Warriors (DK)

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==Brothers and Champions==
: Many decades past, a noble family of Urik presented twin sons to the sorcerer-king Hamanu. "Use these children as you see fit, lord," said their mother, "and may all your campaigns be glorious." Hamanu took the children and sent them to be trained for combat.
: Years passed, and the boys grew to men. But Hamanu wanted no rivalries in his ranks, so he ordered the pair to fight to the death. The stronger would lead his armies. And one clearly was the stronger, more learned in spear and lance than his twin. But the impending duel made his heart heavy, and he devised a plan.
: The stronger brother sought out a wizard in the wilderness and paid handsomely for his services. The wizard performed two spells. First, he charmed the weaker brother, erasing his memory. The stronger put his brother on a caravan bound for Raam, forever out of his life but away from harm. Second, the wizard cast an illusion on a simple gith. Hamanu witnessed the stronger brother killing his weaker brother and was satisfied, though in truth only a gith had lost its life. The stronger brother became the leader of Hamanu's armies, and in time he all but forgot the brother he had saved.
: Years later, in a war against Raam, the stronger brother led his triumphant host to the gates of that city. Around it massed an army of slaves and undead, but Hamanu called for combat by champions. The stronger brother rode out on his armored crodlu, and to meet him rode a champion covered in the black chitin armor of his city. When the other champion removed his helmet, the stronger brother looked in shock upon his twin's face.
: He saw no recognition in his brother's eyes—the wizard's magic still held his memory. In his ear, the stronger brother heard Hamanu's voice saying, "You have deceived me once, but I will let you live. Twice I shall not tolerate." On the blast of the mekillot horn, battle was joined. The stronger brother ﻿ran his twin through, letting blood and his own tears nourish the desert sands.
==Warriors Beyond 20th Level==
﻿Athasian warriors gain greater powers when they advance beyond 20th level. As leaders of vast armies or as individual combatants of renown, high-level warriors can reshape the Tyr Region and beyond.
===Fighter===
﻿Human, half-elven, and mul fighters may advance beyond 20th level. Fighters gain a new level for every 250,000 experience points above 3,000,000. They gain 3 hp at each level above 20.
A fighter can create entire units of elites upon reaching 21st level. A single unit of followers is of at least 5th level and (in BATTLESYSTEMTM game terms) can have no more stands than the fighter's level. The unit's equipment, mounts, or special characteristics have no effect. Training to elite status takes 30 uninterrupted days. At the end of that time, the unit gains certain advantages during battles governed by BATTLESYSTEMT rules: Its AD rises to the next higher die (AD 6 becomes AD 8, etc.); its AC is reduced one point; its hits are increased 3 points; and its ML is raised 4 points. Individual characters within the unit gain no benefit; the elite status applies only to the unit as a whole. New characters recruited into the unit are not considered elites. A fighter may train unlimited numbers of elite units.
A fighter continues to gain followers beyond 20th level. He gains another unit of followers with 1d20+10 stands and of 1d10 + 2 levels; it is 50% likely to be special in nature.
Also, the fighter gains a powerful individual follower who is sympathetic to his cause. The new follower must have been impressed by the fighter's accomplishments before he attained his new level. The DM determines the exact follower. Some examples include a high-level preserver, cleric, or ranger; a belgoi champion; or a wayward half-giant. If necessary, use the Ranger's Followers table from the DARK SUNT Rules Book (page 25) to determine the fighter's follower.
===Gladiator===
Only human, dwarf, half-elf, and mul gladiators may advance beyond 20th level. Gladiators gain an additional level for every 250,000 experience points above 3,000,000. They gain 3 hp at each level above 20.
A gladiator's armor optimization continues past 20th level. It is -4 at 20-24th level, -5 at 25-29th level, and -6 at 30th level.
A gladiator continues to gain followers past 20th level, one unit per level, of 1d20+ 10 stands and of 1d10+2 levels; the unit is 50% likely to be special. Gladiators do not gain individual followers.
===Ranger===
Only human characters can advance beyond 20th level as a ranger. Rangers gain an additional level for every 300,000 experience points above 3,600,000. They gain 3 hp at each level above 20.
A ranger gains more followers at every level beyond 20th. There are 2d6 followers per level, rolled individually on the Ranger's Followers table in the Rules Book.
A ranger can use clerical scrolls or clerical magical items at 21st level. He can use any item listed without limitation.
A ranger can write clerical scrolls at 24th level. He can write scrolls only for spells he already knows. For rules for making scrolls, see DMG, page 85.
==Warriors in the Campaign==
: See Warriors in the Campaign
==Challenge Combat==
: See Challenge Combat
==Army Lists==
: See Army Lists