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Farisan


A holy war is more than just a mobilisation of an army in a religious fervour. In Zakhara, it is also an opportunity for spiritual redemption for those fighting the war; if they fight the good fight, their souls will be redeemed, regardless of any past sins. Since no mortal is without sin, the opportunity for a free pass to the paradisiacal afterlife is hard to pass up. A holy war is thus a "good war," one which enjoys the popular support of its people. Warriors engaged in it are not mindless slaves blinded by literal adherence to holy texts; rather, they are popular, living champions of their people and their faith.

The Farisan (FARE-iss-ahn) of the Land of Fate are such warriors. They are devoted to their cause, drawing power from the faith of the people, acting as model champions. They often join other Farisans in groups called orders, living in seclusion in self-sufficient settlements similar to monastic orders.

Role: Farisan are champions of their faith and their people, in that order. Each warrior is bound tightly to one faith, deity or recognised pantheon.

This devotion to faith does not negate the thought processes of the Farisan. One popular legend about this group describes a Faris who is deceived by an evil priest into acting against his god. The holy warrior recovers himself, slays the priest, and goes on to fight valiantly in the service of his deity. This legend has several variations, and the class of tale is dubbed tahrik min qad, which means "moving through the flame."

Farisan also feel a concern for the common people. This is not restricted to folk who share the respective faiths of the Farisan; it includes all who may be brought to the "true path" that a Faris professes. Leaders, wealthy merchants, scribes, and adventurous types are usually have their own agendas; they receive less concern. But common folk - herdsmen, artisans, small merchants, and the like - can be brought into the fold. Farisan seek always to conduct themselves in a manner that inspires the common folk. The willingness to die for one's cause is part of that inspiration.

Within this normal role there exists a wide latitude for Farisan personalities, ranging from firebrands and berserk warriors to more thoughtful planners and popular leaders. The clergy are well served by Farisan, and a number of holy warriors are among their retainers and bodyguards.

Some Farisan are intolerant of clergymen and holy warriors with other belief systems. Such groups are perceived as wrong-headed rivals who seek to lead the people astray through their false concepts. Under the best of conditions, this dislike is manifested in a redoubled effort by Farisan to prove that their own faith is more secure, their own life more worth living than that of a rival (even a rival Faris). Under the worst of conditions, it results in the intolerant holy war, sweeping a land clean like a desert wind.

Some Faris belong to a certain part of their sect, either pragmatists, ethoists or moralists. (See the Imam discipline description.) No Faris begin with a mystic inclination, though some may assume it during their career. Those Faris that do not choose a philosophy usually are most influenced by moralists.

Equipment: Farisan initially may purchase any type of armour and equipment. Farisan are not restricted in weapon use, but a some form of sword is recommended. Further, if priests of a holy warrior's sect uses a certain weapon, then the warrior should use the same weapon. They are encouraged to purchase the holy symbol of the sect of their choice, as well as the holy works or writings for that faith if they can read.

Special Hindrances: Much like mamluks, Farisan are obedient to their organisations, although in this case the organisations are churches or faiths. A Faris may be called upon to redress attacks against his or her church and its devoted members. Action is the expected response to such a call; the Faris must be willing to fight or die in the faith's name. A Faris also will be asked to join in wars which the church has declared holy. Failure to do so will result in the loss of the holy warrior's usual benefits until some restitution is made. But Faris also have an individual quest for perfection, of a oneness with the divine brought about through total abandonment of self during battle. Priests must accept this personal quest when putting demands on a Faris.

Farisan must tithe 20 percent of their income to their churches. Each supports the particular faith to which he or she belongs. A Faris may seek out a proper mosque or church official to receive the tithe, or may simply distribute the wealth to the poor (in the name of the proper faith, of course).

Important Attributes: Dexterity, Strength, Toughness, and Willpower

Restrictions: Members of any non-genie race except goblins may be Farisan. Often, nonhuman Farisans are especially enthusiastic in regard to their own race, but are more intolerant of holy warriors belonging to other races. The unisex title is Faris (FARE-iss). The optional feminine title is Farisa (FARE-iss-ah).

Karma Ritual: To perform his Karma ritual, a Farisan sits cross-legged, holding a weapon above his knees. After a few minutes of meditation, he levitates as if using the Air Dance talent. The ritual use of this talent does not cause Strain. The Farisan then performs a series of four exercises called the earth defence, the water defence, the fire attack, and the air attack. The ritual ends as soon as the Farisan completes the final move of the air attack.

Artisan Skills: Oration, Calligraphy, Weapon Carving, Banner Embroidery.

FIRST CIRCLE
Talents
  • Acrobatic Strike
  • Air Dance
  • Karma Ritual
  • Melee Weapon (D)
  • Unarmed Combat (D)
  • Wood Skin (D)
SECOND CIRCLE
Talents
  • Anticipate Blow (D)
  • Durability (9/7)
  • Throwing Weapons
THIRD CIRCLE
Talents
  • Avoid Blow (D)
  • Tiger Spring
FOURTH CIRCLE

Karma: The Farisan may spend a Karma Point on any action using Willpower only.

Talents
  • Down Strike
  • Thread Weaving (D)
FIFTH CIRCLE

Spell Defence: Increase the Farisan's Spell Defence by 1.

Talents
  • Gliding Stride (D)
  • Swift Kick (D)
SIXTH CIRCLE

Recovery Test: The Farisan gains an additional Recovery Test per day.

Talents
  • Life Check (D)
  • Missile Weapons
SEVENTH CIRCLE

Physical Defence: Increase the Farisan's Physical Defence by 1.

Talents
  • Earth Skin
  • Second Attack
EIGHTH CIRCLE

Spell Defence: Increase the Farisan's Spell Defence by 1.

Talents
  • Cobra Strike (D)
  • Spirit Strike (D)
NINTH CIRCLE

Karma: The Farisan may spend a Karma Point on any action using Dexterity or Strength only.

Talents
  • Cat's Paw
  • Missile Twister
  • Second Weapon
TENTH CIRCLE

Karma: The Farisan may spend a Karma Point to increase the damage of any melee or unarmed combat attack.

Talents
  • Body Blade (D)
  • Matrix Strike
ELEVENTH CIRCLE

Physical Defence: Increase the Farisan's Physical Defence by 1.

Social Defence: Increase the Farisan's Social Defence by 1.

Talents
  • Elemental Tongues
  • Vitality (D)
TWELFTH CIRCLE

Initiative: Increase the Farisan's Initiative dice by 2 steps.

Talents
  • Chameleon
  • Unmount (D)
THIRTEENTH CIRCLE

Karma: Increase the Farisan's Maximum Karma Points by 25.

Death Stand: When the Farisan makes a Life Check Test, but before the player rolls the talent dice, the player may declare that the Farisan is making a Death Stand. Death Stand allows the player to spend as many Karma Points as he wishes for the Life Check Test. He must choose how many points he will spend before rolling any dice. Damage is healed by the results of the Life Check Test as normal. At the end of each round after the player announces his character will use Death Stand, the player may again spend as many Karma Points as he wishes to reduce damage taken that round. The Farisan dies at the end of the combat or when he runs out of Karma Points. This death cannot be avoided by using a Death Cheat blood charm.

Talents
  • Safe Path
  • Stone Skin (D)
FOURTEENTH CIRCLE

Physical Defence: Increase the Farisan's Physical Defence by 2.

Initiative: Increase the Farisan's Initiative dice by 1 step.

Talents
  • Elemental Hold
  • Vital Strike
FIFTEENTH CIRCLE

Physical Defence: Increase the Farisan's Physical Defence by 1.

Social Defence: Increase the Farisan's Social Defence by 1.

Spell Defence: Increase the Farisan's Spell Defence by 1.

Talents
  • Aura Armour (D)
  • Multi-Strike (D)

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