Tatrit Amazigh

The Ghznan and Their Origins

In the days of the First City, there was a sorceror named Ghznat who experimented with reptilian humanoids in secret. His attempts to keep his dark engineering hidden were successful for many years - until the First City fell into the chasm. In the wake of the fall of the First City, people were looking for someone to blame, and Ghznat's newly discovered dark experiments were an easy scapegoat for many. The idea that the gods punished the First City for Ghznat and other hidden unspeakable events in the city was a common explanation of The Fall. Ghznat was executed, and his experiments stopped - but his results survived.

Fast forward to the Second City, and the rumors of the existence of a Dark Being. By now, the world had forgotten about Ghznat and his experiments. However, a strange new human race was being discovered by historians, intellectuals, and authorities alike in the sandy deserts, far beyond the Second City.

The Ghznan, as they call themselves, look very human - but there's something that puts you off about them at first glance. Their gem-colored eyes are slightly larger, their mouths wider, and their noses smaller than typical humans. They have dry, tanned skin. By far the most striking feature of the Ghznan, however, is the fact that they don't grow hair on the top of their heads - even the women.

The Ghznan live in nomadic, tribal societies where the control of the tribe is passed down matrilineally. Men are expected to defend the tribe they are currently with, but the leadership is in female hands. The men trade and hunt between the tribes - if you see a Ghznan outside of the deserts, he is almost certainly male.

The most defining aspect of the Ghznan civilization is the religion, which stresses self-control, meditation, and (for the men only) a certain degree of asceticism. Young men are sent on pilgrimages and fastings to develop the resistance to hunger and pain that characterizes the monks of the religion. It should be noted, however, that there is no vow of chastity. The Ghznan claim that their religious teachings give them supernatural control over themselves and how their bodies react to the environment - well, that will have to be seen.

The most common sight of a Ghznan outside of the deserts is a nomadic group of one to three men, trading their wares (often glass, salt, gold) for the fruits of other civilizations. Yet, in the era of the Second City, is not uncommon to see a Ghznan present. They wear robes with headscarfs and hoods, and typically own a camel or a horse, though they disdain carts.
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Tatrit Amazigh

Tatrit is a tall, dark male humanoid with deep emerald eyes - the look of which most unsettles people upon meeting him. Other than the eyes, he looks entirely human. He wears loose, brown and tan robes with a grey headscarf that wraps over the top of his head and under his chin. He carries a long bag on his back and has various sashes and bags attached to his wide, canvas belt. He wears what looks like a cross between boots and sandals.
Tatrit is seeking his fortune. He is somewhat relapsed with the stricter asceticism of his people, and wants a different life - a plentiful life. Coming to the Second City in the promise of fame and riches, a gleam twinkles in his eye as he answers the call.

Level 1 Sand Monk

Strength 10
Dexterity 15
Constitution 18
Intelligence 10
Wisdom 14
Charisma 8

THAC0 20
AC 6
HP 14
Hit Die 1d10

Weight Allowance 40, Max Press 115, Open Doors 6, 2% Bend Bars/Lift Gates
Defensive Adjustment -1.
4 Extra Hit Points Per Level, System Shock 99%, Resurrection Survival 100%.
2 Extra Languages.

3 Maximum Henchmen, -1 Loyalty Base.
Favoured Weapon: Javelin (+1 to Hit)
Knows Common, Ghznanti (racial language), and Goblin.
Low-Light Vision

Weapon Proficiencies: Spear, Javelin, Dagger.
Nonweapon Proficiencies: Blind-Fighting, Endurance (18), Survival [Desert] (10), Animal Handling (13), Riding (17)

Equipment:

Racial Weapon: Tarigoros
This is a long, powerful javelin that doubles as a short spear, attached to a chain with a weight about the size of a plum attached to the other end. It can be used as a spear, a (smaller, less powerful) flail, or thrown as a javelin. If the weapon is thrown, it automatically returns to Tatrit unless a creature within reach of it succeeds a Reflexes check; it then is grabbed and can only be recovered by Tatrit with a successful opposed Strength check (or he can drop it). An extremely difficult weapon to master, the Tarigoros counts as a double weapon and requires ambidexterity to properly use. Tatrit himself has not become proficient at using the flail end.

As Javelin (1d6/1d6, Medium size, Piercing damage, Speed 4)
As Spear (1d6/1d8, Medium, Piercing, Speed 6)
As Flail (1d6/1d8, Medium, Blunt, Speed 7)
Long Ghznan Dagger (1d4/1d3, Small, Piercing damage, Speed 2)
Javelins x 3 (1d6/1d6, Medium size, Piercing damage, Speed 4)
Sling (Small, Blunt damage, Speed 6)
Sling Bullets x 10 (1d4+1/1d6+1)

Ghznan Woven Padded Hauberk (Counts as if he had a Shield or Studded Leather) (AC 7)

Rope (50 ft)
Backpack
Sacks/Bags (3)
Waterskin
Rations (5)
Ghaznanti Lion Medallion
Heavy Desert Robes, pants, hood, etc.
Headscarf
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Class: Sand Monk
Hit Die: D10
Thac0: Fighter(Improved by 1 per level)
Weapons: Any one-handed
Armor: Any non-metal
Attacks: +1 attack/round at every level divisible by 4
Ambidexterity: No penalties for dual-wielding
Thief Abilities: Move Silently and Hide In Shadows at 25% starting, +5% per level, subject to dexterity boosts.
Proficiencies: 8 NWP slots, 3 WP slots. +2 NWP's every level-up, +1 WP every level divisible by 3. No class limits on NWP's.
Starting Abilities
Favoured Weapon: Pick one weapon type(sword, axe, etc.), gain +1 to hit with it.
Desert Wanderer: Able to resist thirst, hunger and any effects based on them with ease. If a save is ever called for related to them, automatically succeeds.
Antimagic Solipsism: Any effects that are clearly arcane(wizards waving hands around, wands, etc.) gives the Sand Monk a +5 on their save against them. If a successful save would normally ameliorate the effects(halve damage, lessen duration, etc.) it instead completely cancels them.
Disarming Strike: Make an attack that does half damage(or optionally no damage), opposed by an attack roll from the opponent. If the Sand Monk hits a lower AC, the enemy is disarmed. If the opponent hits the lower AC, the Sand Monk is subject to a normal attack(unless they for some reason do not want to hurt the Sand Monk).
Sand Strike: Make an attack that does half damage(or optionally no damage). If it hits, your opponent gets a Save vs Petrification and, if they screw it up, are blinded by having their eyes full of sand, subject to the normal misery that accompanies being blinded.
Desert Warrior: Any creatures that are reasonably "sand-themed"(i.e. giant camels, giant scorpions, reptiles, etc.) provide the Sand Monk with a +2 to hit them and double damage against them if the Sand Monk makes sure to remind the GM that he's got the ability.

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