Mystic of Nog: A wizard who channeled and contained magical power through their flesh.Mageweaver: A wizard who wove magical power into artistic creations.Ghul Lord: A wizard using the Negative Energy plane to power their magic.Digitalogist: A wizard specializing in the special connection between numbers and magic.Clockwork mage (Mechanician): A wizard who created mechanical constructs possessing spell-like abilities.Astrologer: A wizard who studied the stars and used the constellations to augment their powers.Jackal: A wizard who steals spells from other wizards.Ajami: Any outland wizard from beyond the Land of Fate.They are the most common mages in Zakhara.
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Sorcerer: A wizard who deals with two elemental forces.Sha'ir: A wizard whose magic centers on genies and is aided by its familiar, a gen (minor genie).Elemental mage: A master of one of the four elements: sand ( earth), sea ( water), flame ( fire), or wind ( air).
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Īll races are present, including humans, elves, dwarves, half-elves, gnomes, and halflings, although they do not suffer many of the racial prejudices traditional to most Dungeons & Dragons campaign settings. These kits are generally available to all characters, with certain restrictions based on the race of the character. Al-Qadim makes use of the concept of character kits, a more rigid layer atop the traditional Dungeons & Dragons character classes. Player characters in the Al-Qadim setting can choose from any of a number of character types. The vast majority of Al-Hadhar and most Al-Badia are Enlightened in the way of the Loregiver. The wisdom of this Lore was immediately recognized and became the basis of law in Zakhara. In the distant past, a woman known only as the Loregiver penned the scrolls that clearly laid out the laws of the land, some say guided by the hand of Fate. In Dungeons & Dragons game terms, Fate is not given statistics, spells, or priesthoods as are most deities. None can agree on her nature, whether the mother of the gods or an elemental force. Fate may cast down the mightiest sultan or raise up the meanest beggar. Zakhara has a wide variety of gods, but all recognize the power of Fate. The people of Zakhara speak and write a common language called Midani (represented by Arabic). Not all inhabitants of Zakhara belong to the shared culture, however there are many tribes of pagan human barbarians who reject the Law of the Loregiver and the worship of the Pantheon, and certain monstrous races-including the yuan-ti, the vile yak-men (or yikaria, as they call themselves), and most giants-dwell apart in their own societies. The nomads and city-dwellers, humans and non-humans alike, are all united as a single culture under a single religion (a polytheistic pastiche of Islam) and as subjects of the Grand Caliph the entire continent is effectively a single empire, although different regions, city-states, and tribes have unique local cultures. The nomadic Al-Badia are predominantly human, whereas the Al-Hadhar possess greater diversity. Unlike most settings, there is practically no racial disharmony in Zakhara: humans, elves, and orcs alike share the same culture, lifestyle, and social status, and races traditionally considered evil savages, such as goblins, are instead valued members of society. Zakhara's society is made up mainly of humans, but demihumans such as elves and dwarves are present in the setting also, as well as humanoids such as orcs, goblinoids, and ogres. Zakharan society is broken into two main divisions:
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There are a number of important concepts to the Zakharan culture including honor, family, social station, purity, piety, and hospitality.