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Land of Fate

From Wikipedia, the free encyclopedia
Tabletop role-playing game supplement
Land of Fate
GenreRole-playing games
PublisherTSR
Publication date
1992
Media typeBoxed set

Land of Fate is an accessory for the 2nd edition of theAdvanced Dungeons & Dragonsfantasyrole-playing game, published in 1992.

Contents

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TheLand of Fate set described the fictional land ofZakhara in theAl-Qadim campaign setting at length.Land of Fate describes the maps, geography, routines of daily life, fashion, customs, organizations, class status, the legal system, magical items, languages, calendars, 12 different desert tribes, 17 deities or deity types, and 27 city writeups in the "Adventurer’s Guide to Zakhara," along with DM-only secrets for each city in the "Fortunes and Fates" book.[1]

Publication history

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Land of Fate was published byTSR, Inc. as a boxed set containing a 128-page locations guide, a 64-page campaign guide, 8 looseMonstrous Compendium sheets, 12 cardstock mapsheets, 3 large color maps, and a plastic hex scale.[1] Design was byJeff Grubb withAndria Hayday, the cover was byFred Fields, and illustrations byKarl Waller.[1]

Reception

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Gene Alloway reviewedAl-Qadim: Land of Fate Boxed Set inWhite Wolf #34 (Jan./Feb., 1993), rating it a 4 out of 5 and stated that "Al-Qadim: Land of Fate is an excellent addition to theAl-Qadim series. It expands the campaign world immensely and provides even more depth to an already fascinating place to 'visit.' Players will enjoy it a great deal. All it takes is some time and a lamp and a carpet ..."[2]

Allen Varney reviewedLand of Fate forDragon magazine #219 (July 1995).[1] He began by saying: "It makes sense, unfortunately, that theLand of Fate box quickly followed theAl-Qadim rulebook as its first supplement. The rulebook briefly introduced the setting of Zakhara, but this set described it at length. A campaign needs this basic data", but with everything inLand of Fate, he said, "It's all very large."[1] He went on to say: "In principle the jottings of a campaign set can be satisfying in themselves. In theLand of Fate set, they make for dry reading. We get a useful chapter on all aspects of daily life, and a couple of wonderful sidebar articles on the Zakharan coffee ceremony ("the measure of a good host") and pearl diving, the stuff of memorable scenes in an adventure. The rest is a sandstorm of little details, one-paragraph character outlines, societal tidbits (we're told twice that worshippers in Zakhara "prostrate" themselves), and jottings. With work you could assemble any dozen jottings into a free-wheeling adventure like the loose-jointed Arabian Nights tales, where one thing follows another without much logic. But not much ofLand of Fate matches the screwy imagination of the best Nights tales. At times the designer's creativity clearly flags, such as in this candid beginning to an entry describing the secrets of Hilm: "The City of Kindness is boring." And, as with the rulebook, there is no hint in all these pages of how to develop these jottings into a memorable, characteristically Arabian campaign."[1] Varney concluded the review by saying: "Parts of theLand of Fate boxed set enhance any Al-Qadim campaign, but its length is excessive and its inspiration uneven. Unless you plan to construct a long, ambitious campaign, you can probably get along without this box."[1]

References

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  1. ^abcdefgVarney, Allen (July 1995). "Role-playing Reviews".Dragon (#219).Lake Geneva, Wisconsin:TSR:49–50.
  2. ^Alloway, Gene (January–February 1993)."Capsule Reviews".White Wolf Magazine. No. 34. pp. 65–66.
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