Mamluk
Requirements:
Minimum CON 9
Prime
requisite: STR
Hit Dice:
1d8
Armor: All
Weapons: All
Languages: Common,
Native Tongue
In
generations past, many foreign slaves were brought into the Great Empire for
use as soldiers and guards. They were bought as youths and sold to the elite of
the lands, brought up in training houses with methods that would be deemed
unthinkable today. As time passed, they grew to have a fearsome reputation and
claimed respect one honorable deed at a time. The Mamluk were able to keep
their culture and many of their ways intact over the years. Since that time,
the Mamluk and all slaves in the Great Empire, were freed and made citizens by
the Caliph Yazid ibn ‘Abd Al-Malik IV the Blessed Liberator of Souls, Enlighten
Caliph of the Stars, Protector of the Empire, Keeper of the Ways of the Prophet
and her Mercies, May the Lord Bless and Keep Him in his Eternal Slumber.
Some of
the Mamluk, after being freed, went back to the Steppes which they came from,
but many had roots in The Empire, and made the decision to stay. Often towns,
cities, and settlements have sections for Mamluks, “Mamluk-Town”, and while it
is not required for Mamluks to live there they often feel comfortable with
their own.
Today
Mamluks hire themselves out as mercenaries and guards for those who can afford
them. Often the Mamluk community will have a contract with the local government
providing the community with supplies, and the Mamluks providing protection for
the community. Mamluks have over time formed a binding set of rules and
regulations that rule their actions, deeds, and thoughts. The “Kirik Zincir
Kodu” or just the “Kudu”, helps to guide a Mamluk’s life and holds their
actions to always be honorable, and obey the commands of those that hold their contracts.
The only exceptions to this is they will not tolerate putting people into
bondage, and actions should be to uplift the community, not destroy (this last
one is always up for interpretation).
Looking most impressive |
Mamluk Warrior Titles: At 1st and 2nd level the Mamluk is considered an “Initiate” or “Son/Daughter” and are not yet respected as true Mamluk Warriors. Upon reaching 3rd level the character goes through a Blood Ceremony, and is brought into the fold as a full “Brother/Sister” in the clan. Senior members of the clans (level 8 and above) are referred to as “Father/Mother” and those truly senior members (13th and above) are referred to as “Grandfather/Grandmother”.
Alignment: A
Mamluk can be any alignment, as long as they follow the Code.
Kudu
The Mamluk have a code of conduct (Kudu) that they are honor
bound to uphold. Any action that violates the code will not earn the Mamluk any
experience. The major tenets of the code include, honor is more valuable than
life, a contract is honored until it is over, service to the community is the
greatest honor, in combat the expectation is perfection, respect the clan’s
elders, one’s equals, and one’s hired superior, despise the dishonorable.
These are the major tenets, the code also includes methods
to conduct life like grooming, sanitation, and dress. It also includes proper
methods of training, combat techniques, and how to conduct honorable warfare.
It is a total guide for a viable life.
Greater Sense of
Family
A Mamluk of 3rd level or higher can expect to be
taken in by another community of Mamluks as a guest. The same is expected of
the Mamluk in return for their fellow people.
Mamluk Blade |
Hain
The Hainler (Traitors) are Mamluks that have abandoned the
Kudo and possibly become bandits and thugs. The Mamluk is shunned from the
community, and has his levels converted into Fighter. (Hain is the singular form
of Hainler)
Forged in the Fire
Many Mamluks have trained since birth for combat, specifically
combat in extremely hot environments. Mamluks suffer no penalty for wearing
chainmail and shields due to heat, and only suffer a -2 penalty to
attack/checks for plate mail. When wearing metal armor in the heat for extended
periods of time the Mamluk must consume twice the normal allotment of water per
day.
Nerves of Steel
Fear: Mamluks are
immune to all super-natural fear effects. Companions within 10’ of a Mamluk of
3rd level or higher gain a +2 bonus on saving throws against fear
effects, and retainers and mercenaries under the Mamluk’s command within 10’
gain a +2 bonus to loyalty and morale.
Beguilement:
Mamluks gain a +4 bonus to saving throws against hold spells, charms, mind control, hypnotism, suggestion, etc. They
gain a +2 bonus to saving throws against illusion, and gain a saving throw (one
is not normally allowed) against sleep
spells.
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