The
Zedek Warrior
Description:
The Zedek Warriors were a powerful group of psionicists trained in the
fighting arts charged with guarding the Dry Isles from the ravages of
undead. A number of centuries after The Drying, the inhabitants of the
Dry Isles had finally adapted to their new way of life. However, a new
problem plagued them. The far southern island of Kaza had always been
known to be haunted with all sort of undead abominations. Once the seas
were no more, the undead menace spread out into the Dead Sea, small
and large bands of the creatures making raids upon the Dry Isle villages.
A great traveling monk came to the isles, Dao Tzu, and brought with
him the secrets of the mind. He used his mind to supplement his body
to become a great mentalist warrior-monk. He founded the Zedek sect
and trained other young people from many islands the ways of the mind.
Dao Tzu's legacy continued for nearly 20 centuries, with the Zedek growing
more powerful, and expanding their role to that of guardians of the
Dry Isles.
During the Dark Ages of the Southlands, the order slowly died out. Chaos
reigned for many years, and fewer people were trained in the psionic
ways. After fevered battled with a resurgence of strong undead group,
only one Zedek remained, a powerful master named Nazruldin. He took
his single student and sought help to the far north and east, the Monks
of Ku Tai, the ancient order where Dao Tzu received his training.
Role:
Originally, the Zedeks responded to the threat of undead, and they are
formed as ghost-hunters and undead-battlers. They developed special
psionic powers over time to deal specifically with the undead. The first
Zedeks were influenced by the peace-loving ideals of Dao Tzu and his
Ku Tai monastic order. They fought to keep the area's balance from shifting
to evil. Dao Tzu developed the Zedek as a new monastic order, with smaller
affiliated groups spread throughout the Dry Isles.
Later in the sect's history, the Zedeks became a knightly order, protectorate
of the peoples of the Dry Isles. They had great political influence,
often time acting as judges in disputes, and heading militia group to
keep the general peace. New recruits were taken at a young age - those
who showed a natural affinity to the mental ways - and were trained
into focused Zedek Knights. Those sage few who trained the younger members
were dubbed Zedek Masters.
Nazruldin was the last Zedek Knight and is the only Zedek Master still
around. His personal goal was the return to the monastic ways of Dao
Tzu's Zedek Warriors, specialized undead hunters - the original purpose
of the order.
Preferred
and Barred Disciplines:
A Zedek Warrior focuses first on Psychometabolic powers to boost his
fighting prowess, and then on Clairsentient or Metapsionic powers. No
Zedeks use Telepathic powers save for a select few Zedek Masters. (Attack
and defense modes not withstanding.)
Secondary
Skills:
The Zedek Warrior can be from any background and may have any secondary
skill. The Zedek Knights of old had no secondary skills since they were
trained in the ways of the Zedek since their youth.
Weapon
Proficiencies:
The Zedek Warrior will typically study unarmed combat in addition to
weapons available in the martial arts. These include nunchaku, jitte,
lajatang, tui-fa, three-piece rod, sai, and others. They also have access
to any of the standard weapons available to psionicists. The weapons
they train in will depend on where and who they study with.
Nonweapon
Proficiencies:
Bonus:
Survival, Desert (Dry Isles). Suggested:
Direction Sense, Etiquette.
Equipment:
The Zedek Warrior will outfit himself with the typical regalia of a
Dry Islander: sand shoes, light colored, lightweight clothing, head
wraps. Zedeks typically travel light and avoid metal armor or heavy
weapons.
Special
Benefits:
Due to their heavy concentration on combat oriented abilities, Zedek
Warriors start with 3 initial weapon proficiency and increase them at
a rate of 1 per 3 levels. Likewise, Zedeks gain the ability to specialize
in a weapon or unarmed combat style at 3rd level.
Zedeks gain +1 to attack versus undead opponents.
When encountering locals within the Dry Isles, Zedeks gain a +2 bonus
to reaction rolls from their reputation. Those people reacting friendly
are likely (75%) to offer the Zedek food and shelter for a night.
Special
Hindrances:
Due to their focus on acquiring weapon proficiencies, Zedeks only receive
2 initial non-weapon proficiencies and acquire further non-weapon proficiencies
at a rate of 1 per 5 levels.
Due to their heavy concentration on the mind-over-body type of abilities,
Zedeks suffer a -1 to all power checks of non-psychometabolic powers.
Zedeks are required to keep at least half of their sciences and disciplines
in the psychometabolism devotion.
Wealth
Options:
The Zedek Warrior starts with 5d4 x10 gold pieces to buy his equipment.
No matter how much he has left at the end, he can keep no more than
10 gp in treasure on his person from there after due to the monastic
characteristics of his order. An exception to this are gems used solely
as a receptacle of the Zedeks' powers.
Races:
The Zedek Warrior typically comes from the Southlands region of the
Dry Isles. Only Humans inhabit those isles, so nearly all Zedek Warriors
have been humans. An occasional half-Red Elf has shown up in the order.
It's possible, though unlikely, that a Red Elf or even a Sand Dwarf
could become a Zedek.
New
Powers: Zedek Warriors have developed a number of new powers over
the centuries that help them combat undead more effectively. (Note:
Powers marked TWATW are part of the Dark Sun supplement The Will
and the Way, available for free download from WOTC Web site.)