Askars[]
Askars (AH-skarz) are the most common warriors of the Land of Fate, native to permanent settlements of any size. Intelligent and social, they are the backbone of defense, protecting their families, homes, and eventually even their countries.
Requirements: None; all races and both genders are eligible. The optional feminine title is askara (AH-skar-ah).
Role: Askars are citizens with fighting skills. Most warriors start this way—from rank-and-file soldiers to caravan guards to palace officials. Usually of common beginnings, askars can rise to well-respected positions through ability and prowess. Some even become rulers.
Members of this kit are more urbane and socially acceptable than other breeds of warriors. Even askars of rival villages, cities, or states share the bond of a similar background, which facilitates trade and communication. Askars tend to be more literate than warriors who are less settled. Merchants in particular hold askars in high regard, as they are dependable, predictable, and straightforward. In general, askars can be entrusted with missions of great import.
These warriors have but one flaw worth noting: a tendency toward chauvinism and provincial attitudes. Most askars believe that their respective homelands and cities are the finest in the world, to the exclusion of all others. At times the result can be serious, particularly in drinking establishments where religious patriotism runs as thick as the koumiss (a fermented drink) runs thin. This is normally a minor fault, however, easily forgiven by the wise.
Weapon Proficiencies: Members of this kit must spend two of their four initial weapon proficiency slots on the scimitar and spear.
Nonweapon Proficiencies:
- Bonus Proficiencies: Reading/writing, plus any one general proficiency (player's choice).
- Recommended, General: Any.
- Recommended, Warrior: Awareness, armorer, gaming, weaponsmithing.
- Recommended, Priest: Local history, musical instrument.
- Recommended, Wizard: None.
- Recommended, Rogue: Appraising, disguise, musical instrument.
- Forbidden: Riding specialization. This proficiency is used extensively by the desert riders and as such is shunned by more "civilized" people. Askars may still take the normal riding proficiency initially. Those who wish to acquire riding specialization may gain it later, through training.
Equipment: Askars are not formally limited in their selection of weapons or armor, but common sense should dictate which equipment is appropriate to a warm clime.
Special Benefits: Askars have no special benefits other than those related to their home town. Each player should select a "home town" for his or her character—which may be the character's birthplace, the most frequented settlement (large or small), or simply the location in which the character's first adventure begins. While askars are in their home town, they gain a +2 bonus to proficiencies used while interacting with natives of that town-haggling, debate, etiquette, modern history, bureaucracy, and so forth. The bonus reflects an askar's familiarity among the local folk. This bonus does not apply to craft or combat proficiencies, nor does it apply in areas more than one mile away from the town.
Special Hindrances: None.
Wealth Options: Askars begin play with 5d4 × 10 gp each. A character who begins in his or her home town (see "Special Benefits") can make initial purchases with these funds at the bargain price without haggling. For game balance, this is allowed only for purchases made with initial gold. Any additional gold that an askar receives does not apply.
Races: Members of every race are represented among the askars. They work side by side; there are no special units or quarters for any given race. (Men and women are separated, however.) Askars tend to judge others by where they come from instead of their height or facial characteristics. To them, an educated, urbane background matters much more than one's race.
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