Starfox | Home | Campaigns | Al-Qadim | EarthdawnMercenary BarbarianNot all actual Arabian civilisations relied upon an army of slave-soldiers such as the mamluks. Many raised strong armies the old-fashioned way: they bought them. Mercenaries were common. In fact, Turkish mercenaries during the time of the Abbasids came to control Baghdad and its rulers. Such historical mercenaries had varied roots: hill tribes, plainsmen, and jungle warriors. The same is true of mercenary barbarians in Zakhara. They have left their native lands to fight for others in a distant realm, in exchange for money and a chance to escape their former lives. They find themselves in a strange region that considers itself more cultured than they, yet looks to them for protection and might. Role: Most of the Zakharan peoples who employ mercenary barbarians consider them at best a necessary evil and at worst a cause for civil insurrection. When barbarians interact with those who are not of the same homeland, the highest reaction is "indifferent," never "friendly." Barbarians may clean up their dress and carry shining swords, but nothing can cover their hideous mangling of language and their seemingly ill-bred manners. Having served in war alongside others does not improve their reputation. This means that barbarians are both feared and respected, people will rarely be open and friendly, but even more rarely openly hostile. Unlike mamluks, mercenary barbarians don't tend to pull together as a common group. In part this is because they come from so many different backgrounds. However, even those originating from the same area may be rivals. This lack of kinship does not mean that mercenaries cannot band together and fight as an effective unit; a job is a job. Given a choice, however, the typical mercenary barbarian prefers to fight alone or with a handful of trusted friends, letting the genies take the rest. Mercenary Barbarians who are PCs are considered to have been hired for a brief (and uneventful) time, then cut loose (either after losing a battle, or more often because they were assigned some garrison duty and then not paid). The overriding motto that a mercenary barbarian develops is this: be sure to get half the first month's pay up front. Equipment: Initially, mercenary barbarians may purchase only one of these armour types: hide, padded, or scale. After the first adventure, barbarians have an unlimited selection of armour, subject to availability (and their ability to pay). In gathering together barbarian tribes for service, nations try to standardise the weaponry, concentrating on the cheap and easily handled weapons of mass destruction. As a result, all mercenary barbarians use the short sword and spear. Certain weapons are natural to the barbarian's home territory: a club for hills, a jambiya (Arabian dagger) for plains, and a short bow for jungle. Mercenary barbarians tend to be well armed but cash poor. The mercenary barbarian must spend all but 1 to 6 gold of their starting money on equipment. Gold that is not spent on equipment may not he lent to other players, and is lost. Important Attributes: Charisma, Strength, and Toughness Restrictions: Members of any race may be Mercenary Barbarians. Foreign elves and dwarves are often surprised to see that their legendary rivalry does not exist in Zakhara. Foreign orks are delighted by the freedom they find, but often misuse it and end up on the block. Those who come from regions where only one race predominates are considered provincial boors. For example, dwarves from a solely dwarven community seem unrefined and narrow-minded because they have not been exposed to the wider world. Zakhara is a multiracial realm with almost no segregation. Players who choose this discipline must declare the origin of their characters - hill, jungle, islands, or plains. Desert is not an option, such characters would be Desert Riders instead. Karma Ritual: To perform his Karma ritual, the Mercenary Barbarian spends several minutes in silent meditation beneath the open sky. The Mercenary Barbarian then begins to strike his or her shield with a weapon, slowly at first, perhaps two beats a minute. The striking accelerates until the Mercenary Barbarian is beating the shield at a furious rate. The drumming continues for 30 minutes. The ritual ends as soon as the sound from the last drumbeat dies away. Artisan Skills: Bone Carving, Wood Carving. FIRST CIRCLETalents
SECOND CIRCLETalents
THIRD CIRCLETalents
FOURTH CIRCLEDown Kick: The Mercenary Barbarian may use Swift Kick against an opponent that is knocked down, even if the Mercenary Barbarian did not attack with Unarmed Combat this round. Talents
FIFTH CIRCLEKarma: The Mercenary Barbarian may spend a Karma Point on any action using Strength only. Talents
SIXTH CIRCLEPhysical Defence: Increase the Mercenary Barbarian's Physical Defence by l. Talents
SEVENTH CIRCLEKarma: The Mercenary Barbarian may spend a Karma Point to increase the damage of any attack made with a melee weapon. Talents
EIGHTH CIRCLESpell Defence: Increase the Mercenary Barbarian's Spell Defence by 1. Talents
NINTH CIRCLEKarma: The Mercenary Barbarian may spend a Karma Point on any action using Charisma or Willpower only. Talents
TENTH CIRCLEKarma: The Mercenary Barbarian may spend a Karma Point on a Recovery Test. Recovery Test: The Mercenary Barbarian gains 1 additional Recovery Test per day. Talents
ELEVENTH CIRCLERecovery Test: The Mercenary Barbarian gains 1 additional Recovery Test per day. Spell Defence: Increase the Mercenary Barbarian's Spell Defence by 1. Talents
TWELFTH CIRCLEInitiative: Increase the Mercenary Barbarian's Initiative dice by 2 steps. Talents
THIRTEENTH CIRCLESocial Defence: Increase the Mercenary Barbarian's Social Defence by 1. Spell Defence: Increase the Mercenary Barbarian's Spell Defence by 2. Talents
FOURTEENTH CIRCLEKarma: Increase the Mercenary Barbarian's Maximum Karma points by 25. Strength of the Sky: For a permanent cost of 2 Damage Points, the Mercenary Barbarian gains the Strength of the Sky ability, which permanently increases his Strength step by 3. Talents
FIFTEENTH CIRCLETalents
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