Warriors of the Moonsea (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any
Ability Requirements 	Strength 11
Prime Requisite 	Strength
Hit Die Type 	d10
Attack as 	Fighter
Save as 	Fighter
Advance as 	Fighter
Spell Ability? 	No
Exceptional Strength? 	Yes
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	5d4
Proficiencies 	Proficiencies
Weapon Slots 	4
Additional Slot 	3
Nonproficiency Penalty 	-2
Nonweapon Slots 	3
Additional Slot 	3
Available Categories 	General, Warrior
Bonus Proficiencies 	Varies
Recommended Proficiencies	None
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==Overview==
Just as the Moonsea region itself is a harsh place filled with danger and betrayal, the native Moonsea warriors are a harsh, sullen lot, toughened by the bad climate and all-too-brutal enemies. While it is true that not all "Mooneyes" are this way, it is by far the norm.
==Description==
Though there are minor changes in personal appearance due to the standards of their homes, the majority of Moonsea warriors carry certain common elements in their looks and demeanor. The average Moonsea warrior is clad in hardy, functional clothing made to ward off the chill winds that blow down from the north; warm woolen cloaks, furs, thick gloves, wool garments, and heavy boots are the norm here.
as varied as the cities themselves. No type or style is improbable here, given the many travelers found in these
Armor and weaponry carried by Moonsea warriors is parts. In addition, most of a Moonsea warrior's equipment appears to be often well-used, and rarely is it kept in the best state of repair.
Moonsea warriors themselves often have ruddy skin that has been exposed to the sun, wind, and other harsh elements. This hardly means that Mooneyes are unattractive; they simply have a weather-beaten, rugged look.
Most of the time, a native of the Moonsea has a dour, demeanor. Their mouths are creased often in grim frowns. Their eyes look right through people, as if they are quietly assessing whether they can take the subject in a fight. This fixed, challenging stare was what originally gave residents their unflattering nickname of "Mooneyes." Some people have noted that Mooneyes have a "lean and hungry look," as if they always expect opposition and trouble at every turn, and seek it out if it does not appear quickly enough for them.
==Role-Playing==
The Moonsea is harsh and unforgiving, and the same can be said of her people. In the past, the typical Moonsea warrior has had to defend his city against the numerous humanoid raids from the north. And, if the monsters were not enough, there are always the threats from fellow citizens, especially those citizens of Zhentil Keep. In any case, battle-weary cynicism is a hallmark of the Moonsea warrior.
Moonsea warriors are hardly what any would call conversationalists. They can be as dour and taciturn as any dwarf, and this sullen silence does little to endear the Mooneyes to outsiders.
A certain cold-hearted practicality rules in the Moonsea warrior's heart. Such a warrior has no qualms about betraying, waylaying, or killing anyone outright who stands in their way. They accept that life is harsh and unfair, and they act accordingly.
Thus, Moonsea warriors accept many crafts or trades that are far less principled than those a Cormyrean warrior. They can be schemers, plotters, slave-traders, vultures, and sneaks.
==Special Advantages==
The Moonsea region is one of the most rugged and ruthless areas on the face of the Realms when considering local politics and climate together. Even though the Moonsea transfers that harshness to its people, each city bestows its own unique benefits upon its warriors.
===Zhentil Keep===
In the year 1368 DR, Zhentil Keep was attacked and reduced mostly to ruin. In 1369 DR, the rebuilding began. Warriors of Zhentil Keep are either Zhentilar or they are simply freelance fighters from the Keep.
The Zhentilar are the armed forces of the Zhentil Keep. Any fighter who is a member of the Zhentilar starts with a full suit of banded mail, a medium-sized shield, and a single melee weapon of his or her choice. Zhentilar also get unlimited access into and out of the Keep.
Freelance Zhent warriors get no equipment beyond the normal amount purchased by their starting funds.
However, they do get bonus nonweapon proficiencies of local history on Zhentil Keep in particular. This establishes their understanding of the latest events leading to and following the Keep's destruction.
===Hillsfar===
Warriors of Hillsfar are either independents or members of the Red Plumes, the armed forces of Hillsfar. Each Red Plume begins with a suit of chain mail, a shield, and a single melee weapon. Red Plumes can come and go from Hillsfar at will.
Independent warriors of Hillsfar are very alert against magic, given magic's tight regulation in Hillsfar. As a result, they get a +1 bonus on saving throws versus spells.
===Mulmaster===
The aptly-named "City of Danger" produces lethal fighters who survive at any cost. Each Mulman warrior thus is hard to surprise; they are successfully surprised only on a 1-2 instead of the normal 1-3 on a d10.
===Thentia===
A far less sinister city than the other three above, Thentia is a fiercely independent city with a liberal government. All Thentian warriors begin with an extra nonweapon proficiency and starting equipment prices are cut by 5%.
==Special Disadvantages==
===Zhentil Keep===
Zhentil Keep has been the source of much evil in the Realms for quite a long time. All NPC encounters are penalized at -4. Hillsfarian Red Plumes attack Zhentilar on sight. Warriors cannot be good-aligned, thus this should not be considered a PC kit.
===Hillsfar===
These NPC warriors cannot be of good alignments. Starting warriors cannot learn any demihuman tongue. Zhentilar and Mulman warriors attack Red Plumes on sight. All NPC encounters are penalized at -2 (-4 for demihuman NPCs) due to Hillsfar's bad reputation.
===Mulmaster===
NPCs of the third evil Moonsea city are penalized by -2 in all NPC encounters. Hillsfarian Red Plumes attack Mulman warriors on sight.
===Thentia===
These warriors have only the normal Moonsea native bias to overcome. Thentian fighters are at -2 for encounters with Red Plumes or Mulman warriors. Thieves picking a Thentian warrior's pocket gain a 10% bonus chance of success, due to a lax attitude from not having to deal with thieves in their city.