Ancient and watchful, the Haztaratain order has been around in some form almost as long as the land of refuge has been called Adar. These mystics set body and mind in balance. They use the strange dichotomies of Adar's landscape as metaphors for their martial and spiritual training, becoming masters of earth and sky. Although the order existed before the kalashtar's arrival, the revered founder of the sect, Hazgaal, is the very monk who welcomed Taratai from Dal Quor to Adar, whereupon he became Haztaratai. Since then, the Haztaratain, popularly known as the summit sentinels (or parahdri in Quori), have been integral to the defense of Adar.

Becoming a Haztartain

The ascetic nature of the Haztaratain order appeals to those who focus on self-mastery; its martial spirit draws those who concentrate on might rather than mysticism. Still, experience with the supernatural is a must for those who become parahdri. A desire to defend Ada r is paramount. These monks are seldom religious—yet they are attuned to the spiritual and internal worlds.

Playing a Haztartain

As a Haztaratain, you are a fierce guardian of Adar. After taking time to blend body and spirit, you have honed yourself into a weapon to destroy invaders. Like many forces in Adar, you and your fellows are irregulars, each able to travel freely as personal desires and the needs of the land of refuge dictate. Able to endure where the weather takes the weak, you travel through what others find impassable and fight in ways no one expects. What you cannot defeat, the mountains help you elude. As you master yourself, you become the perfect guerrilla warrior, mobile and reliant on neither weapons nor supplies.

Although the Haztaratain Monastery is an established stronghold, it does not contain only members of this prestige class. It is named for an honored master. This monastic fortress might be an anchor for you, or it might be a site for a once-in-a-lifetime pilgrimage. Haztaratains often greet one another as family, and all Haztaratains are welcome at the monastery of the same name. No one serves as leader or guru, unless such a relationship is created by mutual consent.

Combat

You have special powers, and you use them to dictate the terms of engagement. When you're overwhelmed, retreat up a cliff and reengage when you're ready. You also aren't above frightening and confusing your enemies. Sneak into your quarry's camp at night and ruin his supplies. When the enemy is on the move again, wait to leap silently from a fog-enshrouded precipice, strike one of your foes with lightning-covered fists, and fly back into the clouds like rolling thunder. You're not as durable as a Savage Legion shifter in a breastplate, but in the mazelike ravines and peaks of Adar, you're the master.

Advancement

You knew you wanted to be a Haztaratain since you were old enough to know what one is. So you devoted your spirit, mind, and body to the austere training required of a true martial artist. When your teachers thought you were ready, or when you considered yourself so, you traveled to the Haztaratain Monastery and then to Ahdryatmin. There, the spirits of Adar approved your guardianship, and their approval earned you training as a Haztaratain.

Now you're a parahdri, beholden only to your sense of duty to Ada r and your morality. You wander where the winds beckon, dealing with those you meet as you see fit. Since you're always welcome in the Haztaratain Monastery, you can return there to train. Other monasteries also respect your skill, and are usually open to you. As you advance, consider what type of warrior you want to become. Gaining more spellcasting or psionic prowess might seem desirable, but you can never outlearn those who have such vocations as their sole focus. Develop only those powers that enhance your effectiveness, such as area spells or psychometabolism powers. As for feats, Whirlwind Attack might be a good goal if you want to be the hit-and-run type. Psionic Fist is a must for psionic Haztaratains, and Blind-Fight is an asset—darkvision or no darkvision. Consider Track if you want to stalk your foes or your allies need such help.

Resources

Haztaratains have the respect of many in Adar. A wandering warrior such as you can expect shelter from a monastery or a bit of food (if you need it) from a valley farmer. You are tied to no organization, however, unless you join the Summit Road, and with that freedom comes little support. Live by your reputation and your ability to take what you need from your enemies.

Haztartains in the World

Haztaratains are for martial artists who want a little spell or psionic flavor mixed into their repertoire. This class focuses on the thematic elements relating the monk to Ada r rather than on spellcasting ability (sacred fist, Complete Divine 59) or psionic power (fist of Zuoken, EPH 144). These monks are ferocious, but they're also distinctly Adaran. Haztaratains make great guerrillas and guardians, but an evil one can be a terror across Adar.

Organization

A Haztaratain is a loner, but she also works well in a small squad of other skilled folk, such as Adaran rangers and spellcasters. Some Haztaratains work with such parties in the Summit Road. When the group is made up of individuals who have diverse but complementary abilities, the Haztaratain is a good support fighter and shock trooper. When she works with others of her ilk, she and the others choose individual modes of attack that synergize.

Many Haztaratains have a nostalgic fondness for Haztaratain Monastery, and it is normal for such individuals to travel there to congregate during the spring equinox. Led by the eldest Haztaratain in the monastery, Keidrii (LG female human monk 2/egoist 3/Haztaratain 10), this grouping is fancifully called the Gathering of Storms. At the meeting, Haztaratains exchange news and collect information on threats. Some form new groups, while others leave companions behind to go it alone.

NPC Reactions

In Adar, a Haztaratain can expect a friendly reception from those who recognize her and her occupation. That said, a few renegade Haztaratains have done enough evil that some places harbor grudges against specific summit sentinels. Residents of such areas are liable to be unfriendly or even hostile. Riedrans hate and fear Haztaratains. Of course, few Riedrans would recognize a Haztaratain on sight. And Riedran military personnel in Ada r are always unfriendly or worse to Adarans.

Haztartains in the Game

Including Haztaratains in the game allows the party to meet mysterious parahdri in the wilds of Adar, and gives a player who likes different monk archetypes something else to choose from. Haztaratains are perfect for small units such as adventuring parties. A wicked Haztaratain can be a fearsome foe in the unforgiving wilderness of the land of refuge.

Adaptation

Haztaratains don't have to be Adaran. Simply by renaming them, they could be mysterious ascetics from among the druids, spirit shamans, and wu jen of the northern Eldeen Reaches near Scion's sound. Drow or lizardfolk who live near the mysterious Ring of Storms in Xen'drik could practice a similar form of mystical fighting. Even the Seren could have such traditions, referring to their storm-powered monks as "dragons of earth and sky."

Sample Encounter

Haztaratains are guardians and roving hunters—and killers. They seek dangerous creatures and foes of Adar, eradicating such threats before they terrorize the weak or menace the secrets of Adar. Group sneaking into Adar without permission or allied with the Inspired are likely to run afoul of one or more Haztaratains. A few Haztaratains were corrupt before they became parahdri, while others became heady with their power and threw away their honor on petty desires. These few are often leaders among lesser brigands.