Mamluk (Character Kit)

__NOTOC__
==Mamluk (Slave Warrior)==
Rearing 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 kit of Zakhara is modeled 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).
Requirements: None. Nonhumans who are mamluks (mahm-LUKES) tend to acquire high- ranking positions, due to their long natural lifespans. The optional feminine title is mamluka (mahm- LUKE-ah).
Role: An intelligent slave-labor force, mamluks keep the militia and government moving forward. In the countries they serve, they are regarded as the main support of civilization. That is not to say that all individual mamluks are held in high regard. But some do gain sufficient 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, 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.
Mamluks follow a strict chain of command. Experience level is considered to be equivalent to the warrior's direct rank within the mamluk hierarchy. A lower-level (and therefore lower-ranking) mamluk is expected to follow the orders of a higher-level individual without question (see "Special Hindrances").
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 neighboring 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 organization. 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 recognize 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.
PC mamluks often receive a leave of absence from their own organization 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.
Weapon Proficiencies: Required: khopesh sword. Recommended: Spear, bow, hand axe, any polearm. Horse-mounted weapons (including lances and horseman's flails and maces) are not used by mamluks, and may not be taken as proficiencies.
Nonweapon Proficiencies:
* Bonus Proficiencies: Reading/writing, bureaucracy.
* Recommended, General: Artistic ability, etiquette, heraldry, languages (modern). * Recommended, Warrior: Awareness, armorer, blind-fighting, display weapon prowess, endurance, running, weaponsmithing.
* Recommended, Priest: Engineering, languages (ancient), local history, religion, spellcraft. * Recommended, Wizard: Engineering, languages (ancient), religion, spellcraft.
* Recommended, Rogue: Forgery, local history, reading lips.
* Forbidden: None.
Equipment: Each mamluk begins the campaign with a set of laminated scale mail and a sword, either long or khopesh. The weapons belong to the character's mamluk organization; eventually, he or she must purchase these items from the organization 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.
Special Benefits: Members of this kit benefit from a chain of command (provided they're above the bottom "links"). Any higher-level mamluk can give lower- level mamluks of the same organization or nation an order. The superior mamluk can expect this order to be obeyed immediately by those who are three levels or lower in rank. Thus, 4th-level mamluks can command 1st-level comrades. Those giving an order may then be held responsible by higher-ups, however.
Strange or foolishly dangerous orders call for an NPC morale check to see if the order is followed (morale = Elite for most mamluk organizations). Orders such as carrying messages, summoning reinforcements within the organization's home nation, and seeking priestly aid for wounded mamluks are followed immediately and unquestioningly.
If individual experience point awards are given in a campaign, mamluks also receive experience points for participating in large-scale battles. A typical soldier receives 100 xp for taking part in a battle, over and above those awarded for other reasons. A midlevel officer (from sergeant to captain), or an officer commanding fewer than 100 men in action, receives a 1,000 xp bonus per battle. Generals and army commanders of the mamluks receive a 10,000 xp bonus per battle.
If the character's force is outnumbered by two to one (or more) during a battle, all of the above mamluk bonuses are doubled. If the character's force loses the battle, the bonuses are reduced to a quarter.
Special Hindrances: 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 levels higher, orders are expected to be obeyed immediately and without question. Orders from mamluks fewer than three levels higher usually must be verified by a more powerful officer.
Noncompliance 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 organizations. If they are ever caught by former comrades, punishment will be meted out according to the decision of the court, and applied immediately.
Wealth Options: Each mamluk begins the campaign with armor and a weapon, plus 2d4 x 10 gp in pocket change. Mamluks have little need for cash; their essentials have already been purchased by the state which enslaves them.
Races: Members of any race may be mamluks. Dwarves and gnomes tend to form artillery and siege machinery units, while elves usually prefer communications, and halflings gravitate toward intelligence and surveillance work.
Category:Character Kit
Category:Character Kit AA