Rhiani - The People of the Desert


by Greg Cox and Patrick Plummer

(Ree-a-nee) translated: Riders of the Harsh Desert

Introduction

Unchallenged masters of a vast desert and plain, the Rhiani are not terribly numerous, but they are a hardy people willing to brave a hostile environment.

Semi-nomadic, each of the twelve Rhiani tribes has a seasonal home at an oasis or on one of Uj's large rivers. Once a year, representatives of all twelve tribes also gather as Shezarak, the ruins of an ancient city at the mouth of the Umek river to arrange marriages, discuss great issues, and celebrate another year of survival.

Rhiani are scrupulously honest, and greatly respect that quality in other peoples. They are equally intolerant of liars, and have an uncanny ability to detect an untruth. A Rhiani has been known to cut down a merchant in the middle of the Kataine Grand Marketplace if he believes he has been cheated. (Because of the unique relationship of trust between the Trade Council of Kataine and the Twelve Tribes of the Rhiani, this brutal behavior goes unpunished. It is an increasingly rare event, as shady merchants learn not to attempt deceit against a Rhiani.)

Stuff Not In the Books

The Swords of the Twelve Tribes: There is a legend that each of the 'Fathers' of each Tribe once possessed a sword of exceeding beauty and lethal ability (twelve of them total). They were made of glass, that shone like the sun and cut foes down faster than the sand snake. But only those destined to be the 'Father' War Chief would be able to wield it properly.

Only a handful of swords remain (in the hands of Ni'Hun, or 'War Chief' of course....) It is not considered the greatest of losses, since they are never really used (except in a possible Ji'haad, or 'Holy War'), and they are never to be seen except in war situations. They are not (as of right now) used in hunting or anything else by any of the seven Ni'Hun who still own the legendary swords, as it is thought to 'taint the blade' if used on a unworthy opponent (anybody that is not of the weapons 'slaying' ability, or anytime there is no Ji'haad).

Barter Among the Twelve Tribes:

All Twelve Tribes are all self sufficient for the most, but a complex system of barter exists between all tribes This bartering system is not used solely for survival purposes, but for information gathering, a 'tie' of friendship, and to instill a sense of unity with all Rhiani under the sun. In fact, much of the barter that goes on is simple ceremony, with only a very small exchange of goods. There are two types of bartering that occur between tribes: Ruplah, the bartering of gifts, and Shezarak. Ruplah is the art of gift giving. All Ruplah gathering are small scale, between two tribes, and perhaps 200 individuals each tribe. Physical items traded are few; each tribe has 'specialty' items that it makes, and these items are given solely as gifts to the other tribe without regard to what they get back (of course, this giving tribe would expect to receive the other tribes 'specialty' item in exchange, but it is not written). Smart Ni'Hun and Li'Hun would try to 'up the ante'...). Other things bartered would be information, athletic games, general friendship, paired hunting, etc. In any case, no large trade occurs. All grand trade agreements, whether foreign or domestic, are discussed at Shezarak, which occurs at the ancient city ruins of the same name found upon the plains of Ra at the mouth of the Umek river, during the day of the summer solstice and the three weeks following (the 35th-65th of summer). At this meeting, marriages, grand trade, major gifts between all tribes (especially between one which Ruplah is not feasable most of the time), foreign relations, and general revelry of being a Rhiani occurs. The Rhiani all understand that making trade agreements at another place and time other than Shezarak and summer solstice could end in excommunication from other tribes, a shame that few could bear. If, however, a tribe's survival depended upon it, then maybe it would be overlooked. However, it would be looked upon as a sure sign of weakness by the other 11 tribes. Given the nature of this established trading pattern, all tribes are intimately linked, and the delicate balance has been held for tens of centuries.

Shalish, "The Hunter" This desert cat of Uj is revered by the Rhiani. It is silent, sure footed, fierce, and therefore an excellent predator. It has been known to leap from out of nowhere to attack caravans and passing groups, and rarely is it not successful at killing a few individuals before being driven off with superior firepower. To say that the Shalish is the epitome of what the Rhiani strive to be is an understatement. One interesting aspect of the Shalish is not how but what it is considered to be by the Rhiani. A Shalish (whether male or female) is considered a shapechanger, that can alter its form to the shape of a beautiful woman Rhiani (complete with clothes and all, isn't that convenient) and back again. The line between Rhiani woman and Shalish is thin; both are considered to have aspects of the other that go beyond normal imagination. The Rhiani believe this is real without a doubt. The reason for belief of this is uncertain, thought it has been theorized by outsiders to 'give' the Rhiani their ferocity or sense of ferocity.

Sha-ish, "The Hunt"

Early in a young male Rhiani's life, after the Coming of Age ritual (see RMCI p. 28 'Ceremonies' Closed Channeling List), they start to learn of certain secrets beyond the normal training as a fanatic survivalist. They learn of the Shalish, or 'The Hunter.' They are told that all Shalish may take the form of a beautiful woman, and many women may voluntarily take the form of Shalish. Whatever the case may be, the interaction between the Rhiani and is environment is special, and it is stressed to all men that one must sometimes fight the land, but the true path to understanding is to make peace with it. This culminates into the ritual of Sha-ish, or 'The Hunt.' It is a complex ritual, primarily because there is no set way to go about it: A young man is given the great honor to partake in Sha-ish, and usually accepts (although he is not forced to accept, and there is no shame in not wanting to confront a Shalish!) He then trains (Outdoor Environs, Hunting (Uj)) if his skills are lacking for the Hunt. The anatomy, behavior, feeding habits, tactics and danger of the Shalish are all explained time and time again, usually between father, mother and son. If he feels himself worthy and ready, the next full moon of Orhan he announces his readiness and begins the Hunt. Usually the chosen picks between 2 to 5 men to accompany him on his Hunt, but rarely a man chooses to go alone. If he is accompanied, then they will bear witness to the events that occur. If he goes alone, then he must bring back the pelt of the Shalish (in a violent confrontation) or the scent (in a non-violent confrontation). He cannot cheat, as the Li'Hun (Mother Guide) or Ni'Hun (Father Warrior) would know. Most of the times a man journeys solo, he never returns. There is a reason for a non-violent confrontation; it is seen as almost a mating or pairing of two individuals (remember the relationship between human females and Shalish), and the idea is the male warrior has courted the female Shalish. All Shalish, by the way, are considered female by the Rhiani.

The Twelve Tribes

  1. Rhi'yenor-cibu Riders (of the) Ancient Home
  2. Rhi'usuiv-throg Riders (of) Water's Keep
  3. Rhi'encla-veurd Riders (of) Iron Pass
  4. Rhi'purll-mur Riders (of the) Wind-Watch
  5. Rhi'saren-ien Riders (of) Sword's Point
  6. Rhi'or-rolo Riders (of the) Golden Plains
  7. Rhi'saras Riders (of the) River-Mouth
  8. Rhi'pinujaa Riders (of the) Finger of Life
  9. Rhi'woln-rolo Riders (of the) North Plains
  10. Rhi'ru-rolo Riders (of the) Western Plains
  11. Rhi'danum Riders (of the) World's Edge
  12. Rhi'grevrenil Riders (of the) Jewelled Land

Legends of the Rhiani

Unbeknownst to nearly all people outside the 12 clans of the Rhiani Tribes, there is a 13th clan. The Riders of the Blood were outcast by the other Rhiani clans centuries ago. After waging several battles, they were forced to flee into the deepest desert. At this time, no one knows why the Rhiani clan was forced into exile by the other clans. Legends of horrible atrocities committed by their clan leader are whispered of. Terrible tales of necromancy and other forbidden magics.

At the coming of age ceremony of every Rhiani, in a shadowed tent, the young Rhiani is told of the crimes of their once brethren. He is told that he must be constantly vigilant for this tribe, because even as they fled, so many years ago, they hurled back threats of revenge. They have not been seen for years now, so perhaps they are dead. In the young Rhiani's grandfather's time, occasional sightings of lone men on horses or on foot would be made... only to disappear when attempts were made to investigate.

The true story is that the clan's leader was corrupted by the power of one of the evil rings. When he was a young man, he was on scout duty for his tribe. While patrolling he found that a recent storm had uncovered a structure. Upon further inspection, he discovered a treasure trove, among which was a major ring. His corruption was slow, but sure. With the knowledge gained from the ring, he began to do "experiments" in necromancy. With his influence as the Clan Leader's son, he was able to gain allies... persuading them that what he did would increase the tribe's power. Eventually his excesses became known through out the other clans.

At this time, his father became ill and he assumed the role of clan leader for the Riders of the Blood. But, upon his ascension, he was confronted by the 12 other clans for his crimes. It ended in battle. Most of the Riders of the Blood were killed, but the clan leader and several of his most valued allies (and women and children) escaped through use of his arts.

The ancestors of this clan now are a warped version of a Rhiani clan. Their version of the Brotherhood of the Flame is evil and twisted. These men are powerful Monks with access to all monk base lists. They are covered in magical tattoos which give them various powers, depending on the individual. Powers include AT 4, one shot use of spells such as shield, nightvision, sidevision etc. The AT4 tattoo is particularly noticeable as it must cover the entire body to be effective. All of the monks fight well with a weapon kata (scimitar) or with bare hands. They are also deadly with their standard Rhiani boomerang.

As part of their many tests, the monks must track and kill a female (the larger and more deadly) sand tiger with their bare hands. They are sent into the desert alone, weaponless, and wearing no protective clothing. The spirit of the challenge is strength and skill alone.

The Riders of the Blood are not riders at all now. Fleeing to the deep desert, all of their horses died in the harsh clime. They survive on the meat of various cacti, lizards, snakes and of course (ritualistically) the tiger of the desert, Shalish.