Matrud
Matruds (mah-TROODS) are desert thieves, outcast from their tribes, shunned by former comrades and family, surviving at the margins of their former society. The cause of their rejection may or may not have been just, but in any case matruds have lost both their possessions and their former position. As a result, they live for survival and for revenge. They have become rebels and raiders, striking against both the desert tribes and the settled folk, seeking to grab a slice of what they feel is justifiably theirs.
Skill Progression:
Open Locks: -5 percent, Move Silently: +10 percent, Hide in Shadows: +10 percent, Climb Walls: +5 percent, Read Languages: -10 percent
Role
Matruds may be found everywhere in Yusuf, from the sea shore to the deep desert. Among the desert tribes, they are renowned as horse-thieves. All are motivated by their own plight. Outcast and without social position, they think of themselves first, and the rest of the world not at all. From their perspective, the Yusuf has done them no favors, brought them no boons - so why should they be concerned with the fate of others? Matruds are transient, and most take on jobs that even beggars would refuse. The key difference between beggars and matruds is that the latter have no aversion to hard work, particularly if it places them in a position where they can steal. These rogues tend to move quickly from job to job, hoping to stay one leap ahead of trouble. Many corrupt bureaucrats began their career as matruds. The matruds are marginal individuals. In the cities, they are little better than beggars, but without the benefit of great numbers. Sometimes matruds form small bands of raiders. Distrust and suspicion of one another keep the association loose at best. Leadership in such bands is by the strongest, and slaying the previous leader is considered sufficient recommendation for the position. Matruds who become successful rarely return to their native tribes. Instead they seek to hoard their gold, gems, and magic, creating strongholds defended by tricks and traps (because even loyal retainers may be bribed). Matruds give little more than lip service to the Sufic principle of hospitality and good will. Honor has become a matter of surviving without helping or being helped by others. They trust no one. To the matruds, all men are thieves - whatever their stated profession. The matruds continually strive to protect themselves against such thievery.
Distinctive Appearance
None
Special Benefits
None
Special Hindrances
Matruds are outcasts, and obviously so. When dealing with desert tribes, members of this kit suffer a 2-point penalty to rolls on the Encounter Reaction chart in the DMG (see Table 59 in Chapter 11). In the city, this reduction does not occur, thanks to a larger, more varied society and a more accepting atmosphere.
Class
Attribute Requirements
None
Barred Beliefs
None
Race Requirement
Members of any race may be matruds, provided that they normally may be thieves. Matruds are not only outcast from their families and tribes, but also from their native race.
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
One of a matrud’s two initial weapon proficiencies must be the scimitar.
Recommended Weapon Proficiencies
None
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Riding (Land-Based), Survival (desert)
Recommended Non-Weapon Proficiencies
Debate, Direction Sense, Haggling, Weather Sense, Animal Lore, Endurance, Running, Survival (other), Tracking, Herbalism, Awareness, Begging, Blind-Fighting, Bureaucracy, Reading Lips, Set Snares, Riding (Camel Specialization), Riding (Horse Specialization)
Equipment
Matruds purchase only what they can carry. Initially, they may not purchase a horse, camel, or other beast of burden.
Wealth Options
Each matrud begins the game with 1d10 x 10 gp. Any further moneys must be borrowed (or liberated) from others.
Homeland Terrain
None
Economic System
None