BOOK OF ARTIFACTS
The Cup and Talisman of Al’Akbar: A Legacy of the Baklunish Faith
The world of Greyhawk is a rich and diverse setting for the Dungeons & Dragons role-playing game, where ancient empires, powerful gods, and legendary artifacts shape the history and destiny of the lands. Among the most revered and sought-after artifacts are the Cup and Talisman of Al’Akbar, two holy relics that were bestowed by the Baklunish gods to their most faithful servant, Al’Akbar, after a devastating cataclysm that wiped out their civilization. The Cup and Talisman have miraculous powers of healing and restoration, but they also demand loyalty and devotion from their wielders. For centuries, they were kept in the sacred Mosque of Al’Akbar in Ekbir, until they were stolen by a band of elves in a daring heist. Since then, their whereabouts have been shrouded in mystery and intrigue, sparking wars, schisms, and quests among the followers of Al’Akbar and other factions. In this article, we will explore the origins, history, and significance of the Cup and Talisman of Al’Akbar, as well as some of the rumors and legends that surround them.
The Appearance and Symbolism of the Cup and Talisman of Al’Akbar
The Cup of Al’Akbar is a magnificent chalice of pure gold, adorned with silver filigree and twelve dazzling gems. Each gem is a different color and shape, representing the diversity and harmony of the Baklunish people. The cup is large enough to hold a gallon of water, but it is so finely crafted that it feels light and balanced in the hands. The cup glows with a soft golden light that never fades, even in the darkest places. The Cup of Al’Akbar is more than just a beautiful object; it is a symbol of faith and hope for the followers of Al’Akbar.
The Talisman of Al’Akbar is a small but powerful pendant of platinum, shaped like an eight-pointed star. Each point is tipped with a sparkling diamond, reflecting the light in every direction. The center of the star is engraved with intricate patterns of gold, forming a sacred seal that protects the wearer from harm. The talisman hangs from a chain of gold and pearls, adding to its elegance and grace. The Talisman of Al’Akbar is a gift of divine favor and healing for those who serve Al’Akbar with devotion and loyalty.
The History of the Cup and Talisman of Al’Akbar
The Cup and Talisman of Al’Akbar are ancient and powerful artifacts that have a long and fascinating history. They are associated with the Baklunish faith, a culture and religion that is inspired by the real-world Islamic culture. The Baklunish people live in the western part of the world of Greyhawk, a popular setting for the Dungeons & Dragons role-playing game.
The Cup and Talisman of Al’Akbar were given by the Baklunish gods to their most faithful servant, Al’Akbar, after a terrible disaster that destroyed their civilization. This disaster was called the Invoked Devastation, and it was a magical war between the Baklunish and the Suloise, another ancient empire. The Invoked Devastation caused massive earthquakes, volcanic eruptions, floods, and storms that wiped out most of the Baklunish lands and created the Dry Steppes and the Sea of Dust.
Al’Akbar was a demigod of dignity, duty, faithfulness, and guardianship. He was the high priest of the Baklunish gods, and he led his people to survive and rebuild after the Invoked Devastation. He used the Cup and Talisman of Al’Akbar to heal his people and restore their spiritual connection with the divine. The Cup and Talisman of Al’Akbar have miraculous powers of healing and restoration, but they also demand loyalty and devotion from their wielders.
The Cup of Al’Akbar is a large chalice of gold, silver, and gems. It can create water that can cure diseases, neutralize poisons, and restore vitality. The Talisman of Al’Akbar is a small pendant of platinum, shaped like an eight-pointed star. It can heal wounds, regenerate limbs, and even resurrect the dead.
The Cup and Talisman of Al’Akbar were brought by Al’Akbar to Ekbir, where they remained in an honored place in the Mosque of Al’Akbar until 219 CY (Common Year), when they were stolen by a group of elves who escaped on giant eagles. The loss of the artifacts caused a schism in the faith of Al’Akbar, with some followers forming the rival True Faith in the Yatil Mountains. The current location of the Cup and Talisman of Al’Akbar is unknown, but some rumors suggest they are hidden in the Pinnacles of Azor’alq, a mysterious mountain range in the west.
The Cup and Talisman of Al’Akbar are revered by many Baklunish followers of Al’Akbar, especially those who follow the Sufi (mystical) path. They believe that these artifacts can help them achieve a closer relationship with the Supreme Creator, the source of all existence. They also believe that these artifacts contain some of the secrets of Ibn al-Arabi, a famous Baklunish mystic-philosopher who was influenced by Al’Akbar’s teachings. Ibn al-Arabi wrote about the hidden, mystical dimension of the Baklunish faith and gave it a philosophical expression.
The Cup and Talisman of Al’Akbar are also sought by many adventurers and treasure hunters, who are fascinated by their beauty and value. They are rumored to be hidden in the Pinnacles of Azor’alq, a mysterious mountain range in the west. However, finding them is not easy, as they are guarded by divine forces and hidden from unworthy eyes. Only those who are sincere and faithful to Al’Akbar can hope to discover them and benefit from their powers.
A Timeline of the Owners of the Cup and Talisman of Al’Akbar
The Cup and Talisman of Al’Akbar are two of the most revered and sought-after artifacts in the world of Greyhawk, a popular setting for the Dungeons & Dragons role-playing game. They are associated with the Baklunish faith, a culture and religion that is inspired by the real-world Islamic culture. The Baklunish people live in the western part of the world, where they have survived and rebuilt after a terrible disaster that destroyed their ancient empire.
The Cup and Talisman of Al’Akbar have great powers of healing and restoration, but they also demand loyalty and devotion from their wielders. They have changed hands many times throughout history, sometimes by divine intervention, sometimes by theft or war. Here is a timeline of the owners of the Cup and Talisman of Al’Akbar, based on the available sources:
- Before 4989 BH (0 CY): The Cup and Talisman of Al’Akbar were given by the Baklunish gods to their most faithful servant, Al’Akbar, shortly after the Invoked Devastation, a cataclysmic event that destroyed the ancient Baklunish Empire and created the Dry Steppes and the Sea of Dust. Al’Akbar was a demigod of dignity, duty, faithfulness, and guardianship. He was the high priest of the Baklunish gods, and he led his people to survive and rebuild after the Invoked Devastation. He used the Cup and Talisman of Al’Akbar to heal his people and restore their spiritual connection with the divine.
- 4989 BH (0 CY) – 2878 BH (2111 CY): The Cup and Talisman of Al’Akbar were brought by Al’Akbar to Ekbir, where they remained in an honored place in the Mosque of Al’Akbar in Ekbir City. The Mosque of Al’Akbar was a magnificent temple that served as the center of the Baklunish faith and culture. The Cup and Talisman of Al’Akbar were used by the grand mufti, the spiritual leader of the Baklunish people, to perform miracles and blessings for his followers. The Cup and Talisman of Al’Akbar were also revered by many Baklunish followers of Al’Akbar, especially those who followed the Sufi (mystical) path. They believed that these artifacts could help them attain a closer relationship with the Supreme Creator, the source of all existence. They also believed that these artifacts contained some of the secrets of Ibn al-Arabi, a famous Baklunish mystic-philosopher who was influenced by Al’Akbar’s teachings. Ibn al-Arabi wrote about the hidden, mystical dimension of the Baklunish faith and gave it a philosophical expression.
- 2878 BH (219 CY): The Cup and Talisman of Al’Akbar were stolen by a group of elves who escaped on giant eagles during the Procession of Blessing, an annual ceremony where the grand mufti would display the artifacts to the public. The elves were described as “strange elves who were as tall as men” (probably valley elves), who headed toward the Barrier Peaks (where the Valley of the Mage lies). The theft of the artifacts caused a great shock and outrage among the Baklunish people, who considered it a sacrilege and an insult. The grand mufti was held responsible for this loss and exiled from Ekbir forever. In response, he formed the rival True Faith of Al’Akbar in the Yatil Mountains, claiming that without the authority of the Cup and Talisman, the caliph was no longer Al’Akbar’s true spiritual heir. The True Faith became a militant sect that opposed the caliphate and sought to recover the artifacts by any means necessary.
- 219 CY – Present: The current location of the Cup and Talisman of Al’Akbar is unknown, although they have been reported in various places throughout history. Some rumors suggest that they are hidden in the Pinnacles of Azor’alq, a mysterious mountain range in the west that is home to many secrets and dangers. Other rumors suggest that they are in the possession of some powerful or influential person or group, such as a wizard, a king, or a cult. Some even claim that they have been destroyed or returned to the Baklunish gods. The truth is elusive, as the Cup and Talisman of Al’Akbar are guarded by divine forces and hidden from unworthy eyes. Only those who are sincere and faithful to Al’Akbar can hope to discover them and benefit from their powers.
The Cup and Talisman of Al’Akbar are still sought by many adventurers and treasure hunters, who are fascinated by their beauty and value. They are also coveted by many emperors, kings, and warlords, who desire their power and prestige. They are also revered by many Baklunish followers of Al’Akbar, who hope to restore their faith and culture. The Cup and Talisman of Al’Akbar are among the most legendary and mysterious artifacts in the world of Greyhawk, and their story is far from over.
The Campaign Use for the Cup and Talisman of Al’Akbar
The Cup and Talisman of Al’Akbar are two of the most powerful and legendary artifacts in the world of Greyhawk, a popular setting for the Dungeons & Dragons role-playing game. They are associated with the Baklunish faith, a culture and religion that is inspired by the real-world Islamic culture. The Baklunish people live in the western part of the world, where they have survived and rebuilt after a terrible disaster that destroyed their ancient empire.
The Cup and Talisman of Al’Akbar have great powers of healing and restoration, but they also demand loyalty and devotion from their wielders. They have changed hands many times throughout history, sometimes by divine intervention, sometimes by theft or war. They are objects of great interest and desire for many people, such as followers of Al’Akbar, adventurers, treasure hunters, emperors, kings, warlords, wizards, and cults.
The Cup and Talisman of Al’Akbar can be used in a variety of ways to enhance the adventure and challenge of any Dungeons & Dragons game. Here are some possible ways to use them in your campaign:
- The characters are hired by a Baklunish noble or cleric to find and recover the Cup and Talisman of Al’Akbar from the Pinnacles of Azor’alq, where they are rumored to be hidden. However, they are not the only ones who are after the artifacts, as they have to contend with rival factions, such as the True Faith, the Valley of the Mage, or the Scarlet Brotherhood.
- The characters stumble upon the Cup and Talisman of Al’Akbar in a dungeon or a treasure hoard, and they decide to keep them for themselves. However, they soon discover that the artifacts come with a price: they have to follow the teachings of Al’Akbar, or face divine wrath. They also have to deal with the constant attempts to steal or seize the artifacts by various enemies and allies.
- The characters are chosen by Al’Akbar himself to wield the Cup and Talisman of Al’Akbar for a noble cause, such as preventing a war, curing a plague, or stopping an evil plot. They are granted access to the artifacts’ powers, but they also have to fulfill their duty and loyalty to Al’Akbar. They also have to face the dangers and temptations that come with possessing such powerful items.
The DM should be careful not to use the Cup and Talisman of Al’Akbar too often or too easily in their campaign. The artifacts are meant to be rare and special items that can make a difference in critical situations. The DM should also make sure that the adventures involving the artifacts are challenging and exciting enough to justify their use. The DM should also consider the consequences and implications of using the artifacts in their campaign world. How would they affect the balance of power and politics in the world? How would they affect the faith and culture of the Baklunish people? How would they affect the characters’ personalities and relationships? The DM should use these questions as sources of inspiration and conflict for their stories.
The Cup and Talisman of Al’Akbar are among the most fascinating and mysterious artifacts in the world of Greyhawk, and their story is far from over. They can provide endless opportunities for adventure and intrigue for any Dungeons & Dragons game.
The Powers of the Cup of Al’Akbar in Different Editions of D&D
The powers of the Cup of Al’Akbar have varied slightly in different editions of D&D, but they have always been impressive and useful for anyone who is of good alignment and follows the teachings of Al’Akbar. Here are some examples of how the Cup of Al’Akbar works in different editions of D&D:
- In Advanced Dungeons & Dragons (AD&D), the Cup of Al’Akbar has two types of powers: constant and invoked. The constant power is that anyone of good alignment who touches the Cup receives the benefits of a bless spell, which lasts for 24 hours. The invoked power is that the Cup can be filled with holy water once per day, which can be used to cure critical wounds or neutralize poison if all of it is drunk, or to cure light wounds if it is divided into three portions.
- In Dungeons & Dragons 3rd Edition (D&D 3E), the Cup of Al’Akbar has similar powers to AD&D, but with some changes. The constant power is that anyone who touches the Cup gains a +1 sacred bonus on saving throws against disease and poison for 24 hours. The invoked power is that the Cup can be filled with holy water once per day, which can be used to cast heal or remove disease if all of it is drunk, or to cast cure moderate wounds if it is divided into three portions.
- In Dungeons & Dragons 4th Edition (D&D 4E), the Cup of Al’Akbar has different powers from previous editions. The constant power is that anyone who drinks from the Cup gains a +2 bonus to saving throws until the end of their next extended rest. The invoked power is that once per day, when an ally within 10 squares drops to 0 hit points or fewer, the wielder can use a minor action to fill the Cup with holy water and use a standard action to throw it at the ally, healing them for 2d10 + Charisma modifier hit points.
The Cup of Al’Akbar is a magnificent chalice of gold, silver, and gems. It can create water that can cure diseases, neutralize poisons, and restore vitality. It is a symbol of the generosity and compassion of Al’Akbar, who shared his blessings with everyone in need. It is also a symbol of the purity and harmony of the Baklunish people, who are united by their common faith and culture.
The Powers of the Talisman of Al’Akbar in Different Editions of D&D
The powers of the Talisman of Al’Akbar have varied slightly in different editions of D&D, but they have always been impressive and useful for anyone who is of good alignment and follows the teachings of Al’Akbar. Here are some examples of how the Talisman of Al’Akbar works in different editions of D&D:
- In Advanced Dungeons & Dragons (AD&D), the Talisman of Al’Akbar has three types of powers: constant, invoked, and resonating. The constant power is that anyone of good alignment touching the Talisman receives the benefit of a remove curse spell. The invoked power is that once per day the Talisman can cast a cure disease or cure blindness spell. The resonating power is that once per week, the Cup and Talisman can be used to create various potions or cast a resurrection spell.
- In Dungeons & Dragons 3rd Edition (D&D 3E), the Talisman of Al’Akbar has similar powers to AD&D, but with some changes. The constant power is that anyone who touches the Talisman gains a +1 sacred bonus on saving throws against disease and poison for 24 hours. The invoked power is that once per day the Talisman can be used to cast remove disease or remove blindness/deafness. The resonating power is that once per week, the Cup and Talisman can be used to create various potions or cast true resurrection.
- In Dungeons & Dragons 4th Edition (D&D 4E), the Talisman of Al’Akbar has different powers from previous editions. The constant power is that anyone who wears the Talisman gains resist 5 necrotic and resist 5 poison. The invoked power is that once per day, when an ally within 10 squares drops to 0 hit points or fewer, the wielder can use a minor action to fill the Cup with holy water and use a standard action to throw it at the ally, healing them for 2d10 + Charisma modifier hit points.
The Talisman of Al’Akbar is a small but powerful pendant of platinum, shaped like an eight-pointed star. It can heal wounds, regenerate limbs, and even resurrect the dead. It is a symbol of the protection and guidance of Al’Akbar, who watches over his faithful and helps them overcome their challenges. It is also a symbol of the wisdom and power of the Baklunish gods, who granted their favor to Al’Akbar and his followers.
The Suggested Means of Destruction of the Cup and Talisman of Al’Akbar
Destroying the Cup and Talisman of Al’Akbar is not only extremely difficult, but also very dangerous and potentially blasphemous. According to the Book of Artifacts, a source book for AD&D, the suggested means of destruction for these artifacts are as follows:
- The Cup must be filled with water from the river Styx and the Talisman dissolved in it.
- Ten thousand curse spells must be cast upon the Talisman, and then it must be struck against the Cup.
- They must be touched by the deity of disease and death.
These means of destruction are very specific and challenging, requiring access to rare or forbidden resources, such as the river Styx, a plane of evil and corruption; curse spells, a type of magic that is often outlawed or frowned upon; and the deity of disease and death, a being that is feared and hated by most living creatures. Furthermore, these means of destruction would also destroy the healing powers of the artifacts, which could be used for good purposes.
In other editions of D&D, such as D&D 3E or D&D 4E, there are no official sources that provide specific means of destruction for these artifacts. However, based on the general guidelines for destroying artifacts in these editions, some possible means of destruction could be:
- The Cup and Talisman must be exposed to a powerful source of positive energy, such as a holy avenger sword or a sunburst spell.
- The Cup and Talisman must be brought to the Pinnacles of Azor’alq, where they were rumored to be hidden, and shattered by a weapon forged by Al’Akbar himself.
- The Cup and Talisman must be returned to their original creator, Al’Akbar, who can destroy them by touch.
These means of destruction are also very specific and challenging, requiring access to rare or powerful items or beings, such as a holy avenger sword, a sunburst spell, a weapon forged by Al’Akbar, or Al’Akbar himself. However, these means of destruction would also respect the nature and origin of the artifacts, as they would use positive energy or Al’Akbar’s will to destroy them.
Therefore, destroying the Cup and Talisman of Al’Akbar is not an easy or simple task. It would require great courage, skill, knowledge, and faith to accomplish. It would also have great consequences and implications for the world of Greyhawk and the Baklunish faith. The Cup and Talisman of Al’Akbar are among the most fascinating and mysterious artifacts in the world of Greyhawk, and their story is far from over.