Warriors of the Empires of the Sand (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human
Ability Requirements 	Strength 9
Prime Requisite 	Strength
Hit Die Type 	d10
Attack as 	Fighters
Save as 	Fighters
Advance as 	Fighters
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 	None
Recommended Proficiencies	Survival
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==Overview==
The Empires of the Sands is a collective term for the nations of Amn, Calimshan, and Tethyr. These three empires' fates are intertwined, despite their political and social differences.
===Amn===
An abundance of proficient traders, merchants, and craftsmen has earned Amn the name of The Merchant
Kingdom. Warriors from Amn have two distinct functions: They are traders in their own right, and they defend Amn merchants who require protection when venturing beyond their borders.
===Calimshan===
Another place of eminent traders, Calimshan's rise as the greater mercantile power is hampered by a lack of unity among the merchant princes. Warriors of Calimshan are the people who do most of the actual fighting between the princes and nobles. Raiding warriors and mercantile escorts alike are much in demand, and a healthy mercenary industry has sprung up to provide strong sword-arms to the conflicts.
===Tethyr===
Tethyr has all the internal instability of Calimshan but none of the same burgeoning trade prosperity. Tethyr is a wealthy empire, but its economy is nowhere near as robust. Most warriors in Tethyr are mercenaries, as the numerous factions vying for power practice the necessary treachery and rebellion.
==Description==
===Amn===
Wealth and all of its trappings are prized in Amn, and warriors reflect this all too eagerly. Their clothing is bright, gaudy, and of course, expensive. Male warriors tend to favor long capes embroidered with threads of precious metals, while female warriors favor elaborate headdresses. Chain mail is the favored armor among Amnite warriors. Most men grow full, flowing beards.
===Calimshan===
As in Amn, the warriors of Calimshan favor chain mail armor. This armor is accessorized with loose-fitting clothing of bright silks, all topped by a functional cloak and hood of light tan or a slightly darker golden brown. Calishite warriors favor jewelry and ornamentation more than the warriors of Amn do, and it is almost always gaudy or overdone.
Female warriors are treated as equals of their male counterparts, though they follow social customs and wear small veils over their faces (at least when they are within the borders of Calimshan).
===Tethyr===
The warriors of Tethyr are less choosy about what form of armor they wear; if it can deflect blows or absorb damage, they wear it. No matter what weapons a warrior of Tethyr carries, none are without the dhaka, a traditional long, hooked dagger worn in a black sheath that doubles as a buckle for a wide leather belt known as a jada.
Light, comfortable robes are usually worn over a warrior of Tethyr's armor, with sky blue, forest green, and dark brown as the most favored colors.
==Role-Playing==
===Amn===
Material wealth is venerated over everything. While an Amn intelligent warrior or a muscular warrior is respected, neither are as admired as much as the wealthy warrior. Even casual conversation is laced with financial metaphors.
Amnite warriors are generous to the poor, though only if people can see their altruism and thus raise their status as a munificent benefactor. Otherwise, the less fortunate are reviled and cursed.
While all warriors favor more loot for less risk, warriors of Amn make that condition the top priority. Amnite warriors also have a strong hatred of wizards, and feel ill at ease if forced to adventure with them.
===Calimshan===
Warriors of Calimshan are also concerned with money, but not with the same singlemindedness as an Amnite. The weakness of a Calishite warrior is leisure time— they cannot get enough of it. Calishite warriors are not lazy, but they do try to make their duties easier whenever possible.
Magic is a source of fascination even among warriors of Calimshan. Their expressions of wonder and delight appear odd in contrast with their martial demeanor.
Finally, warriors of Calimshan have huge, overbearing egos. To them, all that is good in civilization comes from Calimshan. And naturally, warriors of Calimshan are superior in all ways to warriors from any other inferior places in the Realms!
===Tethyr===
Warriors of Tethyr are fair and open-minded, lacking the ego of Calishite warriors or the status obsession of Amnite warriors. However, they are extremely cautious, in some cases bordering on paranoid. Even though Tethyran warriors are indeed capable of trusting others, they always keep one eye on their associates' weapons.
On the other hand, Tethyran warriors admire personal accomplishments, especially if those feats have borne tangible benefits. A warrior of Tethyr who is reluctant to give his trust may be won over by tales and proof of his companions' own grand exploits.
Land ownership is a major source of respect and status. Every warrior wants his own huge tract of land. A warrior is also very deferential to landowners, counting them worthy of respect.
==Special Advantages==
===Amn===
Warriors of Amn gain the etiquette nonweapon proficiency at no cost. Thorass, the ancient trade language of the Realms, is available as a language and is mandatory for all Amnite warriors.
Each warrior of Amn begins with 200 gold pieces, the maximum amount attainable with 5d4 (x10). Of this amount, the warrior of Tethyr must keep at least 10 gold pieces for spending money. Each warrior also gets a dhaka and a jada at no cost.
===Calimshan===
Warriors of Calimshan can be of any demihuman race as well as human.
Calishite warriors start out knowing both Common and Alzhedo. The latter is the native human tongue of Calimshan.
All Calishites, be they warrior or not, enjoy magical items of a whimsical nature. Each Calishite warrior
56starting out is allowed to select three items on his person that are magic, although their effects are totally useless in combat situations. Possible suggestions include: a razor that shaves the owner's face on command, a comb that combs hair on command, an incense ball that releases whatever scent the owner wishes, self-tying shoes, self-cleaning clothes, or perhaps a cloak that fastens and unfastens itself around the wearer's shoulders on command.
===Tethyr===
Warriors of Tethyr attract men-at-arms and followers when they reach 7th level instead of 9th level. This only occurs when the Tethyran warrior has cleared out a parcel of land and built a stronghold upon it. Note that the followers will be fellow Tethyrans.
The high state of caution and alertness common in a warrior of Tethyr makes them surprised only on a 1 or 2 on a d10.
Only humans and half-elves can be warriors of Tethyr.
==Special Disadvantages==
===Amn===
If you are poor, you are nothing in the eyes of many Amnites. Many in Amn feel that poverty is a curse from the gods. If a warrior of Amn has less than five gold pieces (stored away and carried on his person), he is considered impoverished. The warrior is humiliated and despondent over his financial status, and the warrior makes attack rolls and saving throws with a penalty of -1. His Charisma also drops by 4 when dealing with other natives of Amn. These penalties remain constant until the warrior earns or obtains at least 50 gold pieces. Incidentally, no one in Amn will lend money to a warrior in such an impoverished state, nor will credit or "tabs" be allowed by anyone from Amn.
Warriors of Amn cannot resist attacking a wizard, whether he is a party member or not. When a warrior of Amn meets a particular wizard for the first time, the warrior must make a Wisdom check, or attack the wizard immediately, not ceasing the attack until the wizard is driven off, incapacitated, or killed.
Since this could be somewhat of a problem in a party with a wizard PC, allow the other members of the party to each make a Wisdom check to see if any of them notices their Amnite warrior comrade getting ready to attack. If they notice him, they can interpose themselves between the warrior and the wizard, effectively halting bloodshed.
If the first meeting goes without violence, the warrior of Amn must still remain suspicious and belligerent toward the wizard. If the wizard shows his worth by saving the warrior's life or doing something else of outstanding merit to a Amnite, only then will the warrior even consider changing his attitude.
===Calimshan===
The ego of the Calishite warrior is his prime disadvantage. In fact, it is an inevitability for a Calishite warrior, no matter how careful he is, to offend a foreigner. When dealing with nonCalishites, the warrior has a -4 NPC reaction penalty due to his arrogance. A Calishite warrior's Charisma is also considered to be reduced by 3 for purposes of attracting followers.
===Tethyr===
The caution of a Tethyran warrior makes a bad first impression. When meeting an NPC for the first time, the warrior of Tethyr suffers a -4 penalty on reactions. In subsequent encounters with the same NPC, for example an innkeeper who is met at supper time, then seen again the following day after a good night's sleep, the penalty is reduced to -2. It is possible for the penalty to be erased altogether, but it will take an act of trust from either the NPC or the warrior himself.
The empire of Tethyr is currently unstable due to the assassinations of the former royal family and all the subsequent infighting and treachery of power-hungry people trying to gain control. All base prices of initial equipment are thus increased by 10%.
Land is held in such high regard that if the Tethyran warrior's tract of land is attacked and his stronghold is destroyed or the land is ravaged, he is in complete and utter social disgrace. In order to redeem himself, he must rebuild his stronghold, restore the land, and go on a heroic quest to restore his name. Usually, this quest involves getting back at the forces that inflicted this indignity on the warrior.