphere: Elemental Earth
Range: 30'
Components: V, S
Duration: 6r+1r/lvl
Casting Time: 6
Area of Effect: 25 cu. ft. of sand
Saving Throw: None
This spell causes a volume of sand to flow like water, however
the caster desires. It can be used to perform excavations, open a
passage, or tunnel a shelter. The flowing sand cannot harm
creatures and does not inconvenience them any more than a small
stream of water. If the sand is thoroughly wetted first, it may
retain its shape until it dries.
At higher levels, dervishes also gain the ability of druids to enter and survive on elemental planes. Dervishes do not gain any other druid abilities, and they do not need to challenge higher-level dervishes in order to advance.