Talk:Al’Akbar
Contents
Glossary of useful native terms
I9 Day of Al’Akbar (1986, p.20)
- Babouche
- common heel-less leather slipper.
- Baklava
- almond and honey cake.
- Baksheesh
- bribe.
- Baraka
- good luck, a blessing.
- Barakala-Oufik
- native expression for wishing someone good luck.
- Bazaar
- large, cheap market.
- Bey
- high official under a Sultan.
- Bled
- isolated desert hinterland.
- Caliph
- honorary political and spiritual leader.
- Caravanserai
- caravan shelter in a desert.
- Casbah
- desert city or native house.
- Chaksukah
- vegetable stew.
- Chechia
- cylindrical headgear made of cloth.
- Cithara
- stringed musical instrument.
- Couscous
- common native dish made of steamed wheat semolina, mutton and vegetables.
- Dhow
- small, oriental sail boat.
- Divan
- smoking room, or large sofa.
- Djebel
- mountain.
- Djellabah
- native’s long robe with a hood.
- Djinn
- desert spirit (see Djinni in MM1).
- Effendi
- Sir; man of property or education.
- Erg
- great sand desert.
- Fahtmah
- woman.
- Fellah
- peasant.
- Fennec
- small desert fox.
- Fez
- conical, brimless felt hat with a tassel.
- Fonduk
- merchant hostelry.
- Haik
- large cloth worn by the native women.
- Halva
- pastry of crushed sesame seeds and honey syrup.
- Hamada
- rocky plateau in a desert.
- Hammam
- common public baths.
- Harem
- secluded area allotted to native wives.
- Harissa
- hot sauce served with couscous.
- Henna
- traditional reddish dye covering native women’s hair and hands.
- Houri
- mystical virgin in a paradise.
- Iwan
- large, open entrance to a temple.
- Jihad
- holy war against the infidels.
- Keffieh
- long cloth used as a headgear.
- Khat
- plant whose leaves contain an euphoria-inducing drug.
- Khol
- black substance used to darken eyelids.
- Kif
- smoking drug causing a state of dreamy tranquility.
- Kif-kif
- native expression for same thing.
- Kouglar
- curved dagger.
- Krak
- desert stronghold.
- Maboul
- native expression for crazy.
- Makhzen
- cavalry corps provided by desert tribes for the Sultan.
- Makroud
- fried pastry dipped in a honey syrup.
- Mameluk
- elite slave soldier.
- Marabout
- holy man.
- Medina
- old, sleazy district in a native city; perhaps located in the northwest in.
- Khaibar.
- Mehari
- (plur. mehara) swift dromedary.
- Merguez
- spicy native sausage.
- Minaret
- high, slim tower above a temple.
- Muezzin
- priest who calls the people to prayer from the top of a minaret.
- Mufti
- chief of police (Mameluk commander in Khaibar, under the Bey’s orders).
- Mujahedin
- holy warrior in a Jihad.
- Narghile
- long smoking pipe.
- Oasis
- small, green area in a desert.
- Oued
- river crossing a desert.
- Pouf
- ottoman, small backless and armless seat.
- Qahwa
- dark strong coffee.
- Qa’id
- chief of a smalah or of a tribe.
- Rahat-Lokoum
- paste-like sweets; almond, rose or pistachio flavored.
- Raiya
- a forcigner, but worshjpper of the true faith.
- Roumi
- an infidel lo the true faith.
- Salaam
- native expression for Welcome.
- Sand Rose
- yellow or pink gypsum concretion found in sebkhas, resembling roses.
- Saroual
- long, puffy pants.
- Sebkah
- dried salty marshes.
- Shish-Kebab
- marinated cubes of beef or lamb grilled with vegetables on skewers.
- Smalah
- large family.
- Souk
- covered market (see bazaar).
- Sultan
- native king, or sovereign ruler.
- Sultana
- wife of a Sultan or ruling queen.
- Tchador
- long veil covering women’s faces.
- Yataghan
- large double edged scimjtar.
- Zawiya
- hostelry associated to a religious complex or a school.
- Ziggurat
- large tower supporting a temple.
AD&D 2nd Ed.
cup and talisman of Al’Akbar
Encyclopedia Magica (Vol.1, p.352 & Vol.4, p.1419) • Book of Artifacts (p.30) • I9 Day of Al’Akbar (p.20)
Value: — xᴘ, — ɢᴘ (75,000+ gp [cup] and 10,000+ gp [talisman] in jewelry value)
The cup of Al’Akbar is hardly an inconspicuous item. It is a large chalice, big enough that, were it filled, it would take two hands to lift. The vessel is made of hammered gold and chased with a silver filigree. Twelve great gems (each worth 5,000 gp) are set in mounts of electrum to form a band around the rim. Overall, the craftsmanship is clearly the work of a goldsmith of extra-ordinary skill and artistry. Although it does not radiate magic, the cup is always bathed in a golden aura.
The talisman of Al’Akbar is an eight-pointed star of hammered platinum. It is small, no bigger than a large pendant, and comes with a chain of gold and pearls so it can be worn as a necklace. Each point of the star is tipped with a diamond that sparkles in the slightest light. From the points to the center run elaborate patterns of golden inlay. It does not radiate magic.
History
The cup and talisman of Al’Akbar are major holy relics. The two artifacts are always associated with a powerful god or goddess of healing, although the DM must select exactly which one is most appropriate from those in the campaign. In the FORGOTTEN REALMS setting, Lathander could be used, while in the GREYHAWK campaign, Pelor would be appropriate. (Note that these items will not be found in a DARK SUN campaign.)
No matter what faith, according to the sect’s dogma, the cup and talisman were given by the deity after a great disaster that brought untold devastation and suffering to the land. The two items appeared before the high priest in a dream. When the clergyman awoke, the cup and talisman were there, still sparkling with the radiance of the deity. Blessed with the items and knowledge of their use, the holy man went out and cured the multitude of sick and injured.
Unfortunately, the miraculous powers of the cup and talisman did not bring happiness to the people or peace to the temple. When travelers returned to their distant homelands with tales of these two wonders, emperors, kings, and warlords coveted the items. Driven by greed and fear, they marched their armies and sent their agents, to seize the treasures.
Just what battles occurred and who won them is lost along with the names of those who fought for the artifacts. Perhaps one rose victorious over the others only to have the two treastLres seized from him. Perhaps they were stolen by bandits in the chaos of war. All that is known is that when the wars finally ceased, the cup and talisman had disappeared forever.
Even today, though, the legend of their miraculous power lives on in expressions as “cured by the cup” for any miraculous healing or “By the star of Akbar,” an oath to ward off disease.
Campaign use
The cup and talisman of Al’Akbar, because of their powerful healing abilities, are both excellent items for the player characters to acquire and use, and yet unbalancing devices that are best taken out of player characters’ grasp quickly in any campaign where they appear. The cup and talisman can be immensely useful items in an incredibly dangerous adventure where the characters frequently face horrible injury and death. These two artifacts may be vital for keeping the characters alive long enough to have a hope of concluding the adventure.
At the same time, the DM should not use the cup and talisman more than once in this manner. The powers of the cup and talisman allow the characters to flaunt death (and thus perform supremely heroic acts), but if this risk is removed from all adventures, things will grow dull very quickly.
Ideally, the characters find the cup, talisman, or both as the prelude to an even more harrowing task. The characters need the life-giving powers of these artifacts in order to travel to the Outer Planes (where their own magic will not function) and defeat a great foe. The items may be needed to survive a perilous journey of great importance.
Furthermore, the cup and talisman are of great interest to nearly everyone. Followers of the original deity will want their relics returned. Warlords will want the healing power for their armies. Wizards may covet the potion-making powers of the items. Characters must be ready to fight to keep the artifacts.
Once the need for them has passed, the artifacts should be removed. Ideally, the characters return the relics to their proper masters, or else they finally fall prey to the relentless efforts to buy, steal, or seize the items. If absolutely necessary, the original deity can appear and claim the items. Woe to the characters who would at this point be foolish enough to refuse.
cup of Al’Akbar
Constant Powers: Anyone of good alignment who touches the cup receives the benefits of a bless spell. This lasts for 24 hours.
Invoked Powers: The powers of the cup are activated by filling it with holy water, usable once per day. If all of the water is drunk, it acts as a cure critical wounds or neutralize poison spell, or it can be divided into three portions that act as cure light wounds spells, although these fade in 12 hours.
talisman of Al’Akbar
Constant Powers: Anyone of good alignment touching the talisman receives the benefit of a remove curse spell.
Invoked Powers: Once a day the talisman can cast a cure disease or cure blindness spell.
Used together
Resonating Powers: Once a week, the cup and talisman can be used to create the following potions: healing (5 batches), sweet water (3 batches), extra-healing (2 batches), elixir of health (1 batch), or vitality (1 batch). Furthermore, the items gain the power of a resurrection spell (1/day), effective only on good or neutral creatures.
Curse: These items can only be used by good humans and half-elves. When the powers of the talisman or the cup are invoked, the owner ages 1d10 years. The aging is irreversible! Upon attaining maximum age, the owner is transformed into a zombie guardian of the artifacts, unraiseable by any means.
Suggested Means of Destruction
- The talisman must be placed in the cup, and the cup filled with water from the river Styx. The talisman dissolves and the cup is voided of magic.
- Ten thousand curse spells must be cast upon the talisman, and then it must be struck against the cup, destroying both.
- They must both be touched by the deity of disease and death.
AD&D
Artifacts
I9 Day of Al’Akbar (1986, p.20)
The Cup and Talisman of Al’Akbar: This pair of holy relics was given by the Great Holy One to his most exalted high priest in the day following a great devastation. It was lost to demi-human raiders and last came into possession of Sultan Amhara, in what is now the Aririan desert, far in the south. Fearing a great invasion, the Sultan of Khaibar concealed the artifacts in two different areas of his palace, where they still remain to be discovered.
The Cup is made of hammered gold, chased with silver filigree, and set with 12 great gems in electrum settings—worth 75,000 or more gold pieces on the market as jewelry. It does not radiate magic (although it permanently glows), and has the following powers:
Minor Benign Powers: bless on contact, cure light wounds seven times a week.
Minor Malevolent Effect: a non-good aligned user loses 5d6 pounds of weight each time the prime power is used, or for every two weeks the user keeps the Cup. When the user’s weight reaches 1/10 of their normal weight, they turns into a deathless, withered creature (see major malevolent powers of the Talisman below).
The Talisman is made of hammered platinum in the shape of a star of eight points, chased with gold inlays, and with a small gem tipping each point. The star depends from a chain of gold and electrum set with silver beading (eight sets of three beads each), a jewelry value of 10,000 or more gold pieces. The Talisman does not radiate magic either, but has the following effects:
Major Benign Powers: cure disease at will, on contact; remove curse on contact up to seven times a week.
Major Malevolent Effect: an evil user withers and ages 3–30 years each time the prime power is used, eventually turning into a deathless withered zombie guardian of the Talisman. See DMG page 163 for more detail on aging.
If a cleric, druid, paladin or ranger possesses both, they may fill the Cup with holy water and immerse the Talisman in the fluid to create a potion once per week. Roll 1d20 on the table below to determine the potion type.
| 1–5 | healing |
| 6–10 | extra-healing |
| 11–15 | poison antidote balm |
| 16–17 | cure disease salve |
| 18–19 | remove curse ointment |
| 20 | raise dead balm |
Whenever both items are reunited, the possessor gains the following powers/effects:
Prime Power: resurrection seven times a week for any neutral or good aligned being.
Side Effect: whenever both items are shown at the same time, all intelligent creatures viewing the artifacts will feel greed and covetousness. Affected beings must make saving throws vs. spell or attack the possessor in an attempt to steal the items. PCs and otherwise friendly NPCs associated with the possessor are only 25% likely to be affected; their henchmen and the possessor’s must first make a loyalty check. Failure in both cases then requires the saving throw vs. spell.
The magical aging and weight loss cannot be prevented or reversed in any way. for more detail on the use of artifacts, check rules in the DMG, page 155.
DMG
AD&D Dungeon Masters Guide by Gary Gygax (p.157)
G.P. Sale Value* 85,000 (DMG p.124)
The Cup and Talisman of Al’Akbar: This pair of holy relics were given by the gods of the Paynims to their most exalted high priest of lawful good alignment in the days following the Invoked Devastation. It was lost to demi-human raiders and was last rumored to be somewhere in the Southeastern portion of the Bandit Kingdoms. The Cup is made of hammered gold, chased with silver filigree, and set with 12 great gems in electrum settings—a jewelry value of 75,000 or more gold pieces on the market. It does not radiate magic, but it has the following powers/effects:
- 4 × I: __________, __________, __________, __________
- 1 × III: __________*
The Talisman is made of hammered platinum, a star of 8 points, chased with gold inlays, and with a small gem tipping each point. The star is hung from a chain of gold and electrum set with silver beading (8 sets of 3 beads each)—a jewelry value of 10,000 or more gold pieces. It does not radiate magic either, but has the following powers/effects:
- 2 × II: __________, __________
- 1 × IV: __________**
If a cleric, druid, paladin or ranger possesses both, he or she may fill the cup with holy water and immerse the talisman into the fluid to create a potion once per week. The potion will be:
| 1–5 | healing |
| 6–10 | extra healing |
| 11–15 | poison antidote balm |
| 16–17 | cure disease salve |
| 18–19 | remove curse ointment |
| 20 | raise dead balm |
And the possessor gains the following powers/effects from both:
- 1 × V: __________
- 1 × VI: __________
* For neutral or evil characters only
** For evil characters only