Review of Al Malik Fiefs

Al Malik Fiefs Review Summary

Capsule Review
February 5, 2000
Edited: August 28, 2017


by: Joe G Kushner


Style: 4 (Classy & Well Done)
Substance: 3 (Average)



Joe G Kushner has written 149 reviews, with average style of 3.79 and average substance of 3.80 The reviewer's previous review was of Gamemasters Screen and Complete Pandemonium.The reviewer's next review is of Rifts World Book 22: Free Quebec.

This review has been read 612 times.

 

Al Malik Fiefs Product Summary

Name: Al Malik Fiefs
Publisher: Holistic Design
System: Fading Suns (2e)
Setting: Fading Suns
Author: Rustin Quaide
Category: RPG

Cost: $6.95
Pages: 32
Year: 1999

SKU: 238
ISBN: 1-888906-17-0


Review of Al Malik Fiefs


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The Al-Malik Fiefs is told by Lady Sharifah al-Malik of the Questing Knights. When told in her voice using first person, the reading flows smoothly. When detailing out the history of a system, it reads much like standard historical text. Slowly.

Still, the four systems include a main planet for the characters to investigate, a map of the planet, similar to the one found in Complete Pandemonium, and a chart of how many AUs the planets are from their suns. The other planets in the system are given a paragraph of information so that GMs can answer basic questions about them from size to type. The most useful parts to GMs are often the ones detailing the recent history and the Curiosities sections.

Players wishing to make an Ukari or an Obun, may originate from Criticorum. Other players, more interested in legends, may seek out the Criticorum Leviathans, rumored to be guardians of a sunken Ur-city. If there are any Imperial loves, they can seek out Green Phoenix bar. Those al-Malik in the party can travel to the Thirsty Demon.

Shaprut is home to the Shantor, horse like beings who've suffered from their contact with the human race. Those Shantor that make too much trouble often find themselves at Vadava Island where escape is almost impossible. Still, events like the Shantor Day Race, where the winner gains 500 firebirds are not to be looked at lightly.

Hunters may seek out the Verthandi jungles, the south land of Aylon, which is home to some of the strangest life forms in the Known Worlds. Wise warriors would beware the Reapers, massive tree like creatures, or the Huntsman Slekker, a poisonous beast that travels in large packs.

Those GMs seeking an Arabian feel may find Istakhr, to their liking. Istakhr Scorpions, sandstorms, earthquakes, and Vorox hounds await the unwary here. Others might seek out the Sekander, a ruined city guarded by decadent humans who've become monsters known as Morif.a

The last section details Kordeth, a difficult place because Allied Clan and Merchant League Laws don't exist on the al-Malik fiefs. Madoc, a waterworld owned by the League, but still not al-Malik free. Characters not interested in joining the plots of the al-Malik, may wish to trade with the amphibious Oro'ym. Because the al-Malik supported the Merchant League in the early Dark Ages, they received house fiefs on Leaguheim. Noble members of the al-Malik house may wish to visit Sir Priam Fahd, the greatest military mind of the al-Malik.

The Imperial Survey series reminds me of the Trinity Field Reports: full of great information at an affordable price.

Style: 4 (Classy and well done)
Substance: 3 (Average)

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