Starfox | Home | Campaigns | Al-Qadim | EarthdawnMamlukRearing a cadre of professional warriors is a historical tradition in the Arab world. These male professionals began their training at a young age as slaves, either purchased for that purpose or captured in raids and combat. The slaves then underwent rigorous training, not only in combat and tactics, but also in government. Such slave warriors became the professional infrastructure of Turkey in the 16th century, where they were called janissaries. They achieved the same stature in Egypt during the 13th and 14th centuries, where they were given the name Mamluks. While the impressment of slavery upon young boys is strange and frightening to modern eyes, the mamluk system had a number of advantages. These young men were not only trained for war. They also operated the civil service. With no hereditary ties, advancement depended on ability, not birth-station, and the lowliest warrior could rise to the position of army commander or vizier on his own merit. Further, given the ability to bring the best candidates forward to the highest positions, both the historical janissaries and the mamluks ended up ruling their respective countries. The Mamluk discipline of Zakhara is modelled after these historical figures, with one addition: females join the ranks. Boys and girls are trained in separate units, however, and remain segregated until they have risen well up the chain of command (something only a few achieve). Members of this discipline benefit from a chain of command (provided they're above the bottom "links"). Any higher-circle Mamluk can give lower-circle Mamluks of the same organisation or nation an order. The superior Mamluk can expect this order to be obeyed immediately by those who are three circles or lower in rank. Thus, 4th-circle Mamluks can command 1st circle comrades. Those giving an order may then he held responsible by higher-ups, however. Strange or foolishly dangerous orders call for an morale check to see if the order is followed. Orders such as carrying messages, summoning reinforcements within the organisation's home nation, and seeking priestly aid for wounded Mamluks are followed immediately and unquestioningly. The chain of command works both ways; the greatest benefit of Mamluks is also their greatest hindrance. A higher-ranked Mamluk can call upon a character's services (even a PC's) and expect that character to comply. If the superior is three or more circles higher, orders are expected to be obeyed immediately and without question. Orders from Mamluks fewer than three circles higher usually must be verified by a more powerful officer. Non-compliance without a valid reason or excuse constitutes treason. Such a reason must be presented to a Mamluk higher than the one who gave the original order, and that high-ranking Mamluk determines whether the reason is valid. Personal business is never a valid excuse for refusing an order; all Mamluks are assumed to have no personal business when their unit requires their services. If a Mamluk is accused of treason, a Mamluk court determines the outcome. Death may be the punishment under two circumstances: if the Mamluk deserted his or her unit, or if lives were lost as a result of the character's inaction. For lesser crimes, the punishment may be humiliation: the guilty party is drummed out of the Mamluks, loses all special benefits, and his or her facial tattoos are painfully removed with brushes made of pumice (-3 to Charisma). Treason trials are often performed in absentia. In such cases, a "guilty" verdict is likely. Guilty parties are outcast completely from their organisations. If they are ever caught by former comrades, punishment will be meted out according to the decision of the court, and applied immediately. Role: An intelligent slave-labour force, Mamluks keep the militia and government moving forward. In the countries they serve, they are regarded as the main support of civilisation. That is not to say that all individual Mamluks are held in high regard. But some do gain power and prestige after proving themselves to be capable leaders and warriors. Outstanding Mamluks are visibly rewarded, and set a goal for all other members of the force. Mamluks follow a strict chain of command. Circle is considered to be equivalent to the warrior's direct rank within the Mamluk hierarchy. A lower-circle (and therefore lower-ranking) Mamluk is expected to follow the orders of a higher-circle individual without question (see above). Outside the nations in which they are common, Mamluks are treated at best as curiosities, at worst as agents of the powers they represent, or as examples of horrid slave practices. "I'll sell you to the Mamluks" is a common threat used to discipline children in neighbouring lands. Children are not taken into servitude in their own countries. Nor, for that matter, will a Mamluk's children become slaves; they are free to choose their own destinies. Mamluks in the Land of Fate wear simple facial tattoos to indicate their rank and organisation. Common tattoos include lines, circles, or patterns on either or both cheeks, or on the forehead. The more ornate the design, the more powerful the Mamluk. Imitating Mamluk designations for rank, or giving oneself a higher rank artificially, is grounds for severe punishment in Mamluk societies. Individuals from rival Mamluk societies tend to recognise each other with respect. However, a Mamluk is under no compunction to follow orders from someone of another society, even if the other Mamluk is of greater power. Mamluks, despite their officially enslaved status, disapprove of slavery unless the enslaved are given a chance to better themselves. Other practices are a waste of manpower, in their opinion. Some mamluk societies sell their own members as guards. These orders place a premium on their reputation of loyalty, and demand that the new owner of the Mamluk treats him as befits a warrior. Mamluks that are sold, but betray their owners, are considered the worst form of scum, sought out, and slain. PC Mamluks often receive a leave of absence from their own organisation to gather information or perform reconnaissance. They are expected to report what they learn to their superiors. No time limit is provided for such leaves, which are usually granted to exceptional, strong-willed individuals. It is hoped that either the individuals will gain the field experience they need to become better warriors, or - if they are truly unworthy - that they will die in a fashion that does not endanger other Mamluks. Equipment: Each Mamluk begins the campaign with a set of laminated scale mail and a sword. The weapons belong to the character's Mamluk organisation; eventually, he or she must purchase these items from the organisation or return them. Mamluks are permitted to wear any type of mail and use any weapon after leaving the direct service of their units. However, Mamluks who are recalled must be ready to fight in standard uniform. Other starting funds are halved: Mamluks have little need for cash; their essentials have already been purchased by the state which enslaves them. Important Attributes: Perception and Strength Restrictions: Members of any non-genie race may be Mamluks, though very few goblins are thus enslaved. Dwarves tend to form artillery and siege machinery units, while elves usually prefer communications, and halflings gravitate toward intelligence and surveillance work. Non humans who are Mamluks (mahm-LUKES) tend to acquire high ranking positions, due to their long natural life spans. The optional feminine title is Mamluka (mahm-LUKE-ah). Karma Ritual: The Mamluk sits, putting his weapons in front of him. He meditates for a while, then puts his hands to his facial tattoos. Tracing the intricate and familiar pattern of each, he recites the deed and experiences associated with it, beginning with his initiation, training and then recounting triumphs and experiences as they happened. When this is finished he rises, picks up his weapons, and silently walks away, leaving his past behind. When thousands of Mamluks perform this ritual together, as they sometimes do during war, the effect of them all rising together takes on profound significance. Artisan Skills: Tattooing, rune-carving, leather working, embroidery, painting, poetry. FIRST CIRCLETalents
SECOND CIRCLETalents
THIRD CIRCLETalents
FOURTH CIRCLESocial Defence: Increase the Mamluk's Social Defence by one. Talents
FIFTH CIRCLESpell Defence: Increase the Mamluk's Spell Defence by one. Talents
SIXTH CIRCLEKarma: The Mamluk may spend Karma on any action involving Willpower only. Talents
SEVENTH CIRCLEKarma: The Mamluk may spend a Karma point on any roll involving Perception only. Talents
EIGHTH CIRCLEKarma: The Mamluk may spend Karma on any action taken to lead other Mamluks. Talents
NINTH CIRCLEKarma: The Mamluk may spend Karma to increase the damage of any close combat attack. Talents
TENTH CIRCLEPhysical Defence: Increase the Mamluk's Physical Defence by two. Talents
ELEVENTH CIRCLESpell Defence: Increase the Mamluk's Spell Defence by one. Karma: The Mamluk may spend Karma to improve the damage of a missile or thrown attack. Talents
TWELFTH CIRCLEKarma: The Mamluk may spend Karma on any action taken to lead or direct others. Talents
THIRTEENTH CIRCLESpell Defence: Increase the Mamluk's Spell Defence by one. Recovery Tests: The Mamluk gains one additional Recovery Test per day. Talents
FOURTEENTH CIRCLESocial Defence: The Mamluk adds one to his Social Defence. Spell Defence: The Mamluk adds one to his Spell Defence. Talents
FIFTEENTH CIRCLESlave of Fate: The Mamluk may issue orders to Mamluks of other organisations, and because of his immense reputation, these orders will be obeyed as if the Mamluk was of their own organisation. Effectively, the Mamluk has transcended organisational boundaries and entered into the service of Fate directly.
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