All righty, I discussed some of the challenges adapting Al Qadim. Of the things I’ve got, we’ll start with long hanging fruit. Things with less to offer.
A Dozen and One Adventures- This is a series of adventures in the city of Muluk. Most are fine adventures, though some of them might be a little light for Dark Sun adventures. However, the Brotherhood of Flame are major villains, and they serve as excellent models for evil defilers or flame or sun clerics.
Caravans- Nice for a series of travels. The adventure of the Empty Bottle has got some good Dark Sun potential. Heck, you’ve got to fight an undead giant riding the back of a skeleton roc! Ahz’zak and his damned crevasse fortress, make a good example of what I would think of as an Athasian genie.
Assassin Mountain- Very cool supplement focusing on the brotherhood (or rather a brotherhood) of assassins. Thing is they are way more than a bunch of thugs for hire. They are an extensive political force, with history and an impact on culture. The problem with bringing this into Dark Sun, is I can’t imagine the sorcerer monarchs tolerating this. They would have been obliterated at some point. They might be good at hiding, but not THAT good. Also, the gods the assassins serve don’t exist here.
Athas, also does have forces which have similar roles. There are elven tribes known and feared for their assassins. Some merchant houses are notorious for this kind of thing. So bringing in Assassin Mountain would have some serious redundancy. If I really wanted to do it, I would lean towards a monastery of psions and psychic warriors. That, or a weird variant located in the Kreen Empire.
Golden Voyages, City of Delights, Corsairs- These box sets rely too much on naval operations, benevolent empires, enlightened attitudes. Etc. While fun, not really Dark Sun appropriate.
Next up, Cities of Bone and Ruined Kingdoms.