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Outland Disciplines


There are certain disciplines that only foreigners can hold in the Land of Fate, and these disciplines have not been described in the same detail as the native Zakharan disciplines. They are grouped here for convenience.

Archer

The Archer is an example of a specialisation that has not succeeded in Zakhara. Though missile weapons are commonly used, they have not achieved legendary status enough to merit their own discipline. It would not be impossible for a Zakharan to become an Archer, but he would have to study outside the Land of Fate. There are archers in Afyal, however.

Role: The Archer's skills would certainly be admired in Zakhara, even though his lack of riding and survival skills is a handicap. Archers encounter little prejudice. They tend to come from lands even more civilised than the knights, and often have a guiding philosophy and mores that meld well into Zakharan society.

Equipment: An Archer must have a missile weapon, and they will usually guard this weapon with their lives. This is especially true if the weapon is not available in Zakhara, such as a repeating crossbow or a longbow. Otherwise, they tend to have light armour and a short sword or hand axe ­ nothing to make them stand out as close-combat troops.

Restrictions: As mentioned above, Zakharans can become Archers if they are trained abroad. All races but dwarfs, ghuls and pahari can become Archers. Like all warrior disciplines, it is most common among males.

Illusionist

Illusion is very real and very near for desert peoples, as mirages is an all to real and common danger. But in the land of fate, illusion is the realm of the genies. Normal people cannot be Illusionists, even though sha'irs can burrow the Illusionist powers of the genies.

Role: Illusionists are very common among the genies, and almost all tribes have a resident Illusionist. Among genie peoples, Illusionists are honoured members of the tribe, often filling the same role sorcerers do in namegiver courts. Ins naturally distrust illusionism, but still have a healthy respect for it.

Equipment: Illusionists are half-genies, and tend to disdain equipment. They can create what they need when they need it, and will usually avoid loading themselves down with unnecessary loot or baubles.

Restrictions: Jann, pahari, ghul, djinnling, goblin and human only. Humans and goblins must be taught by genies or half-genies to become Illusionists.

Outland Priest

The theological world of the Land of Fate is complete. But what of priests who come from other lands, who worship strange gods, and have strange and foreign practices? They belong to the group called Outland Priests, which includes not only "Westernised" priests but also druids, sohei, and all others from foreign lands. Like the disciplines for outland warriors and ajami wizards, "Outland Priest" is more a description than a specialisation.

Role: Most organised faiths in the Land of Fate preach tolerance. In practice, however, they keep a close eye on strangers who spread the faith of new gods, and whose gods appear to answer by granting spells. In the Land of Fate, the relationships between the churches, God, and the genies are rather precarious; the last thing a Zakharan priest wants is some outland barbarian upsetting the balance with a radical new faith. The Laws of the Lawgiver are supposed to spread: the reverse is an affront to all the enlightened.

Restrictions: Members of any race may be Outland Priests. Nonhuman foreigners who worship specific deities should not expect exceptional support from their Zakharan cousins. In the Land of Fate, nonhuman zakharans have more in common with native humans than they do with oddly dressed outlanders whose ways are strange and whose gods are hostile.

Nethermancer

In the eyes of most Zakharans, the Nethermancer is a cleric and not a wizard, and an evil one at that. Nethermancers can survive either because of the fear they generate or by hiding and disguise. The faithful would seek strong champions indeed if a nethermancer became overly active in their area.


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