The Bindari
The Thorn in Thera's Paw

History and Overview

Far beyond the Aras Sea, midway between Barsaive and the mysterious eastern land known as Cathay, lies a bleak and inhospitable land. Deserts of flint and rubble spread from the northern crags to the southern swamps, bearing little more than the occasional thorny scrub. Yet the spirit of Name-givers is strong, so much so that even these desolate lands are inhabited. Seventeen nomadic tribes of humans, collectively known as the Bindari, have made these deserts and crags their home since the founding of Nehr'esham, and perhaps before. Tales told by the el-kadi, the keepers of the tribal lore, often begin with the phrase, Long ago, so long that the sands have covered all trace and only the tale survives. Exactly how long this is cannot be determined with any certainty, and the el-kadi, who doubtless know exactly how old the tribes are, do not discuss such things with outsiders, even other scholars. What is known for certain is that the Bindari have roamed these bleak and desolate lands since long before the Scourge, and continue to do so now, clinging to a way of life that is certainly hundreds and perhaps thousands of years old.

No one is certain how they survived the Scourge, perhaps because, as anyone who studies the Bindari quickly discovers, deception is a survival mechanism, especially in matters of defense and war. They will exaggerate immensely to make the enemy overestimate their capabilities and leave them alone. Many tales are told. Some say that the Horrors avoided the badlands, thinking that there would be nothing there to hunt, or fearing the Bindari and the might of their Jurraqi adepts. Others say that the Bindari turned themselves into pillars of sand, and vanished into the desert, reappearing when the Scourge was over. Yet more tell of tunnels and catacombs extending for miles underneath the badlands. The Bindari are reputed to still use them to disappear when hunted, materializing behind their enemies. Whatever the truth, the tribes survived with no outside help, without the Theran rites and the burden of debt those rites would have brought.

The concept of debt is vital to understanding the Bindari. They believe that the Passions will only take a soul that has no obligations left in the physical world. Unpaid debts tie the tribesman to the cycle of birth, death and rebirth until that debt is cleared. The Bindari refused to bargain with Thera for the Rites of Protection and Passage, fearing the burden of a debt involving the survival of their entire race. The steep price the Empire demanded would have tied the Bindari to Thera for generations. The Bindari's rejection of the rites puzzled the Therans, bafflement soon turning to irritation when the Bindari continued to remain obstinate about having no contact with the Empire. To this day, Thera and the Bindari remain enemies, with the enmity being more on the Bindari side than the Theran. Of late, some of the Bindari have found their way northward, drawn by tales of Barsaivian resistance to Theran dominion, wishing to meet with similarly minded Name-Givers. Included in this group have been several adepts of the El-Kadi Discipline, journeymen of the path sent by their elders to gather information.
 

Conflict with Thera

Nehr'esham originally became interested in the Bindari because of natural resources in their lands, some rare crystals and true elements. There weren't enough to justify an invasion in force, as in the case of Marac, but there were enough to justify an interest in the region. The Bindari, however, refused to make a trade agreement, escorting the Theran delegation to their border at swordspoint. When the Therans tried to move in and take the resources they wanted, the Bindari began a campaign of guerilla warfare against them, picking off stragglers and scouts, damaging or stealing supplies in the middle of the night, luring wild animals into the Theran campsites. The cost of the expeditions quickly rose above the value of the resources obtained. It's just desert, said the scholars of the School of Shadows, and what we want from it these people are making very little use of. Why are they so passionate about keeping everyone else out of their lands? The subjects of their curiosity did not prove amenable to inspection. Theran scholars found themselves met with just as hostile a reception as the mining expeditions, if not more so. Apparently, the Bindari did not want to discuss their culture and their motives with people they regarded as the enemy.

Then came the Scourge, and the Bindari refused to bargain for the Rites. Surely they will all be killed off, said the scholars, and then after the Scourge, we can go back and claim what resources the Horrors leave behind without these annoying desert rats plaguing our expeditions. But the Bindari survived the Scourge without the Rites. The administration of the School of Shadows, the whispered-of Heavenherds, are convinced now that there's something else there in the desert, something extraordinarily valuable that the Bindari are protecting. Exploratory missions from Thera are still harassed.

Recently, the hostilities have escalated. Acting without orders from Thera, troops recently poisoned several wells along the regular travel routes of the tribes. This backfired severely. The commander of the troops, who has since been relieved of his post by the Arbiters and given over to the ghareez, expected the tribes to be crippled, to surrender. Instead, a berserker fury has seized the nomads. The Bindari have taken to launching magical attacks against any airship passing over the desert. Numerous border outposts along the edge of the desert have been overrun, their garrisons slain to the last. The Theran actions struck deep into Bindari beliefs. Skirmishing and even outright war the Bindari respect. Water holes, however, have always been neutral ground and inviolate among the tribes. It is considered barbarous to engage the enemy near their own camp. Only those completely without honor put noncombatants at risk or damage the environment. Attempts at a diplomatic resolution to the unfortunate act have been unsuccessful, as the Bindari attack any Theran band on sight, refusing to recognize a parley flag.

What's out in the deep desert, nobody's saying. The Heavenherds have restrained the military, on the theory that if the Bindari are crushed, there won't be anyone left to question. They ponder a way to establish communication with these recalcitrant nomads, and discover what it is they're guarding so zealously. As far as the Empire is concerned, the Bindari remain an annoying curiosity.


Appearance

The Bindari are typically short for humans, slight of build and graceful, almost like an Elf. The resemblance is enhanced by their narrow features, high cheekbones, aquiline noses and slightly tilted eyes. Their skin is a deep bronze, that weathers with age to a color like old leather. Their hair is jet black, without variance, and worn long, in complicated braids. See the description of the tribal customs and taboos relating to hair, below. Their eyes are usually very dark, almost black. A few times each generation, a tribesman is born with topaz eyes, the color of a hawk's. Such a birth is considered highly auspicious, and much is expected of a Bindari with hawk eyes.

Other Name-giver races are counted among the tribes of the Bindari. Clan Jenat of the Sufbai is composed primarily of trolls, who adopted Bindari ways well before the Scourge. The story of why these trolls migrated to the desert and became part of the Seventeen Tribes belongs to a much larger work. Elves, dwarves, orks, obsidimen and windlings are also found among the Bindari, for the most part being escaped Theran slaves. When the Bindari find such a person wandering in the desert, they are taken in, cared for, and offered a choice. The tribesmen will escort the fugitive to the edge of the desert, provide them with a mount and minimal gear, and leave them to make their own way in the world. The former slave can also take refuge with the tribe, and live as a Bindari. This requires undergoing a formal rite of adoption, and living by the strict Bindari rules. Stories are told of several former slaves who became Bindari and accomplished themselves as adepts and adventurers.

Bindari dress consists of loose outer robes (the color varies by tribe) of woven goat hair or camel wool, with a gauzy inner robe of unbleached fabric, knee-high horseman's boots and headgear made of a long strip of cloth wound about the head in complex fashion. A veil is held in place with a coiled cord. The cord can be used for many things, being strong enough to support a person's weight. The veil is used in bad weather or when a Bindari is confronted with something she does not wish to acknowledge. Adults wear a sash to carry their sword and dagger, which they are never without. Leaders wear sashes of brightly colored silk, with embroidery if they are important enough. Tribal chiefs also weave fine gold thread into the cords of their headgear.

Saddles are similarly decorated according to social station, ranging from no decoration at all for a common tribesman, to highly ornate for a proven warrior. A chief's saddle is decorated with gold leaf. The remainder of their harness and tack is plain, without decoration or bright metalwork. The halter is of woven camel wool in the colors of tribe, clan and House and does not include a bit. In battle, all Bindari use plain, utilitarian saddles and wear identical drab brown robes, so as not to give themselves away with a flash of reflective metal or make their leaders easy targets for enemy archers.


Customs, Laws and Rites

Concerning the Veil

The veil, as previously mentioned, is normally worn only during foul weather. When facing something he truly does not wish to see, a Bindari will occasionally draw his veil in denial. This is considered a grave insult, and the tribesman may have to back up his denial with his blade. Refusing to acknowledge a person's existence dishonors that person, denying their status as a Name-Giver. Care must be taken in interpreting the act of drawing the veil, however. I have seen a Bindari woman draw her veil during trade negotiations, to reject outright an offer that had just been made. She did not unveil until a completely new offer was put forth. The insult was directed at the offer, not the person making it, but a misinterpretation could have led to trouble, possibly to bloodshed.
 

Concerning Hospitality and Protection

Hospitality is considered a sacred obligation by the Bindari. Treatment of guests and behavior of guests are governed under a complex set of social regulations. Failure to comply with these, on the part of either host or guest, can have serious, possibly fatal, consequences. Any person who will not honor the customs of hospitality may be declared an outlaw, and may be slain without incurring blood debt. The desert is too harsh to allow straying from the traditions.
 

Establishing Protection/Guest Status

Guest status may be offered or asked for, dependent upon circumstances. An emissary from another tribe or a traveler who deliberately crosses into another tribe's territory, known as the myrq, en route to his destination will normally claim protected status upon encountering patrols from the local tribe. If expected, the traveler will normally be offered the status of guest upon his arrival in the myrq.

A traveler inadvertently finding himself in another tribe's myrq will usually try to claim rights of hospitality, but must first establish the identity of the tribe he has encountered. On meeting strangers, certain questions are permitted: What do you want? Of which tribe are you? Where are you going? Knowing these things, the traveler may then claim ayefiq, protection in the sight of the Passions. The word must be uttered while touching one of the local tribesmen. Once protection is properly claimed, the one claiming it is a guest and the hosting tribe becomes responsible for everything that happens to that person. As a result, if tribesmen met in the open desert keep their distance, or answer the few permitted questions vaguely or not at all, the traveler should assume himself to be in danger.

The Bindari consider it rude to directly question people newly met. An arriving guest must not even be introduced directly. The guest will instead relate his connections with the host, and hopefully the host will recognize the guest. If not, the guest may then introduce himself.

Within the camp, a formal ritual of welcome is performed, known as the Cup of Peace. A brewed drink (usually tea) is ceremonially presented to guests with the words "Welcome! May it please thee!" repeated twice. Once the words are spoken and the cup is drunk from, the safety of the guest and all under his authority is inviolate. The guest-to-be may present the cup to the host and remind him of the obligations of hospitality if the host does not offer the cup in a reasonable time. If the host refuses then to offer the cup, there will likely be bloodshed, as such a refusal is tantamount to an open declaration of war between the respective groups.

Note that the cup is offered and accepted between the two of highest rank present. Trouble, if any, is restricted to the same level, and may be resolved or expanded at the will of the next level up. Thus, if a sub-chief of the Badil refused the cup to a sub-chief of the Sheulu, their septs would be at odds, but the chief of the Badil would be able to either resolve the problem and settle the dispute by decree, or declare war at the tribal level. Other septs of equal rank may not become involved without the permission of the next level higher, up to the chief of the tribe. Beyond that, the Council of the People takes action to resolve the dispute. See the chapter on Government.
 

Privileges Accorded Guests

The most notable privilege accorded to guests in Bindari camps is first access to all resources, food, water, riding mounts and so forth. At any meal, guests are fed before all members of the tribe, including the chief. If this means that the chief goes hungry, then so be it. This privilege does not extend a claim to all available resources, however. Guests should never demand more than the share allotted them. If the amount is sparse, the guest may rest assured that it is still more than anyone else is receiving.

Guests also enjoy noncombatant status. In any conflict with another group, guests may stay behind in the camp and avoid fighting if they so desire, with no dishonor. A guest who wishes to take up arms and assist his host in a time of trouble will be welcomed with effusive gratitude. A host never asks a guest about his status in a conflict. Such a question would be shockingly rude, attempting to force a choice from the guest. Help must be freely given or denied, to maintain the spirit of the code of hospitality.

Guests are also under the protection of their host. If harm comes to a guest, the host is responsible. The debt will include payment of blood price for a guest killed while under his protection. The host is not responsible, however, if the guest provoked the trouble, and the person committing the act is of another sept, clan or tribe, depending on the social rank of the host. In the case of a dispute, the usual methods of resolving payment of blood price and other repercussions are followed. See Concerning Blood Price, further on in this record.
 

Extent of Protection

There are limits to the privileges and protections accorded to guests. At the most basic level, guests are not guaranteed their safety. Accidents occur. Keeping a guard on a guest at all times is simply not possible. Even if it were, there is always the possibility of someone being faster than the guard and managing to harm the guest before he could be stopped. In the case of an accident, the fate of the guest is declared to be the will of the Passions, and no debt is incurred.

Guests are also not protected against themselves. Warning is provided of known hazards, but if a guest chooses to ignore the warnings, his fate is his own folly. It is against the nature of the Bindari to protect people against their own stupidity. In the desert, only the clever survive, and the Bindari feel that that is the way things should be. The natural order does not favor the slow and the foolish. Which is more cruel, they ask: to allow someone to die from their own bad judgement, or to save them from their fate and allow them the chance to take others with them with the next mistake?

Guests who enter combat willingly on the part of the host are treated the same as any other combatant. They are not afforded priority with the healers after the battle. Blood price is paid by the enemy in case of death. Disputes over the payment of blood price incurred in combat are frequent and never resolved to the satisfaction of all concerned.
 

Assassination of a Guest

In the case of an assassin getting past the host's forces, the host will pay the blood price, then hunt down the assassin's tribe and demand compensation. The deliberate slaying of a guest under formal protection is a shocking dishonor, and must be avenged to redeem the honor of the host. More than one intertribal feud has started over the death of a guest of one tribe at the hands of another.
 

Concerning Hair

Hair is considered to be the repository of magical power. The Bindari do not cut it any shorter than thigh-length after their rite of puberty. Both genders wear their hair in complicated braids. Men also braid their beards, which are usually belt-length. Cutting an enemy's hair in combat deprives the enemy of honor and power. Losing a braid in combat is considered a fate worse than death. Many long feuds have erupted over the cutting of hair and subsequent attempts to recover face.

Children's hair is kept cut to shoulder length to protect the child from the influence that could be gained from cutting off a braid, and as a sign that the child is not ready for the responsibilities that magical abilities bring. At puberty, children's hair is ceremonially cut for the last time by the parents. A year later, the child goes through a rite of passage into adulthood. During this rite, the child's hair is bound up by the same-gender parent at the nape of the neck with a sky-blue silk ribbon, symbolizing the power and freedom of the sky. Blessings are pronounced by the tribal shaman, and the former child takes their new adult Name. From that day forward, no one else will touch their hair save for truly intimate acquaintances -- lovers, immediate family members and the like. Children are taught at an early age that their parents' braids are not playthings. Touching a Bindari's hair without invitation is a mortal insult, and normally demands blood. Ignorance of tribal customs is not considered an excuse.
 

Concerning Poison

Poison is absolutely forbidden to the tribes. They consider it dishonorable and an admission of weakness, that the enemy could not be dealt with by skill and strength alone. Adepts of the tribal Disciplines cannot use poison knowingly without losing magical ability.

The Bindari will not react well to other Name-givers using poison. They may shun that person's company, or make remarks concerning the person's lack of prowess. In no wise will they be subtle about this, making it abundantly clear that they do not approve of the practice.
 

Concerning Blood Price and Blood Debt

Blood is understood to be a source of great magical power. It is therefore both sacred and taboo, a curious dichotomy bearing some exploration.

Blood spilled from a kill during a hunt must be dealt with before the animal may be seen to, usually by throwing sand or dirt over it. Only after the spilled blood has been covered may the animal be dispatched properly. Butchering a kill is a tedious and careful process, done in such a way as to avoid staining clothing, as well as to minimize contact between blood and skin.

Spilling blood from another Name-Giver has tremendous impact. A complex system of blood prices governs the consequences of such an act. Slaying a tribesman in a fight is permissible only in retaliation for that person's having slain a blood relation, such as a sister or close cousin. Otherwise, a blood debt is incurred: 25 camels and 2 mares must be paid to avoid continuation of the feud. Guests of the tribe have double the price of combatants. Failure to pay the blood price of a slain guest can result in open warfare and the outlawing of entire clans. Even the spilling of blood from a minor injury carries a high price. Lifelong debts have been incurred from injuries. The degree of injury is not considered as important as the amount of blood spilled. A severe bruise does not incur as much of a debt as a scratch that bleeds.

In combat, tribesmen prefer not to spill the blood of other Bindari. Skirmishes between Bindari are normally to the first strike, sometimes to first blood if the dispute is severe enough. The desert is hostile enough. The Bindari have too many enemies to slay each other. Killing in combat is reserved for non-tribesmen.

Because of these beliefs, blood magic is not used by the Bindari. Oaths, charms, blood peace, all are forbidden to the tribes. Tribesmen find the idea offensive, and prefer not to associate with other Name-Givers who overtly use such practices.
 

Concerning Marriage

Marriages are arranged for the House level and above, due to the politics involved in tying together factions within the tribes. Bindari who are not in positions of leadership are free to make whatever arrangements they like regarding their relationships. There are of course exceptions to both of these rules. Tribal chiefs have fallen in love and married with little regard to politics, while the lowest camel-herder occasionally finds a wedding arranged by his relatives.

On the day of the wedding ritual, the groom brings the bride a white lambskin rug, known as the Virgin Fleece. The bride wears bright colors, red and green and gold. A lamb is sacrificed at the feet of the bride, and its blood is used to paint the tribal mark on the neck of the mare that the bride will ride for the ceremony. The lamb is then given to an orphaned child selected by the ranking person in the camp.

A guard walks before the bride, carrying a drawn sword (preferably one with a long history), proclaiming her arrival to the gathering. The bride carries the Fleece into the bedchamber and spreads it on the couch where the marriage will be consummated. An el-kadi, preferably an adept, presides over the vows, and then all withdraw to give the newlyweds their privacy. The middle pole of the tent is taken down. The sagging roof serves as a do-not-disturb sign.

Marriage among the Bindari is for life. Separation and divorce are not allowed. If grievances against a spouse are severe enough to threaten the bond, an el-kadi will pass judgement and impose penalties, usually on both parties. One of the most common judgements passed on a married couple who fight constantly is for the two to be chained together at the wrists, left to right, for a period ranging from a week to several months. The two will come to agreement or one will kill the other, either way solving the problem. Bindari justice is known for its severity.
 

Concerning Death

The Bindari are believers in reincarnation, holding that death is a passing from one life into the next. Their treatment of death is thus like any other rite of passage. A brief ceremony is held, then all concerned move on with their lives. The dead are buried swiftly, before the next sunset. Mourning is fierce but short. Graves are normally not marked and almost never revisited. Only great heroes of the Bindari have monuments at their gravesites. An El-Kadi of the 12th Circle said to me, "Is not the life of man like a tent and its occupants? The day comes when they go, and the site is forsaken."

The Bindari hold that souls which have achieved a high degree of enlightenment, who have managed to live without incurring new debts, are removed from the cycle by the Passions. To escape the burden of rebirth, one must free oneself of all debts and obligations, not only from the present lifetime but from all previous as well. Thus, the Bindari are reluctant to create lasting bonds and to deeply involve themselves in others' affairs. This also explains why the Bindari hold generosity as such a high virtue. Giving freely discharges debt, and if no return is expected, the recipient is not placed into debt. This applies to favors, obligations, and other intangibles as well as material goods. Some Name-givers find the Bindari aloof and arrogant, or slow to pursue a fight. They are not a cold, unfeeling people. Far from it. The Bindari have a higher percentage of Questors than any other, from their tendency to take all of their passions to extremes. They are, however, reluctant with their friendship and their lasting enmity, for both friends and enemies are ties to the cycle of death and rebirth.


Government and Law

Council of the People

Each tribe sends three representatives to an intertribal council known as the Tuase' Neieur, the Great Council or Council of the People. The tribal chief appoints the representatives, normally sept chieftains, after consultation with her advisors. Political deals and connections can safely be assumed to be deeply involved in the process. The chy'ib of the Council is considered to be first among equals. He is sent by the strongest clan of all the tribes.

The Tuase' rules on issues affecting the Bindari as a whole. Matters internal to a single tribe are normally of no interest to the Council. The organization also provides a forum for discussion of issues that may or may not affect multiple tribes, policy decisions that must be made by each tribe on an individual basis but where the advice of other tribal leaders is desired.

Disputes that cannot be solved at any of the lower levels are also brought before the Tuase'. As such, it serves as a sort of supreme court. In most cases, the Tuase' will ask the senior elders of the El-Kadi for advice before ruling, to ensure that their decision conforms with the extant body of tradition and precedent.

The meeting site of the Tuase' is one of the most closely held secrets of the Bindari. Rumor has it that there are several meeting sites, and that the Tuase' moves from one to another at random. Non-members who are brought before the Council to give testimony or to receive orders or judgement are blindfolded and led a circuitous route. Adepts or suspected adepts are enspelled to prevent them from using Talents to trace their path.
 

Tribal Government

Tribes are ruled by a chief, or latib, advised by an informal council of tribal elders and clan chieftains. The office of latib is not necessarily hereditary. Leaders of tribes are usually succeeded by their children, but can be succeeded by any person of proven competency if there are no children fit to rule.

Each tribe is divided into multiple clans, or major familial lines. The office of clan chieftain, or na'ib, is hereditary, and is held by the eldest member of the eldest surviving generation. The latib is the only member of the tribe who is not subject to his na'ib. Again, an informal council of elders and sept chieftains advises the clan leader.

Clans are further subdivided into septs, also known as Houses. These are the basic familial units, the smallest unit that each family line is divided into. The office of sept chieftain, or vesib, is hereditary, but can be usurped by any sept member of adult status who can gain sufficient power within the sept, in terms of family connections, favors owed and material wealth. Whoever controls the largest share of the sept resources and is owed the most favors leads the sept. In practice, vesib'im are not often challenged or overthrown, and never in time of open war. The latib of the tribe is vesib of her own sept, and is never challenged.


Notable Tribes, Clans and Houses

The Bindari are divided into seventeen tribes, each of which is divided into at least a half a dozen clans, each of which is further divided into as many Houses. This makes for far too many for anyone but an El-Kadi adept to list. Following are some of the more prominent or noteworthy.
 

Sheulu

Since before the Scourge, the leaders of the Bindari. Savage fighters who spare no quarter for an armed opponent, they would get along well with the sky raiders, due to similar attitudes. The latib at the time of this writing is Siep, a jurraqi adept of the Onkigye clan, of the House of the Dusibi. The current chy'ib of the Tuase' is Safawy, an El-Kadi adept of the same House. The Sheulu and the Badil have a long-standing feud arising from the former's rise to power. The Badil claim that the Sheulu took the leadership of the Bindari at their expense. The issue is complex and has been being debated by the El-Kadi since before the Scourge. Robes are black, with trim according to Clan and House, the outer or edge stripe for the House and the inner, wider for the Clan.
Onkigye    blood red
  Dusibi  sky blue
  Kiyugo  pale green
Touedi    dark blue
  Dmidsi  deep yellow

Badil

Many of the Badil, especially of Clan Madosa, have a wasting fever that they contracted in the lowlands. They are nevertheless a force to be reckoned with, providing a higher proportion of El-Kadi adepts than other tribes, from House Nomaja of Clan Tzimeq and House Izume of Clan Chysan. Nyoku Fouhle of the House of the Gykune, Clan Dawei is the current latib. The Badil wear golden-brown robes, with stripes woven into the sleeves wrapping around the upper arm, the upper for Clan and the lower for House.
Chysan    black
  Izume  light magenta
Dawei    rust red
  Gykune  charcoal grey
Madosa    deep violet
Tzimeq    pale grey
  Nomaja  burnt orange
 

Huali

Still shaking off a reputation for treachery after a run of bad leadership before the Scourge, the Huali are considered untrustworthy by most Bindari. Members of the tribe will go to extreme lengths to keep a promise, trying to restore their tribe's honor. Fouib of the House of the Duriysn, Clan Geyll, the latib at the time of this writing, has made reparations for previous leaders out of his own personal wealth. The Huali wear robes of dark grey, with Clan and House noted by stripes down the front edges, both left and right, Clan on the inside and House on the edge.
 
Bishrim    bright green
  Kinegu  jade green
Geyll    dark brown
  Duriysn  malachite green

Chi'ond

Considered decadent by most of the tribes, the Chi'ond are seen as straying from the true ways by seeking softer lives as wandering merchants. The world is different, reply the Chi'ond, and a wise man does not walk against the wind, nor travel where there is neither water nor forage. Currently, the elders of the El-Kadi are debating as to whether the Chi'ond should still be counted among the seventeen tribes.

Letziq of the House of the Resfiyd, Clan Tobaro, the current latib, is rumored to be a follower of Chorrolis. While the Bindari are no strangers to the Passions, greed is considered undesirable, as the desert only provides so much in the way of resources. A Bindari should never take more than he needs. If it can be proven that Letziq is a questor of Chorrolis, the tribe could suffer harsh penalties for straying from the traditions.

The Chi'ond wear robes of bright red, with vertical stripes down front and back of white, orange and green. Their Clan and House is noted by stripes around the cuffs, Clan on the inside and House on the edge.
 

Tobaro    turquoise blue
  Rennar  medium brown
  Resfiyd  wine red

Sugesa

One of the more settled tribes, the Sugesa have a permanent tribal center at T'koasso. There are rumors that the tribe has made some sort of deal with the Therans to protect their settlement. Members of the tribe hotly deny this. Thus far, no evidence has been brought before the Tuase' to substantiate these rumors. The Sugesa have fought a number of duels to protect tribal honor. Some point out that winning a duel only proves who has the better duellists, not who is in the right. The current latib is Kawnfer Bel of the House of the Tbosa, Clan Gampase. Tribal robes are dark brown, with the Clan and House stripes being around the bottom edge and the neck.
Irilorey    bright orange
  Neraan  amber
Gampase    deep green
  Tbosa  dark blue

Sufbai

Holding their myrq in the coastal plain area, the Sufbai are remarkable for their talents at surf fishing. They trade large quantities of dried and smoked fish to the other tribes in return for various material necessities, and grazing permission, as the grasses near the shore are too heavy in salt for proper forage. The current latib is Crumas of the House of the Detli, Clan Iapaj. Tribal robes are aquamarine, like the sea in calm weather. House and Clan are indicated by stripes around the cuffs and robe edges, House outer and Clan inner.
Voldon    medium blue
  Raneji  pale aqua
Jenat    crimson
  Ukona  pale yellow
  Voaf  dark grey
Iapaj    bright purple
  Detli  gold

Economics

Basic Survival

The tribes survive by hunting and gleaning the badlands for what meager food the land yields. Size of each band is carefully regulated so as not to overburden the available resources. If a band grows too large, it divides, with part setting out for new territory. This does not happen often, however, as most children are planned.

In addition to being hunter-gatherers, the tribes also raise horses. The meager forage and rugged climate produces few each year, but those few bring a high price at the horse-fairs. Bindari mounts are hardy, able to travel on half the provender of any other breed. They are highly aggressive, needing little encouragement to perform well as warhorses. Beyond that, the breed is remarkably intelligent, and staunchly loyal once their respect has been earned. Cavalrymen adepts and beastmasters will pay nearly any price for one of these rare animals. The monies go to supplement the tribe's food supplies, as well as purchasing items such as cookpots and metal stock that are difficult to produce in the badlands.

As well as horses, the Bindari raise camels, sheep and goats. All three provide wool or hair for fabric, as well as milk and occasionally meat. Camels are the principle riding beast of the Bindari. Horses tire easily in the desert climate, and cannot carry burdens as easily and for as long as camels. Thus, the tribes ride camels for travel, and switch to mares for combat. Stallions are never ridden, being kept aside for breeding if their lines are good, or gelded and sold if not. Other animal products, including butter and cheese, hides and dried meat, are sold when there is a surplus.

Bindari tents are made by the tribesmen from horsehair or camel wool, either woven or felt. No embroidery or other ornamentation is used, and the tents are uniformly brown to blend in with the desert. The poles are either bamboo, cut in the lowland swamps at the south edge of the Bindari range, or assorted woods cut from the northern highlands or scavenged from downed airships and raided villages.
 

Horse Raiding

The tribes have a long tradition of raiding each other for horses, especially for breeding stock. A stallion or mare of exceptional quality becomes a ripe target for theft. The Bindari have legends of horses that were stolen six or seven times in a season before finally being successfully bred.

Horse raiding and recovery is done by specific rules. A valued mare was taken by the Fektim. The Sheulu sent an offer to buy her back for 40 camels. The offer was refused. The Sheulu duly informed the Fektim that they intended to take back the mare by force. This was not a declaration of war, but instead a challenge. No unnecessary blood would be shed, and actions would be restricted carefully to the declared objective -- the recovery of the mare.

There is some conjecture about the real reasons behind the tradition of horse raiding. One theory states that the Bindari raid each other for horses to keep their bloodlines from stagnating, and keep their stock viable. Another says that the raids serve as training for warriors, giving them experience that they will need against the Therans and other enemies of the Bindari.


Glossary

ayefiq Protection in the eyes of the Passions, a claim of guest status
chy'ib leader of the Tuase' Neieur
el-kadi judge, lawgiver, keeper of the traditions; normally an adept of the El-Kadi Discipline
latib tribal chief
myrq tribal orbit, territory, zone in which a tribe wanders
na'ib clan chieftain
Tuase' Neieur Council of the People, Great Council; the intertribal ruling body of the Bindari
vesib sept chieftain, head of the House

Game Mechanics

Regarding Disciplines

The Bindari follow most of the Disciplines found elsewhere. Obviously, they have no sky raiders or air sailors, since they have no air vessels. Due to their emphasis on honesty, they have no adepts of the Thief Discipline. Illusionists are permitted, on the basis that anyone who allows themselves to be fooled deserves their fate. Nethermancers and troubadours are not terribly popular. The Bindari prefer to have as little to do with the astral world as possible. Troubadours are seen as a luxury. The tribes can only support a few people who spend all their time on art.

The Bindari also have two Disciplines unique to the tribes: the Jurraq and the El-Kadi. The former derives from basic attitudes required for survival in the hostile environment of the desert, while the latter comes from social necessity. These comprise the primary Disciplines of the el-kadi, the jurraqi outnumbering Warriors, Swordmasters and Cavalrymen put together.
 

Regarding the Passions

The Bindari are a highly emotional people, given to extremes. Their traditions prescribe some limits to this. Greed meets with disapproval. Resources are scarce. Hoarding can deprive someone else of her life. Questors of Chorrolis are very rare among the Bindari, and keep their status secret. The Tuase' has ruled that Questors of Chorrolis cannot hold office as leaders of the people.

Followers of Dis and Vestrial are slain upon discovery. The Bindari have a deep and abiding hatred of the Therans and everything associated with them. Dis is regarded by the Bindari as the patron Passion of the Empire. Questors of Dis, therefore, are regarded as Theran agents. Spies have never been popular. Vestrial and his followers are regarded as dangerously insane at best. The truth is so important to the Bindari that they have developed a Discipline devoted to its discovery and preservation, the El-Kadi. A liar, especially one who lies to deliberately hurt, is regarded as a dangerous lunatic. For the safety of the people, such individuals must die before they can cause harm.

Raggok is regarded with sorrow, but accepted as part of existence. A people who have a tradition of blood feud could hardly deny him. Followers of Raggok are treated as injured or possessed, suffering from damage to their spirit. Other Bindari will try to help them see reason and to work out the source of their bitterness, including lending assistance in combat if their rage leads to it. Questors of Raggok are treated as terminally ill, and are often sent out alone into the desert to die.

The Bindari are very private about their faith. They do not allow their views and conceptions of the Passions to be known by outsiders. Images of the Passions are veiled or draped in fabric when non-Bindari are in the vicinity. Intentionally uncovering an image of a Passion is considered a blood insult.
 

Regarding Hawk Eyes

Bindari born with hawk eyes have the ability of Astral Sight, like Windlings. This is an extremely rare occurrence, no more than once in every 5000 births. These tribesmen must follow an adept Discipline. A Bindari with hawk eyes who cannot for whatever reason follow a Discipline is expected to commit suicide by walking alone into the desert, as if he had a crippling injury.


Jurraq Discipline

Over the course of the centuries, the Bindari have developed their survival abilities into Talents, and those Talents into a Discipline. Followers of the Jurraq Discipline, known as Jurraqi, attune themselves to the rigors of life in the desert. They focus their magical potential on living within their environment as a part of it. The deeper one goes into the Jurraq Discipline, the more innate understanding one has of the desert, the protection it provides and the demands it makes.

As the Jurraq replaces the Warrior, Swordmaster and Cavalryman among the Bindary, it has a powerful legend on which to draw. Tales of the jurraqi are told throughout the clans and houses of the Bindari, a nation albeit a small one, and well into the Theran Empire and Cathay. Thus, jurraqi adepts can reach Circles that most racial Disciplines are denied. The singularity of their focus also contributes to this.

Karma Ritual: The adept walks out into the open desert, beyond earshot of all other Name-Givers. He seats himself on the ground and stares off into the distance, meditating on the harshness of the land. The adept considers the techniques he uses for survival, and reviews how they were learned by example, from study of the animals and plants native to the region. The adept then searches visually for a sign of life in the surrounding area: a plant, a basking lizard, a desert mouse -- anything living will do. When the adept has focused his attention on this life and reviewed the specific ways in which it survives, and how he can use those ways himself, the ritual is over.
Important Attributes: Dexterity, Toughness, Charisma
Artisan Skills: Leatherworking, Dance, Weaving
 
 
Circle Talent Special
1 Karma Ritual
Melee Weapons
Avoid Blow
*Locate Water
*Animal Bond
*Tracking
2 Durability
Throwing Weapons
*Silent Walk
3 Missile Weapons
*Haggle
4 Thread Weaving Sandrunning: For 1 point of Strain, the adept can run across sand as if it were firm ground. No footprints are left when using this ability. Duration is determined by a WIL test; the effect lasts for the result in rounds.
Trick Riding
5 Wheeling Defense Social Defense +1
Charge
6 *Steely Stare Karma: The adept can spend karma for any straight Charisma roll.
*Endure Heat
7 Durability (Mount) Recovery: The adept gains another Recovery test per day.
*Suremount
8 Eagle Eye Initiative: The adept gains a 1 step bonus on initiative.
*Lion Heart
9 Detect Falsehood Social Defense +1
Disarm Physical Defense +1
Critical Hit
10 Quickblade Recovery: The adept's Recovery Step increases by 2.
Call Mount Karma: The adept can use karma for any Dexterity-based test, either Attribute or Talent.
11 Hypnotize Initiative: The adept's Initiative Step increases by 1.
*Tame Mount
12 Rally Out of the Sands: For 2 points of Strain, the adept can vanish in a swirl of sand. This is a limited form of invisibility that only works in the desert. The adept makes a WIL test, and remains concealed by the effect for the result in minutes. To detect an adept using this ability requires an Extraordinary success on a PER test against the adept's WIL. The adept can hide additional people at a cost of one strain point each, up to a maximum of his WIL.
Sense Poison
13 Unmount Physical Defense +1
Moving Earth Social Defense +2
14 Multi-Shot Spell Defense +2
Astral Sight
15 Gain Surprise Karma: The adept's maximum Karma increases by 25 points.
Aura Armor Sands of Time: This ability can only be used once during the lifetime of the adept. For 10 points Permanent Damage, the adept triples his lifespan and freezes his physical age at the moment when he used the ability. The adept will not physically age until the end of the extended lifespan, when all the accumulated years descend upon him in a few seconds.
 

Roleplaying Hints

Jurraqi are fierce warriors, but do not strike until they are sure of the blow. They use the land to their advantage. Only a fool charges a superior force head-on. The wise man lies in wait and strikes from cover, leaving the enemy confused as to where the attack came from. In formal challenge, however, honor is more important than victory. Deal fairly and honestly with your friends, your allies and your tribesmen, even to your own detriment. They will deal likewise with you. Your enemies deserve nothing but your scorn and the back of your hand.
 

Discipline Violations

Adepts of this Discipline may not use poison. Any adept knowingly and intentionally using poison immediately drops one Circle in rank. There are no exceptions to this rule. All Talent ranks, bonuses, etc. from the lost Circle are lost with it, along with the legend points used to buy those ranks. Legendary Status may be adversely affected.

Adepts may not cut their hair any shorter than waist length, nor allow it to be cut. Men must also protect their beards, which must extend past the middle of the chest. If hair or beards are cut beyond these limits, by the adept or by another, willingly or not, the adept is under a Severe violation until the hair or beard grows back.

As with all Bindari, jurraqi may not use blood magic. Any use of blood magic not sanctioned by an el-kadi constitutes a Heinous violation. Under extreme circumstances, use of blood magic may be reduced to a Moderate or even Mild violation, such as a jurraq pushing one of her Talents to save the lives of her entire sept. After performing such an act, however, the adept will normally be required to go into seclusion until the blood wound heals, usually spending such time in meditation alone in the desert. Sacrifice magic is permitted.

Failure to adhere to the Bindari code of honor can range from a Mild to a Heinous violation, depending upon the severity of the breach. Being slow to offer the cup of peace, and having to be reminded to do so, would be a Mild or Moderate violation, while deliberately slaying someone under ayefiq would be Severe or Heinous, depending on the situation. Cutting down a guest who was attempting to slay the chy'ib, for example, would be less offensive than murdering a guest in cold blood, but both would still constitute a violation.
 

Multiple Discipline Combination

Jurraqi may not multi-discipline. The focus required for the Discipline results in a single-minded, narrow worldview that does not allow for other perspectives.
 

Rituals of Advancement

Recruitment

Most jurraqi come to their Discipline during the harsh early training applied to all Bindari. A few children out of every generation develop a oneness with the land, a thirst for conflict and a distance of vision that sets them apart from all others. These are taken out into the deep desert by Warden jurraqi and tested harshly. The ones that survive become adepts. It is rare for an adult to take up the Discipline, but happens often enough to not be thought peculiar. Usually, this happens after a long campaign under arduous conditions, during which the adept to be come to depend on her knowledge of the land for her survival. Adult candidates are tested more harshly than children, the survivors being inducted into the ranks of the jurraqi.

The ritual of initiation is never discussed with non-Bindari, and hardly ever with others of their own people. It takes place well out away from all traces of civilization, and requires the presence of a Warden jurraq. Other than that, it is a private affair, to be spoken of only among the participants.

Novice (Circles 2-4)

During the early Circles, the jurraqi spends her time learning survival. The Talents are focused on living through an arduous journey, winning a battle, making it to the next day still alive. While the adept will take part in raids, she will do so only under the strict supervision of her elders. To pass from Novice to Journeyman, the jurraq must plan a raid that is successfully led by her mentor.

Journeyman (Circles 5-8)

In the intermediate Circles, the jurraq forges his mind the way he forged his body as a novice. He learns to think more clearly, to see farther. Horsemanship is emphasized, as a jurraq must be able to ride as well as raid. Journeymen will lead small raiding parties and scout patrols, frequently comprised of novices. They begin to take on mentor status, training adepts of lesser Circles, for to advance to Warden they must learn to teach. To pass from Journeyman to Warden, a jurraq must successfully lead a mounted raid that he has planned himself.

Warden (Circles 9-12)

In the advanced Circles, the jurraq learns better judgement, more exacting battle methods, and cultures a deeper relationship with the mounts she must ride. Training adepts of lesser Circles becomes more important, for a Warden must have charges to deserve the title. Wardens preside over the rituals of advancement. They plan entire battles, lead campaigns, and pull off solo raids that are sung of for generations. Beyond the Warden Circles are found the masters who plan the wars of the Bindari. These are the legendary solitary masters who live alone in the desert, training a single student over many years to become another hero of legend. Jurraqi of the exalted Circles lead the Bindari, rising to latib or even chy'ib. As with any Discipline, very few adepts rise to those ranks, but the few that do are remembered for as long as their race survives. Children are named after them, in the hopes that they too will one day do great deeds.

Ghost Master Ritual

To summon a Ghost Master, the jurraq must obtain a pattern item, preferably a braid, from the specific master sought. The adept spends a week meditating alone in the desert, taking with her only minimal food and water, a blanket and one weapon. She is permitted to obtain any necessities from the desert around her. At the end of the week, in the middle of the night, the adept divests herself of all material possessions, takes the pattern item and walks straight out into the desert from her campsite until she meets her Ghost Master, who appears as if traveling the same route in the opposite direction. The adept must approach and claim ayefiq as if finding herself in the Ghost Master's myrq, and offer the pattern item as the Cup of Friendship. When the Ghost Master accepts the pattern item, the ritual proceeds as usual.
 

Using Half Magic

Jurraqi may use half-magic as a Desert Lore Skill, to identify good campsites, avoid flash flood routes, identify plants and animals native to the environment, and locate natural resources in the immediate area. They may also use half-magic tests to navigate in their native land.


El-Kadi Discipline

El-Kadi translates roughly as judge, but this does not truly encompass the function of the el-kadi in Bindari society, nor the abilities of the el-kadi adept himself. The el-kadi are the keepers of traditions, the lawgivers, the speakers of truth. They occupy the same position within Bindari society that the Rose Throne used to occupy in elven -- that of the role model against which all that is Bindari is judged. While having very little temporal power, being advisers to the na'ibs and latibs and chy'ib of the People, the el-kadi nonetheless guide the path of the Bindari by their pronouncements. They carry within their memories the entire history of the Bindari, every judgement, every precedent, every tradition. In a people with very little documentation, the el-kadi are the libraries. They teach the children, advise the adults, shape the decisions of the leaders, all within the framework of what has been done before. They are the Keepers of the Way.

Karma Ritual: The adept spends a half hour considering a past case that he had no part in, with multiple complications, reviewing the decisions made and the legal and traditional precedents involved. When the adept decides how he would have ruled in the case, and why, the ritual is completed.
Important Attributes: Perception, Charisma, Willpower
Artisan Skills: Calligraphy, Sketching, Sand Painting, Storytelling
 
 
Circle Talent Ability
1 Karma Ritual
Melee Weapons
*Read/Write Languages
Unarmed Combat
First Impression
Steel Thought
2 Durability (6/5)
*Evidence Analysis
Item History
3 *Lore Memory
*Lore Recall
4 *Thread Weaving Social +1
Resist Taunt
5 Lip Reading Spell +1
Empathic Sense
6 Steely Stare Karma: The el-kadi can use karma for any PER test.
*Speak Language
7 Detect Weapon Clear Sight: The adept may increase his Perception Step for a single test, raising it by one point for each point of Strain he is willing to take. Perception may not be increased beyond double its base value. The increase lasts for only one test, but the adept may increase his Perception for as many tests as he can withstand the Strain.
Spirit Talk
8 Orbiting Spy Social Defense +1
True Sight
9 *Bardic Voice True Speaking: For 2 points of Strain, the adept may speak 3 truths about any place, event, thing or person. The adept must have a link to the pattern of the subject: a minor pattern item, the presence of the subject, or the adept's presence at the place or the site of the event. The adept may specify what knowledge he is seeking, but what truths are actually revealed are up to the GM.
*Detect Falsehood
Memorize Image
10 Spirit Strike Initiative: The adept's Initiative Step increases by 2.
Hypnotize
11 Spirit Hold Spell Defense +2
Sense Magic Weapon
12 Thought Link Recovery: The adept gains two additional Recovery tests per day.
*Sense Poison
13 *Blood Guilt Weapon Social Defense +2
Detect Influence Spell Defense +2
14 Matrix Strike Karma: The adept's Max Karma increases by +40.
Mind Wave Social Defense +1
15 Soul Shatter Reading the Ancestral Pattern: For 2 points of Permanent Damage, the adept may reach back into the ancestral memories of his people, and recover knowledge that was known by any member of his tribe. The knowledge does not have to be something shared with another Bindari. All that is required is that one Bindari knew it at some point. Like True Speaking, the adept may specify what knowledge he is seeking, but the extent of what is recovered is determined by the GM.
Second Chance

Roleplaying Hints

El-kadi are concerned with the long view, and how any action will affect the course of their people's history. They should consider any plan not only in its short term effectiveness, but long term repercussions and ethical implications. A strict morality and adherence to tradition should guide their actions. El-kadi are the standard by which their people live. They have a responsibility to provide proper examples in all spheres of their lives.
 

Discipline Violations

Most of these concern breaches of tradition or propriety. For an el-kadi, acting in an immoral or non-traditional manner can range from a Mild violation to a Heinous one, depending upon how severe the breach is. Flirting with someone with no intention of striking up a relationship would be a Mild breach of morality, while having physical relations with someone else's spouse would be a Heinous moral violation. Making a decision on the spur of the moment without considering precedents would be a Moderate violation, which could rise all the way to Severe if the decision affected an entire House, or Heinous if an entire tribe was involved. Granting a divorce would certainly be a Heinous violation, unless somehow the decision could be partially explained by interpretation of tradition and precedent. Such an explanation would require the approval of a Warden-level el-kadi to resolve the situation.

Adepts of this Discipline are under the same restrictions regarding poison, hair, blood magic and tribal honor as the Jurraqi.
 

Multiple Discipline Combinations

Due to the intense demands of the path of the el-kadi, adepts of this Discipline may not also follow other Disciplines.
 

Rituals of Advancement

The el-kadi have elaborate formal rites to mark all of the stages in their lives. Brief descriptions follow.

Recruitment

El-kadi adepts are normally the children of el-kadi adepts. The training is passed down from parent to child as a family tradition. It is highly unusual to find an el-kadi adept whose parent was not one also, although it is not unknown.

The children of an el-kadi are by custom trained into their parent's Discipline. Whether or not they become adepts determines their recruitment. Children who do not develop the Talents tend to become retainers and assistants to adept el-kadi. Occasionally, an el-kadi will spot a particularly wise and gifted child. Approaching the child's parents regarding training their offspring is normally done over a formal dinner hosted by the el-kadi. If the parents agree, and very few ever decline, their child goes to live with the el-kadi and is trained in the normal fashion thereafter. The child, however, is not adopted into the el-kadi's household, but retains their original House. Adults are not normally accepted for training, although exceptions may be made by Warden el-kadi. El-kadi Ghost Masters have occasionally begun training of a promising candidate who would have been otherwise overlooked, then sent the new el-kadi to the elders for formal initiation. This is an extraordinarily rare occurrence, however, having only happened fourteen times since the beginning of the Scourge, over five hundred years ago.

Novice (Circles 2-4)

Early training places an emphasis on survival skills and beginning to learn the lore of the Bindari. The initial training takes several years. Constant supervision is provided during this time, and no decisions may be rendered by the novice outside of the practice sessions provided by their mentor. Adepts are not given active roles in the tribe until they reach 5th Circle. As with any apprenticeship, the novice spends a good deal of time doing scut work, to develop self-discipline. To pass from Novice to Journeyman, an el-kadi must render her first formal judgement, speaking to her mentor in proper ceremony, who then affirms the judgement into the law.

Journeyman (Circles 5-8)

After passage to the 5th Circle, el-kadi adepts are assigned a variety of roles, dependent on their Circle, as assistants to higher Circle adepts and to tribal leaders, as advisors and investigators. They hold court on their own, subject always to the approval of the Wardens. Decisions on minor matters may be enforced immediately, but any decision involving more than one House, or a new interpretation of a precedent, must be referred to a Warden. To pass from Journeyman to Warden, the el-kadi must preside over a decision involving multiple Houses, and have their judgement affirmed in its entirety by a tribunal of three Wardens.

Warden (Circles 9-12)

After achievement of the 9th Circle, el-kadi are allowed to take their traditional role as independent lawgivers and keepers of the traditions. At higher Circles, the adepts take on more and more autonomous roles, enforcing the laws of the tribe and carrying out their judgements. Very few chiefs of House and Clan will pause before carrying out the wishes of a Warden-Circle el-kadi.

Adepts of the 13th through 15th Circles do not normally consult with others before making and carrying out decisions. When they do, they confer only with others of high rank. The Thought Link Talent is used for such consultations, to secure privacy.

Ghost Master Ritual

Most el-kadi are trained by the same mentor from their recruitment through their Warden Circles. Occasionally, however, an el-kadi has arisen spontaneously, after a dedicated individual spent many years in solitary meditation. Also, from time to time el-kadi have been sent forth from the Bindari lands to gather intelligence on their surroundings. In such cases, where no mentor is available, a Ghost Master may be sought. The traditions of the Bindari demand that this be done only under the most arduous of circumstances, and that the el-kadi doing so must advance no more than one Circle under a Ghost Master before presenting themselves for judgement. Very few el-kadi train under a Ghost Master, and of those, fewer still for more than one Circle in their lifetime. Only one el-kadi, Inguyef of House Zyfia of the Onnezulia, trained her entire lifetime under a Ghost Master, eventually achieving the highest Circle in her Discipline as her master had before her.

To summon a Ghost Master, the el-kadi must first find a situation that lies well outside the existing precedents. The adept must compose a treatise in his mind, committing nothing to writing, detailing the situation and why it lies outside all previous judgements. Any distantly related precedents must be discussed, and a judgement rendered on the situation that not only does not conflict with existing traditions, but extends them in a way appropriate to their spirit.

Once this treatise is composed, requiring a minimum of one contiguous week spent meditating for eight hours per day, the el-kadi must perform the summoning ritual. With chalk or sand, the el-kadi draws the layout of a judgement tent, then enters the ritual space, speaking the appropriate formulae for opening a formal pronouncement. Taking the seat of judgement, the el-kadi then delivers the treatise verbally as if pronouncing a judgement before the clan. When the final ritual phrase is spoken, entering the decision into the traditions, the Ghost Master appears, and the ritual then proceeds as appropriate.
 

Using Half Magic

The half-magic capabilities of the el-kadi are related to judgement, memory and observation. El-kadi may use half-magic to sense deception, including detecting and disbelieving illusions. They may use half-magic instead of raw Perception tests to notice people, events and peculiar objects in their vicinity. El-kadi may also make half-magic tests to recall details of events that they themselves were involved in, providing that they were able to observe the details at the time. Thus, a blindfolded el-kadi may not later attempt to recall what their surroundings looked like, but may recall sounds heard.


New Talents

Locate Water

Att: Perception
Disc: Jurraq
Action: Yes
Karma: No
Strain: None
Allows the adept to locate the nearest source of drinkable water. The adept closes her eyes and meditates, attuning herself with the land, and has a vision of the water source as it currently exists. Underground sources will appear dark, but the adept will have other sensory impressions besides sight -- the sound of dripping, a damp smell or feeling. The vision includes the direction and distance in somewhat vague terms: for example, west about a half-day's journey. Range is one quarter mile times Rank. Duration is not relevant. Once the adept has the vision, which takes four or five minutes, physically locating the water is a separate action. The difficulty of the roll is assigned by the GM, according to the amount of water in the source (larger quantities are easier to find) and the ease of access (a lake is easier to find than an underground spring).
 

Lore Memory and Lore Recall

These Talents are basically the same as Book Memory and Book Recall, except that they work with the spoken word instead of printed text. Instead of pages, the adept may memorize minutes of spoken lore per session. Rank determines the number of hours total that can be memorized. The knowledge stays in memory for a year and a day, but this time may be renewed by making another roll against the Spell Defense of the knowledge. The rolls to recall the knowledge work the same way.

Bindari Horses

Bindari mounts are generally better than the average warhorse. Note that these horses are always gelded stallions. Mares and stud stallions are not normally available to non-Bindari. Breeding stock when available costs a hundred times the price of a gelding, or more, depending upon bloodline. The price for a gelding is two to five times that of a standard warhorse, depending on situation and mood of the GM. Adepts using animal bonding and training Talents must make a Charisma test first, against the animal's Willpower. The success level determines the step adjustments to successive Talent use, representing the adept's spending time to gain the horse's respect.
 
Success
Modifier
Below Poor
Forget it
Poor
-10
Average
-5
Good
0
Excellent
+2
Extraordinary
+4
 
Horse: Bindari Gelding
DEX: 8 STR: 9 TOU:
PER: 8 WIL: 9 CHA: 6
Initiative: 8 Physical Defense: 10
Number of Attacks: 1 Spell Defense: 10
Attack: 10 Social Defense: 8
Damage: 16 Armor: 0
Number of Spells: 0 Mystic Armor: 4
Spellcasting: 0 Knockdown: 16
Effect: 0 Recovery Tests: 4
Death Rating: 50 Combat Movement: 75
Wound Threshold: 14 Full Movement: 150
Unconsciousness Rating: 43 Legend Points: 140
Equipment: None
Loot: None

Entire contents copyright c1998 Andrew W. Ragland. All rights reserved. Earthdawn and all associated terms, ideas, and references copyright c1998 FASA Corporation. All rights reserved.