Starfox | Home | Campaigns | Al-Qadim | EarthdawnMatrudMatruds (mah-TROODS) are desert thieves, outcast from their tribes, shunned by former comrades and family, surviving at the margins of their former society. The cause of their rejection may or may not have been just, but in any case Matruds have lost both their possessions and their former position. As a result, they live for survival and for revenge. They have become rebels and raiders, striking against both the desert tribes and the settled folk, seeking to grab a slice of what they feel is justifiably theirs. Some try to survive by selling their talents, but most simply take what they feel is rightfully theirs. A few Matruds stay with their tribes as scouts and trackers. These are known by more honourable names than Matrud, like tracker or scout. Others work as scouts for foreigners, and can thus provide invaluable aid to invaders of their native lands, though they are even more disdained than ordinary Matruds. Some Matruds accept employment as travel guides in large cities, working for individuals as well as trading companies. Role: Matruds may be found everywhere in Zakhara, from the sea to the desert. Among the desert tribes, they are renowned as horse-thieves. All are motivated by their own plight. Outcast and without social position, they think of themselves first, and the rest of the world not at all. From their perspective, the Land of Fate has done them no favours, brought them no boons - so why should they he concerned with the fate of others? Matruds are transient, and most take on jobs that even beggars would refuse. The key difference between beggars and Matruds is that the latter have no aversion to hard work, particularly if it places them in a position where they can steal. These rogues tend to move quickly from job to job, hoping to stay one leap ahead of trouble. Many corrupt bureaucrats began their career as Matruds. The Matruds are marginal individuals. In the cities, they are little better than beggars, but without the benefit of great numbers. Sometimes Matruds form small bands of raiders. Distrust and suspicion of one another keep the association loose at best. Leadership in such hands is by the strongest, and slaying the previous leader is considered sufficient recommendation for the position. Matruds who become successful rarely return to their native tribes. Instead they seek to hoard their gold, gems, and magic, creating strongholds defended by tricks and traps (because even loyal retainers may be bribed). Matruds give little more than lip service to the Zakharan principle of hospitality and good will. Honour has become a matter of surviving without helping or being helped by others. They trust no one. To the Matruds, all men are thieves - whatever their stated profession. The Matruds continually strive to protect themselves against such thievery. Equipment: Matruds purchase only what they can carry. Initially, they may not purchase a horse, camel, or other beast of burden. Important Attributes: Dexterity and Perception Restrictions: Members of any race may be Matruds. Halfling families usually try to rehabilitate their Matruds enthusiastically - so enthusiastically that halflings who are members of this discipline often flee the family circle before they are formally ejected. Either gender is eligible. The unisex title is Matrud (mah-TROOD). The optional feminine title is Matruda (mah-TROOD-ah). Karma Ritual: The matrud must sit in the sand, pouring sand from one hand to the other, contemplating how the wind catches the sand and carries it away, pointlessly. Artisan Skills: Runic Carving, Wood Carving FIRST CIRCLETalents
SECOND CIRCLETalents
THIRD CIRCLETalents
FOURTH CIRCLEEnhance Senses: For the cost of point of strain, the Matrud can enhance one of his natural senses, adding +2 steps to his Perception when making one Perception Test based on the enhanced sense. Talents
FIFTH CIRCLEKarma: The Matrud may spend a Karma Point on any action using Dexterity or Perception only, including the Discipline ability Enhance Senses. Talents
SIXTH CIRCLEPhysical Defence: Increase the Matrud's Physical Defence by 1. Talents
SEVENTH CIRCLESpell Defence: Increase the Matrud's Spell Defence by 1. Talents
EIGHTH CIRCLEInitiative: Increase the Matrud's Initiative dice by 1 step. Talents
NINTH CIRCLEPhysical Defence: Increase the Matrud's Physical Defence by 1. Recovery Tests: The Matrud gains an additional Recovery Test per day. Talents
TENTH CIRCLEBlend: For a cost of 3 Strain Points, the Matrud can blend in with his surroundings. This effect is the same as that of the Earth Blend spell (p. 158, ED). Each use of this ability lasts for 10 minutes. Talents
ELEVENTH CIRCLESpell Defence: Increase the Matrud's Spell Defence by 1. Social Defence: Increase the Matrud's Social Defence by 1. Talents
TWELFTH CIRCLEKarma: The Matrud may spend a Karma Point on a Recovery Test. Recovery Tests: The Matrud gains an additional Recovery Test per day. Talents
THIRTEENTH CIRCLESpell Defence: Increase the Matrud's Spell Defence by 1. Physical Defence: Increase the Matrud's Physical Defence by 2. Talents
FOURTEENTH CIRCLEKarma: Increase the Matrud's Maximum Number of Karma Points by 25. Initiative: Increase the Matrud's Initiative dice by 1 step. Talents
FIFTEENTH CIRCLEPhysical Defence: Increase the Matrud's Physical Defence by 1. Social Defence: Increase the Matrud's Social Defence by 1. Talents
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