They with Loaded Rifles
I
The people of the eastern Wastes, the Saffekh had originally been a Sultanate called the Al’Shurad, a wealthy trade empire of caravan cities. When the drought began, the Sultanate fractured into two groups: the Saffekh and the Kharassa, though comparing the two in front of a Saffekh would earn one a free bullet to the temple. While the Kharassa remain a settled people, drowning themselves in wine and gold, the Saffekh believe that their lot as outlaws is a karmic punishment for the moral decay of their predecessors. Many Saffekh blame their estranged sisters for the drought, and believe the only way to return the rain is to balance the scales and destroy the Kharassa. Alas, they bond only with Dromaeosauridae, in comparison to the Kharassa’s Tyrannosauridae, making any attempts to conquer their sisters outright neigh on impossible. Armed with Arquebusses and mounts as fast as they are deadly, they have dedicated themselves to outlasting the Kharassa. Eventually, the lakes and wine must run dry, and when that happens, they will be left feeding themselves to the Rexes.
II
- Two Saffekh have white-streaked hair; an elder and a youngster
...to be continued...
III
The Beastmaster
A roaming ranger bonded to many small beasts alongside their mount, ifranids command packs and overwhelm foes through coordination.
Starting Abilities
Coordinated Advance
When you reroll initiative for any reason, you may immediately reposition any or all bonded lesser beasts up to their movement speed without provoking reactions.
Pack Tactics
When one of your beasts engages a target, you gain advantage on attacks made against that target until the end of its next turn.
Beastmaster's Sense
You gain advantage in Animal Handling to bond with lesser beasts.
They with Shoulder Braced
Qassams are fast and volatile gunners who wield arquebusses. They tend to favor speed and aggression over prolonged fights.
Starting Abilities
Quick-Spark
At the start of combat, if your arquebus is loaded and in hand, you automatically gain edge, even if you’ve been surprised.
Close the Distance
If a creature survives a shot at close range (within 5 ft.), you may spend your reaction to force an initiative check. Both of you reroll initiative, and the winner may immediately take an extra turn.
Reckless Momentum
If your posse pushes it, you may negate the first morale loss.
They with Sword and Spear
Armed with javelins and paired takoba blades, tazrukts excel at mobile combat and hit-and-run assaults.
Starting Abilities
Ground Like Water
You may dismount or remount your bonded beast without rolling initiative.
Ride-By
When you move at least half your mount’s speed past an enemy, you may make a single takoba attack as part of the moment.
Scavenger's Armory
After combat, you may recover up to half any expended javelins automatically. When traveling, you can craft 1 improvised javelin per long rest without tools.
Magic's Hand
A diviner and guide, amanars read stars and smoke to lead their posses to oases. They channel their magic through ritual tools and staves, often heavily decorated.
Starting Abilities
Read the Turning Sky
At the start of combat, after initiative is rolled but before the first turn begins, you may invoke a brief divination. Choose one creature you can see (ally or enemy) and force them to reroll their initiative. If you choose an ally, they may decide which roll to take. If you choose an enemy, you likewise decide which roll to take.
Caster
You gain access to three spells of your choice, from the Starting Spell List. Your starting conduit is a Staff.