


Axemasters (Atmatars) do not start out as such. They start out as regular
Dervatear fighters and rise in ability as such until such time as the Council of
The H'kars Gryts (Kings Teeth) calls upon them to take The Test. If they survive
The Testing, then they will finally be known as a member of the H'kars Gryts.
Typically, an Atmatars training would look something like this: First, an aspiring
Dervatear must find a sponsor who has already taken The Test. This usually
occurs while the Dervatear is still a shortbeard, age 25 or so. For at least the
next 15 years (longer in some cases, but 15 years is the minimum), he (or she)
will be something like a squire for their sponsor, earning training, food, and
lodging in exchange for doing everything their Lord wants them to do. From
polishing armor to doing the laundry. When they successfully complete their
"squire-hood" they then move on to the military aspect of their training. They
must enlist in the army for a minimum of 20 years. Here they learn discipline.
Taking orders, forced marches and such theaches the young Dervatear much
about themselves as well as what a lifetime of service to their king is going to be
like. If, at the end of their military service, they still wish to continue, and they
are deemed worthy by the Council, they will be summoned before the Council for
The Test.
The Council of H'kars Gryts meets regularly and sends the Atmatar initiates on
specific quests against enemies of the King and the People. It is always a very
dangerous mission, but it has always been so, to weed out the weak and the
weak-willed. If they live, they are then known as a H'kars Gryt.
* References to books are taken from the Players Handbook and the Dungeon Master's Guide, 2nd Edition.
Only Dervatear may become Axemasters. They must have the following
minimum ability scores: Strength 13, Constitution 9, Wisdom 12. They can
use any armor, but are limited to weapons that are typically thought of as being
Dervatear in nature (axes, crossbows, hammers, picks, maces, etc.). The
Axemasters use the paladin/ranger experience table.
The axemaster has the following abilities, once they complete The Test:
A limited lay-on hands ability. Same as paladins (2 hp/day/level) but they can
only heal other Dervatear or those that are proven allies to the King and country.
Projects a circle of power 30' in diameter when using a holy axe. Otherwise
acts the same as the paladins ability.
Aura of protection as a paladins power.
They must be lawful good in alignment.
They cannot keep more treasure than they can carry.
Must donate 10% of all treasure to Lord or King.
Cannot have more than 10 magical items.
Does not attract followers at 9th level, but the King may set him or her up in a
keep and assign warriors to that keep.
Return to the Dervatear Page.