Al-Kalim

(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.

The Church

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.

Kalimi Spells

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.

Dervish Spells

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.

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