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Disciplines
Zakhara is a land rich in magic, with numerous ways to channel the magical powers bestowed upon the people by the power of Fate. This magic is expressed in many ways, through half magic, thread and oath magic, blood magic and wild magic, but most commonly through magical disciplines. In fact, a majority of zakharans have some discipline, if only the first circle.
Rules
Most of the normal rules covering disciplines and character development from Earthdawn apply in Al-Qadim as well. The significant differences are noted below.
Talent Costs & Multiple Disciplines
Talents that become available to a discipline at higher circles are no more expensive than regular talents. Instead, the cost of a talent is based on the number of disciplines the character has. A character with one discipline pays the cost from the first column of the Legend Point Cost chart, characters with two disciplines pay the cost from the second column and so on. Thus, the cost to learn an additional discipline is the cost of upgrading all the characters talents to the new costs (there are no toher costs). It takes a campaign break and GM approval to learn a new discipline (see the Campaign Rules chapter).
As an option, characters can forsake their old discipline upon learning a new one. They forever forsake the possibility of advancing circles in the old discipline, and all discipline talents and circle abilities of the old discipline are lost. It is still possible to increase the rank of the talents available at the current circle, though. When doing this, the old discipline does not count for increasing the cost of the new discipline, but the increased cost of the talents in the old discipline must still be paid. This rule is highly optional, and should reflect a major change in the character's outlook and personality. The new discipline must differ greatly from the old, so changing from one type of mage to another is not permissible.
A ruling that is relevant for multi-discipline characters; a discipline talent does not become such until a character gains it as part of the talents available for discipline and circle. Talents gained as discipline talents at higher circles do not apply if learned earlier because of Versatility, multiple disciplines or learning the Talent early.
The Available Disciplines
- Askar is a sophisticated fighter, sociable and elegant. The most common discipline in Zakhara.
- Barber is the ultimate charming scoundrel, a jack-of-all-trades that attends to more than their clients appearance.
- Beggar; seemingly the scum of the earth, certain beggars rise over their humble beginnings (or were actually of noble origins) to becomes lords or courtiers.
- Corsair is a fighter of the waves, elusive in a fight, forward in speech.
- Desert Rider; the archetypal Arabic hero, striking like a wind out of the desert and gone in an instant.
- Elemental Mages have poor reputations; they are often fanatical in their desire to spread the influence of their element. They learn many talents atypical of mages, but tied to their element.
- Flame Mages have a brotherhood that constantly plots to seize control of the Land of Fate.
- Sand Mage are few and far between. Once, there were geomancers, a powerful organisation of evil, now long since crushed.
- Sea Mage are possibly the best-reputed Elemental Mages, bringers of life but often capricious like the Marids the emulate.
- Wind Mage do not seem to be mages at all; they fight and feast with the best of warriors, using their magic in an offhand manner irritating to other mages.
- Farisan is the name of the holy warriors of Zakhara, who seek to inspire by action more than words. They live for the jihad.
- Hakima or wise-woman is an obscure class of mystics who do not stand out in a crowd. Their advice and clear sight is much valued by the wise.
- Hesabi are strangers, using outlandish mathematics to cast magic that is not elemental or illusory in nature. Respected they may be, but not fully trusted.
- Holy Slayers are parts of secret, fanatical orders dedicated to some god and cause, and punish those who stray or threaten the faith or ideal.
- Imams are the teachers and religious leaders; unlike priests of other lands they do not directly invoke the powers of their gods. Instead they master magic in more subtle ways. Clerics are divided into sects, who are in turn divided into factions.
- Mystics the least organised faction, those who believe in direct divine inspirations. Revolutionaries and iconoclasts by nature, they are distrusted by other clergy.
- Pragmatist is the most common and most reasonable faction. Pragmatists believe the letter of the law should be interpreted as circumstances permit.
- Ethoist are orthodox but tolerant priests. While they know how to behave, they don't force their view on others.
- Moralists believe that the moral structure of society will fall apart unless the religious rules are rigidly adhered to, and this includes all people. This often sends them on a collision course with the other factions.
- Kahin are idol-priests, worshipping divinity in nature and in the huge stone idols that can be found here and there in Zakhara. Their power over animals is legendary, as is their rage in combat.
- Knight is another outlander discipline. The knight rides a heavy mount and charges headlong into combat, preferably in heavy armour and with a bulky lance. Knights exist both in the east and west.
- Mamluks are soldier-slaves, raised from childhood to the responsibilities of guardianship and civil service.
- Matrud is the most disreputable warrior discipline, the desert rogue, always suspected of leaving travellers stranded in the deep desert.
- Mercenary Barbarian is yet another outlander discipline, even less sophisticated than the Knight. These screams of wild warriors often break their foe in the first charge.
- Merchant is the backbone of Zakharan life and economics. Merchants motivate and pay adventurers of all types in their never-ending quest for new markets. If they can spread enlightenment at the same time, so much the better.
- Rawun is traditionally the name of desert bards, but here it includes lesser entertainers as well. Their art forms are many and varied; dance, sons, storytelling and instruments being but a few.
- Sa'luk is the traditional rascal adventurer, found in all classes from the sons of caliphs to the worst slums. In all cases, they see life as an endless adventure.
- Sha'ir are the favourites of the genies, warriors and mystics who learn to command the forces of their spirit allies at higher circles. Possibly the single most powerful discipline in Zakhara, but also the most dangerous.
- Sorcerer is the standard mage discipline of Zakhara. Most villages have a Sorcerer, who can help with anything from broken ankles or tools to defending the town.
- Weaponsmith is a rare and secretive discipline, found mainly in the city of Hiyal. They jealously guard their secrets, and sell their steel dearly.
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