Raised in a far off land, trained from the age of seven to be a great armored cavalry warrior, you spent your early life in chains. But once they have distinguished themselves in battle, mamluks have significant influence. Influence that you used to go your own way. Once you got out, the cold reality of free life hit you. With no practical skills to market other than the ways of war, you became an adventurer to ply your trade. If you end up in an army after becoming free, you will be stoic and unimpressed at the brutal conditioning that often cracks lesser recruits. Nothing can ever be worse than the mamluks.
P.S. Look up mamluks on wikipedia and read about the actual historical basis for this background, it's cool stuff.
- Skill Proficiencies: You gain proficiency in martial weapons, vehicles (land) and athletics.
- Tool Proficiencies: You gain proficiency with thieve's tools.
- Languages: You are able to speak, read and write common, or another language spoken by humanoids of your choosing if you already have common as a language.
- Equipment: You start with a pike, a trained warhorse and a mace, as well as your choice of scale mail or plate armor.
Commoners see mamluks as they see heroic knights. Well respected establishments such as taverns and restaurants will often pay for you to entertain their guests with stories of your training, and of the battles you fought in. You can also request audience with local military or warrior elite, or with military higher-ups in the area.
Suggested Characteristics
You will likely be the toughest in your party, having endured greater challenges than they could fathom. Mamluks are few, but proud.
You proved yourself to be exceptionally dedicated to your faith and your duty when in training, and were given the distinct honor of carrying your company's standard into battle.
As having been recognized as the bravest and most dedicated member of your company, you were given the oft deadly role of bearing the colors into the frenzy of war.
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