The character classes and races in Al-Qadim remain as they are
described in the Players Handbook, with a few exceptions. One exception
is that any rule which is based on the racial hatred which lie as a
basis for standard AD&D, is cancelled. For instance Dwarves no longer
gain a +1 attack bonus agains orcs, goblins etc. Also, the character
classes of druids and specialist wizards are replaced by the intro-
duction of character kits. To each character class, wizard, priest,
fighter, thief, there is attached a set of kits, specialized roles
within the limitations of each class. All characters must belong to a
kit. The kit you belong to also influences your station, your place in
the hierarchy of Zakharan society. For game purposes, Station is
measured from 0 (a branded criminal) to 20 (the ruler of a nation).
The kits are described here in brief:
The most common warrior, a native of a permanent residence,
often serving in a militia.
Men and women of the sea. They haved lived most of their lifes
on ships, either as a servant of trade, or as a scourge of it.
Nomads, well-trained fighters, used to fighting from the back
of a horse or camel.
A holy warrior, often a paladin. Champions of good, fighters
with a cause.
A slave warrior, formally the property of a ruler. Brought up
from childhood as warriors, obedient to military command.
Mercenaries from outlying regions, members of societies
bordering on, but not part of, the Zakharan society, who have
come to Zakhara to fight for a price.
Strange foreigners, strangely attired and strangely armed, often
unproficient in the Zakharan language and unenlightened.
A Wizard specializing in one of the elements of fire, water,
sand or air. Unable to cast spells linked to other elements.
The most common wizard, specializing in two elements, but
unable to cast spells from the two other.
Spellcasters specializing in genie-related magic. They do not
use spell-books, but gain their spells directly from the world
of the elements.
Wizards from other lands, strangers to Zakhara. Wielders of
magic not native to The Land of Fate.
Wizards whose magic is linked to, and draws power from, the
Unable to cast spells, these mages weave magic into devices
that they make.
These wizards creates mathemagical formulas which they use to
channel their magic through - a powerful, controlled magic.
Wizards who draw their power from the negative material plane.
Extremely powerful magicians, but with heavy drawbacks.
Rogue wizards. In stead of studying their spells, using spell-
books, they steal their spells from wizards they encounter.
These wizards use much time inducing their spells into cloth
they weave, but are then able to cast the spells instantly.
Mystic of Nog;
Wizards with limited spell-casting abilities, who in stead
channel their magic abilites into improving their physical
Not spell-casters, but wizards with specialized abilites able
to harm or destroy other wizards magic - or minds.
A magician with limited and rather random control of his spells,
the spells might come out more or less powerful - or something
quite unexpected might happen in stead!
Not part of the standard pack of Al-Qadim kits, fetched from
the Tome of Magic sourcebook
The word means scoundrel, and it is a suitable title. The
generic rogue, adventurer, sometimes hero, sometimes thief.
Not only what the title says, but also doctor, surgeon, and
experts at gaining information.
The heroes of the beggars, people with no family or clan, and
no property, often fighting towards becoming something more.
Assassins, linked to a secret organisation, either political,
religious or for sale. Or any combination of these.
Desert thieves. Nomads, usually cast out of their clan, living
of their wit or their fast fingers.
A business-man, not necessarily honest, but always friendly.
The bard of the desert, a teller of tales and an entertainer.
Found in most desert tribes as honorable members of the tribe.
The most common wandering priest. He is tolerant of other
religions, and is the cleric of the common folk.
The faithful cleric who maintains the temples and mosques of
his religion. He runs the daily sermons in most places.
Militant priests, devoted to the furtherance of their faith, if
necessary at the expense of others. Intolerant of other
religions than his own.
A Wise Woman, with much knowledge of the world. Is able to
perceive truth and lies in the spoken word.
Idol-priests, worshippers outside of the enligtened faiths. They
claim to draw their strength from the land itself.
Often perceived as mad, these priests not only gain their spells
through strange rituals, but their views on religion are at best
strange, at worst heretic, to the established faiths.
Priests from other countries, devoted to faiths not native to,
and usually not known in, Zakhara.
Speciality priests of local gods, not generally known or worshipped.
Both gods and priests are native to the Land of Fate, and since the
gods are strange, the powers of their priests have been known to
be so too.
This kit is not from the TSR source material, but is my own