TEXT: Author & Layout: Paul Wade-Williams
  Editing: Danny James Walsh
  Graphic Design: Robin Elliott
  Introduction
  The divisions of the great desert into distinct regions are the invention of modern car-
  tographers. To the nomads that live in the wilderness, borders are meaningless, for the 
  landscape ebbs and flows with the wind, and no one rules here. Similarly, while it is not 
  uncommon for scholars and sages to define Bedu tribes by their homeland, they are as 
  varied as the dunes, sharing only their love of the endless sands. Rather than detailing 
  a geographic locale, this supplement explores the Bedu people. It expands on material 
  found in Hellfrost: Land of Fire. 
  OrIgIns Of the nOmads
  The origins of the tribes have never troubled the Bedu. Followers of Duamutef before 
  Suleiman brought the Devoted creed to the desert and divided their beliefs, their ancestors 
  lived as the god intended, moving with the seasons to find the best pastures for their small 
  goat herds and sheep flocks. Though times have changed, the nomads still live as their 
  ancestors did, seeing no reason to change something that works.
  The theologians and historians of the great cities, though, prefer a good origin story 
  over “it’s just the way things have always been.” After all, that doesn’t make for a good 
  story. Most theories proclaim the Bedu were once city (or at least town) dwellers, but were 
  driven from their homelands. The cause of this diaspora varies.
  Topping the list is the belief that the desert was once far more fertile than it is today, 
  a fact attested to in many religious stories. Some disaster turned the grassland to sand, 
  forcing the Bedu to give up their settled life and eke a living in the wilderness. The nomads 
  do not dispute this myth, and it appears in Faithful stories. However, they refute any claim 
  they were ever settled—grazing land was simply more abundant in their ancestors’ days.
  Another tells that the cities of the Bedu’s ancestors were conquered by some invading 
  force. Hekata, a bogeyman state in many tales, usually gets the blame for this. While it is 
  true Hekata’s army expanded the empire through conquest, there are few clues to the 
  names or locations of the cities they conquered. When Hekata slid into ruin, the Bedu 
  made good their escape. Unable to find their ancient homelands, they wander the desert 
  eternally. It certainly appeals to modern audiences of both creeds, who draw parallels 
  to their ancestors’ escape from jinn enslavement, but there isn’t a shred of evidence to 
  support it. Indeed, Hekatic writings frequently make mention of “wandering tribes,” some-
  times as allies and sometimes as enemies, indicating nomads were known to them.
  Those who admire the Bedu lifestyle (often without understanding the hardship in-
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  • R E A L M  G U I D E  # 0 •
                    
  the Bedu
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  volved in desert life or the strict laws by which they live) 
  tell a different version of the story. They speak of how 
  the nomads gave up settled life in favor of being free to 
  live how and where they wished. Most who support this 
  theory claim they fled a tyrannical ruler. More than one 
  opponent of an emir has used this tale to cast seditious 
  comments without directly insulting the emir. others see 
  them through a veil of romanticism, a people filled with 
  insatiable wanderlust or cast out because they would not 
  bow to a cruel overlord.
  Then there is the old favorite of clerics—expulsion 
  from paradise due to sinful behavior. An insulting theory 
  at best and jingoistic at worst, it proposes the Bedu were 
  forced into the desert after committing some major trans-
  gression. What crime brought this constant wandering 
  down upon them varies by cult. Despite a total lack of 
  evidence, such stories are frequently repeated, for they 
  serve as a warning to Faithful city dwellers to be mindful 
  of offending the gods, lest they suffer a similar fate.
  social hierarchy
  At its most basic, every Bedu tribe is governed by a 
  sheikh, every clan by a mir, and every family by a bey. 
  like most things regarding the Bedu, this simplified view 
  does not detail how nobles are chosen.
  Sheikhs are indeed tribal rulers. While some tribes 
  practise strict primogeniture, where the oldest child 
  adopts the title on the death of the incumbent ruler, 
  others allow the sheikh to nominate his successor. It 
  is rare for a sheikh to elect a non-family member as his 
  heir, but not unknown. Both systems have strengths and 
  weaknesses. In the former case, there is no political ma-
  neuvering for power, but it does mean unfit sheikhs may 
  rule the tribe. In the latter case, politics plays a heavy 
  role (and has led to murder more than once), but hav-
  ing free will usually means the best candidate is named 
  successor.
  Sheikhs need a mixture of hard authority and politi-
  cal savvy. Few are autocrats, and nomads accept that no 
  man can be expected to know everything. As such, they 
  frequently take advice from their counselors. Similarly, 
  gender is not seen as an obstacle. Among tribes that use 
  primogeniture it is meaningless, and for named succes-
  sors all that matters is the heir has all the relevant skills 
  to govern.
  Because of the way Bedu names are built up, a sheikh’s 
  children rarely hold official titles—their status is shown 
  by having fewer names. However, they are permitted to 
  use the title bey, which is largely honorific, and is more 
  intended to show respect to their parent than the child.
  clans within a tribe may be linked to the tribe through 
  ancient ancestral lines or modern political alliance. Tra-
  ditionally, they are governed by a mir. The title is never 
  hereditary. Instead, the heads of each family within the 
  clan meet to elect a new mir when the need arises. While 
  they can elect a nobleman, they cannot remove him from 
  office—only death or voluntary abdication can achieve 
  that. Aside from having to be members of the clan, there 
  are no fixed requirements. As head of the clan, the mir is 
  expected to be astute in matters of law, wise in the clan’s 
  traditions and history, and be a competent speaker. So 
  long as he has these qualities, any nomad may find him-
  self elected. The mir’s power is absolute save in one mat-
  ter—he cannot switch the clan’s allegiance to a different 
  tribe without the unanimous approval of every family in 
  the clan. A mir’s children are also entitled to the title 
  bey.
  Each clan comprises two or more families tied together 
  through common ancestry. By tradition, a family group 
  comprises every person who can trace their ancestry 
  back to the same great-grandfather on his grandfather’s 
  side. Thus, for the most recent generations it includes 
  distant cousins. Families are headed by a bey, who is 
  always the oldest living family member. given Bedu do 
  not keep accurate records, arguments over who meets 
  that requirement are frequent, but given the age of the 
                         
  settIng rules
  The following rules apply among all Bedu tribes.
  * Equipment and the Bedu: The Bedu rarely pro-
  duce metal armor, weapons, or goods, though they 
  regularly trade for them. The price for metal items 
  at oases, when they can be found, is increased four 
  fold. When trying to sell the spoils of their adven-
  tures to nomadic bands, the heroes’ roll to find a 
  buyer suffers a –2 penalty unless the heroes hap-
  pen across an oasis, in which case the penalty is 
  negated.
  * Nobles: Unless the gM allows a player character 
  to be the head of a tribe or clan, the highest noble 
  title with which he can begin play is bey. This makes 
  him the child of a sheikh or mir, though he has few 
  responsibilities and his title is honorific.
  Typically, the title grants him +2 charisma, but only 
  half the income of the Rich Edge. He has a tent set 
  aside at his tribe or clan’s main camp, but owns no 
  land and has no access to men-at-arms. However, 
  he does not have to worry about settling legal mat-
  ters, losing his holdings, and such like.
  * Trading with the Bedu: Although the Bedu set-
  tled around the oases use coins, their true nomadic 
  cousins rarely bother, preferring to trade goods.  
  Heroes looking to sell war booty or buy equipment 
  from nomadic wanderers will need to accept or of-
  fer trade goods if they hope to strike any kind of 
  deal. The gM should not demand the heroes keep 
  a detailed list of their exact trade goods. 
  A hero who spends 100 dinars on trade goods need 
  only record “trade goods: 100 dinars” on his char-
  acter sheet, leaving the exact nature of the goods 
  flexible. He may then spend the trade goods as if it 
  were coin among the tribes. For convenience, every 
  5 dinars of trade goods weighs 2 pounds.
  land of fire realm guide #0
  
  
  candidates they are rarely violent. The children of a bey 
  hold no formal titles.
  Beneath the nobles are the wizirs, the nobles’ advi-
  sors. be they clerics, mages, or mundanes, they are ac-
  corded great respect because they have the ear of the 
  ruler. one cannot simply assume this status—it must 
  be formally granted by the noble. The wizirs of sheikhs 
  outrank those or mirs, and mirs those of beys.
  Depending on the tribe’s religious views, below the 
  wizirs are the clerics or mages. That they can cast spells is 
  considered very much a secondary consideration to their 
  high status—they are prized for their wisdom and advice. 
  Not all members of this stratum are equal, though.
  Among Devoted, sand mages outrank jinn mages, at 
  least socially, who in turn are higher than other magicians 
  (who share a similar social rank). clerics of Duamutef 
  are always the highest ranking clergy, though who comes 
  next depends on which gods the tribe favors.
  Below the spellcasters are the rest of society. Respect 
  is not given by occupation, for traditional Bedu only 
  practice occupations essential to their survival, but on 
  proficiency. Thus, a recognized master of his craft is al-
  ways more honored than an apprentice.
  gender
  gender is not particularly important to most modern 
  Bedu—if someone is good at their job, what sex they are 
  is irrelevant. However, certain roles are still considered 
  better suited to one gender over the other.
  Male roles typically involve hunting and trading, 
  while women are the homemakers, healers, and craft-
  ers. clerics of Ashtart and Marqod are traditionally fe-
  male occupations, while those of Duamutef, Shamash, 
  and Tammuz are male. These are not written in stone, 
  though, and certain tribes even reverse these positions. 
  Among one tribe, it is women who are considered the 
  better merchants and navigators, not men. conversely, 
  there are tribes where the roles are rigidly enforced, and 
  transgression into the role of the wrong gender is con-
  sidered dishonorable.
  education
  Even at the great oases, formal education is unheard 
  of. This is not to say the nomads are ignorant. Education 
  is divided into three main areas.
  The tribe’s elders, those who have lived long and 
  worked hard, are responsible for passing on the history, 
  laws, and traditions of the tribe, as well as those of other 
  nomads living in the same region. Such lore is passed on 
  orally, through allegorical and heroic tales. While Bedu 
  frequently learn the written form of other languages, few 
  save the most settled tribes place much value on written 
  texts. Some of this is simple prudence—travelling light 
  is essential, and paper and parchment are heavy in bulk. 
  More pragmatically, stories evolve to represent modern 
  feuds and alliance, and writing them down fixes them 
  both in time and space.
  clerics and imams are responsible for teaching 
  religious matters. Again, storytelling is the medium of 
  choice. While a tribe might honor many gods, only the 
  most important will have permanent clerical representa-
  tion. As such, these teachers must be converse with all 
  faiths, in order that a complete picture is presented.
  other matters are left to elders who once practiced 
  the topic and current practitioners. Desert navigation 
  and area lore, hunting techniques, how to fight, how to 
  haggle, and many other skills fall into this category.
  In the great oases, children pick up information and 
  lore from visiting merchants. While this rarely makes them 
  wise in all matters, it does mean they are more aware 
  of their neighbors’ practices and beliefs than most city 
  dwellers. Indeed, children often know a little something 
  about the homelands of merchants, though such stories 
  are not always accurate—merchants have a tendency to 
  inflate the might and prosperity of their city.
  recreation
  Though life is hard, Bedu do not neglect time to en-
  gage in recreation.
  Songs, stories, and poems are very popular, and re-
  nowned storytellers are welcomed as honored guests. 
  Unique to the Bedu is the ghinnawa, or “little song.” 
  comprising just two lines, these are deeply emotional 
  recitations. Among the Bedu, they are considered a way 
  for men to express feelings they might not otherwise feel 
  comfortable discussing. Usually they are melancholic 
  lamentations or outpourings of grief, though they may 
  be recited at weddings to express love.
  Music is popular, with drums, pipes, and simple 
  stringed instruments the common choice. Music is rarely 
  played by itself, but rather serves as an accompaniment 
  to stories and songs.
  Pursuits relating to hunting are popular with men, and 
  women are permitted to participate. Archery contests 
  and camel racing are favorites, though even spending 
  time making sure one’s bow is in perfect working order is 
  considered a recreational activity. Hunters gather around 
  camp fires to drink coffee and swap stories of their prow-
  ess while performing this essential maintenance.
  Nobles and some clerics practice falconry, both to 
  hone their hunting birds’ instincts and to watch the mag-
  nificent creatures in flight. Such birds fetch high prices 
  among the tribes, and to gift one to a sheikh is consid-
  ered a great honor both to the giver and recipient.
  chess is not unknown, but a variant of checkers is 
  more common. other board games include achi (a re-
  lation of tic-tac-toe), dara (a more complex variant of 
  achi), and senet (a board game invented in Hekata mil-
  lennia ago). While Bedu play various dice games, they a 
  have no inherent knowledge of card games. gambling is 
  common on all games and contests.
                
                 
  the Bedu
  
  
  dIet
  While the tribes’ diets vary immensely by homeland 
  and circumstances, there are common factors.
  The staple foodstuff is bread. Unleavened, it is cooked 
  on hot stones and eaten with every meal. Wheat flour is 
  most prized, but barley and millet are more typical. The 
  latter two are also used to make porridge.
  Dairy products are always popular, and in plentiful 
  supply thanks to the profusion of camels, goats, and 
  sheep. Milk (the most common drink after water), but-
  ter, yogurt, and cheese are served with most every meal.
  contrary to popular belief, meat is not regularly eaten 
  unless it has been hunted. goats and sheep represent 
  wealth, and one does not squander them filling bellies. 
  However, they are butchered when honored guests are 
  being entertained—urban visitors may see it as a simple 
  meal, but the sacrifice of personal wealth, and the honor 
  it bestows on the guest, should not be underestimated. 
  Desert hares, snakes, small lizards, and antelopes are the 
  most common meat, and even then they may be con-
  sumed only a few times a week. They may be roasted or 
  boiled, or air dried for later consumption.
  Dates and figs are eaten fresh or dried, and form a 
  major part of the diet, providing much needed sugar and 
  sweetness. Honey, gathered from wild bees, is highly 
  prized, and visitors who offer a jar as a gift will receive 
  many thanks even from sheikhs.
  vegetables and other fruits are rarely cultivated, even 
  at oases, and are eaten only when seasonally available. 
  Starchy tubers keep well, and can be found in the desert 
  by those who know where to look.
  contrary to common stories, Bedu do not consume 
  excessive amounts of coffee—it does not grow in the 
  desert, making it an expensive import. That said, it is 
  drunk daily. However, they brew the coffee very strong, 
  either drinking it in small quantities or watering it down 
  with boiling water. only rarely is it sweetened, and milk 
  is never added.
  Salt is another valued product. Not only is it essential 
  to survival, but it is regarded as a symbol of purity. gifts 
  of salt are signs of generosity, and only honored guests 
  are given salt with meals.
  Breakfast is light, usually only bread, cheese, and a 
  few dates, and eaten quickly. Midday meals are slightly 
  heavier, but again are very informal. often they are eaten 
  on the move. The main meal is eaten in the evening, 
  once the air has cooled. It is more formal, with the entire 
  family gathering to share communal dishes.
  religion
  It is a rare Faithful tribe that does not honor Duamutef 
  as the major deity. While the god of the desert is largely 
  uncaring, he did teach the nomads the skills they needed 
  to survive, and he continues to watch over his chosen 
  people. Every tribe can boast a minimum of one cleric, 
  and most have many more. As noted in the Land of Fire 
  setting book, his clerics are advisors and hunters, and his 
  paladins the family, clan, or tribe’s champions.
  It is a poor tribe that does not have a shrine to Dua-
  mutef. often the focus of veneration is a bow (usually 
  one that once belonged to a mighty tribal hero figure) or 
  a small statue of a camel. Wood is as acceptable as gold, 
  and certainly much lighter. The idol is kept in a sacred 
  open fronted tent, and is on constant display.
  Apsu is extremely important to the tribes, for without 
  his blessing they would die of thirst. His cult is most 
  powerful at the oases and wells, but most clans have a 
  resident cleric among their number.
  Ashtart has always been popular, both in her role of 
  provider of edible vegetation and the goddess of the 
  family. Among the Bedu, her clerics are predominantly 
  women, as they are considered more level headed then 
  men, who are prone to fits of passion. Midwifery is always 
  a female role, as being alone with a woman not of one’s 
  family is grounds for accusations of adultery (despite her 
  imminent childbirth).
  Upuaut is popular, for travel remains essential to all 
  nomads, be they true wanderers looking for grazing lands 
  or tribes engaged in overland trade. virtually every tribe 
  has a shrine, at which ceremonies are conducted when 
  the need arises, but few have even a single cleric. While 
  regular prayers are offered, few nomads take Upuaut as 
  patron—travel is part of daily life, and thus the god is 
  regularly honored by actions.
  Marqod is honored, though rarely devoutly except 
  among healers. qedeshet is worshipped for his aspects 
  of diplomacy, wisdom, divination, and trade, but never 
  as the god of literacy or invention. Indeed, Bedu myths 
  regarding the god never make mention of these. Among 
  tribes that rely on trade for survival, he often ranks sec-
  ond only to Duamutef. Every tribe venerates Shamash, 
  for it is his laws that ensure the Bedu do not devolve into 
  savages, and through his graces the nobles rule wisely 
  and justly. Every nomad offers praise to Tammuz, though 
  usually only at funerals—death is part of every culture, 
  and to ignore him is beyond foolish.
  Worship of geb-Agni is very rare—nomads do not 
  mine minerals, and few tribes work metal. Similarly, as 
  hunters, Bedu see little need to honor karmelos on a 
  regular basis, though prayers may be offered to him be-
  fore battle. Iblis is the great god of evil, and while he may 
  be honored to keep him pacified, true veneration and 
  promotion of his fell goals is outlawed. Tamarni has few 
  devoted adherents, though she is venerated as goddess 
  of the home.
  military
  Except at the great oases, where there are caravans 
  to protect, Bedu do not maintain standing armies. Every 
  Bedu is expected to be a competent archer and rider, 
  and is honor-bound to defend the tribe when called 
             
             
  land of fire realm guide #0
  
  
  upon. Paladins of Duamutef are the nearest the Bedu get 
  to professional soldiers, though paladins of other cults 
  lend muscle as necessary.
  A typical Bedu warrior disdains armor, for it is en-
  cumbering and hot. Weapons of choice are the bow and 
  scimitar, with long spears (a traditional hunting weapon) 
  often used in place of proper lances. Every adult male 
  is expected to own a wooden medium shield, though 
  using one while hunting is dishonorable (being seen as 
  a sign of weakness). Most ride regular camels or horses, 
  with war camels favored by paladins and nobles.
  Highly mobile, Bedu raiders long plagued the early 
  caravans and frequently attacked initial attempts to 
  construct caravanserai. over time, the number of tribes 
  raiding has greatly diminished, for there is less risk 
  and better reward is guarding caravans, or undertaking 
  responsibility for transporting wares across the hostile 
  desert. More than a few were beaten in submission.
  However, Bedu tribes living near the great cities are in 
  much demand as mercenaries. Not only are they excel-
  lent mounted archers, but they know the local terrain 
  and can live off the land, thus making them ideal scouts. 
  Some cities maintain a permanent Bedu force, granting 
  them fertile land outside the city walls in return for mili-
  tary service. others broker contracts as required.
  law & Order
  Bedu society is governed by many laws. Some, such 
  as those of hospitality, are traditions, not punishable by 
  any court or judge, but broken only rarely. others are no 
  different to the laws of the great cities.
  Traditionally, the highest legal authority in any tribe 
  is the highest ranking cleric of Tammuz, and not even 
  the sheikh can overrule his verdicts. However, few tribes 
  have more than one cleric, and his other duties often 
  preclude him from involvement in every criminal or civil 
  matter. To that end, nobles with proficient knowledge of 
  the law may act in his place.
  In order to ensure swift justice, and save the sheikh 
  from being bothered with every single case, matters con-
  cerning just one family may be dealt with by their bey, 
  and crimes that affect one clan by the appropriate mir. 
  clerics of Shamash, who know the laws by rote but have 
  no legal rights to dispense justice, serve as advisors, en-
  suring the spirit and letter of the law is carried out with-
  out bias or prejudice. Judges are not just responsible for 
  determining guilt or innocence, and passing sentence. 
  In many instances they are mediators, seeking to bring 
  disputes to an end that pleases both parties. This is more 
  common in civil matters than criminal ones.
  In matters concerning crimes committed by members 
  of a different tribe, the system is slightly different. Even 
  if the criminal is caught in the act, the suspect’s tribe 
  must receive a declaration of intent to prosecute before 
  any trial can commence. The sheikh then has one month 
  to turn over the accused to face justice (if he wasn’t 
  captured by his victim’s tribe) or agree that he may be 
  tried (if already captured). Refusal typically leads to a 
  tribal feud unless the cult of Tammuz can reach a suitable 
  middle ground that avoids bloodshed.
  As well as beheading, outlawry, dismemberment, and 
  branding, Bedu accept trial by ordeal. No judge can en-
  force this—it must be demanded by the defendant. First, 
  he must voice his innocence, for it is on this statement 
  this ordeal relies. The accused then licks a hot metal 
  object (a spoon is traditional), and then swills his mouth 
  with water. Should the tongue be burned, he is a liar, 
  and automatically found guilty of the original crime and 
  attempting to pervert justice.
  More unusual punishments include castration (for 
  sexual offences), death by being wrapped in a carpet and 
  then trampled under horses’ hooves or bludgeoned to 
  death with clubs (usually reserved for nobles and clerics 
  in Faithful tribes), being buried up to one’s neck in sand 
  and left there for a certain time, being flayed and then 
  made to walk the sands until death, and death by suf-
  focation (buried alive in sand).
  Blood feuds are also a legitimate way of handling 
  crimes, though these actions must be approved by the 
  judge. They are usually only invoked when the accused 
  has ran away, thus preventing him from being brought 
  to trial. For murder, the victim’s cousins as far as 5th 
  cousins are given legal dispensation to hunt down and 
  kill the murderer. However, they have but only complete 
  month to complete this deed. If he cannot be found, the 
  murderer’s family may appoint a proxy to die in his place. 
  Rape warrants action from 3rd cousins and closer.
  honor Codes
  Bedu place immense emphasis on hospitality, cour-
  age, and personal honor. Breech of these codes is not 
  punishable by judges, but does result in a loss of per-
  sonal honor (handled by glory in Hellfrost).
  hOspItalIty (dIyafa)
  This code requires all Bedu, no matter their financial 
  status, to offer shelter and food to any visitor, though 
  only for three days. During this time, the host may not 
  insult or harm his guest, and must provide sustenance, 
  shelter, and entertainment. The guest’s responsibilities 
  include treating his host with respect and not bringing 
  shame to his household. Breaking these sacred tenets 
  incurs a –10 glory penalty for a minor infraction, and a 
  –20 penalty for a major one.
  If a true guest, it is traditional to give your host a gift, 
  with a value in accordance with his social position. Too 
  high, and it implies he is poor (an insult even to the 
  poor). Too low, and it implies he is not worthy of his 
  station. offering payment for hospitality (as in coins or 
  gems) is yet another insult to the host, for it suggests 
  he is not generous. See adventure NF1: The Curse of the 
  Sand Lord for more information on gift etiquette.
                    
  the Bedu
  
  
  COurage (hamasa)
  Requires that all men be willing to defend their tribe, 
  not run from an enemy, and not show discomfort or 
  pain. Every Bedu male displays this at least once in his 
  life—before he can become an adult, he must be cir-
  cumcised. In game terms, a Bedu who takes the Nerves 
  of Steel Edge gains +2 glory, while one who takes the 
  Improved version earns a further +3 glory.
  persOnal hOnOr
  Divided into male (sharaf) and female (ird) codes. A 
  complex system and continually in a state of flux, honor is 
  lost and gained based on one’s deeds and words. Sexual 
  promiscuity (if not deemed adulterous, which is a crime) 
  can taint one’s honor, as can lying, cheating, displaying 
  excessive emotion, speaking out of turn, disrespecting 
  one’ superiors, and so on. In game terms, such breeches 
  of honor may warrant a slight glory penalty.
  marriage
  Marriage is a legally and spiritually binding agreement 
  in Bedu society, as it is elsewhere. Members of the same 
  clan cannot marry, and even members of the same tribe 
  marrying is frowned upon. certain tribes disallow mar-
  riage between Devoted and Faithful, but this is rapidly 
  disappearing. Arranged marriages remain common, most 
  often being used to cement tribal alliances. However, 
  arranged does not mean forced, and both parties must 
  voluntarily agree to the union. Marriages of love are far 
  from unusual, though usually only among the lower 
  classes. Still, no law prevents nobles marrying for this 
  reason. With tribes separated geographically, the best 
  place to arrange a marriage is at a market. While most 
  tribes in a region take it in turns to host such a gathering, 
  the major oases are prime spots, for here many tribes 
  visit throughout the year.
  trade & tribute
  Trade lies at the heart of every tribe. Not only does it 
  allow one tribe to exchange surplus goods for those it 
  needs from another, but it is a means of passing on news, 
  honoring existing friendships, ending disputes, cement-
  ing new alliances, and arranging marriages.
  How trade between the long-dead cultures worked 
  can only be speculated at, but during the reign of the 
  jinn, when the great human empires were reduced to 
  dust, nomad caravans traveled far and wide across the 
  sands. As the freed slaves founded their cities, so local 
  Bedu tribes found employment transporting goods to 
  the far corners of Al-Shirkuh. Even today, most goods are 
  carried across the interior by nomad caravans rather than 
  the inhabitants of the cities.
  This steady trade lies at the growth of the major oases. 
  Always considered regional markets, the influx of cara-
  vans brought new wealth, and new dilemmas. caravans 
  demand certain services and goods, neither of which can 
  be provided by purely nomadic people. Thus, the most 
  powerful tribes, at least in terms of controlling the trade 
  routes, are now semi-settled.
  While there are tribes that regularly produce goods 
  purely for export, few outside the major oases have the 
  resources for such work—time is spent surviving, not 
  growing fat on foreign coin and goods.
  Purely nomadic tribes measure wealth not based on 
  gold, silver, or precious gems, but on the size of one’s 
  herds of goats and camels, and flocks of sheep. Not 
  only do livestock produce tradable goods, such as meat 
  (which must be dried), wool, and horn, but their meat 
  and milk forms a major part of the nomads’ diet. camels 
  are essential for carrying goods, and more camels means 
  one can transport larger quantities of cargo. In order to 
  ensure the sheikh remains wealthy, nomad families gift 
  him one goat, sheep, or camel each year. At oases, he 
  also fattens his coffers by taxing visiting merchants.
  In addition, each year, every family must tithe 10% 
  of its income to the sheikh. The wares provided are not 
  kept as his personal property, but are shared out among 
  the poorer members of the tribe.
  Raiding is still very much an accepted part of life. 
  Though many tribes now refuse to raid caravans, taking 
  livestock and women from a rival tribe is considered a 
  perfectly legitimate means of acquiring wealth and find-
  ing a wife. However, raiding is governed by strict laws 
  that have evolved over the millennia.
  Bloodshed is to be avoided, as this leads to feuds. 
  Any female prisoners must voluntarily consent to join 
  the raiding tribe within three moons of their capture or 
  be returned to their families unharmed. Raiding a clan 
  or family within the same tribe or clan (as applicable) is 
  a grave offense, for it weakens the bonds that keep the 
  tribal entity safe from outside forces.
  architecture
  While a rare few tribes have begun experimenting 
  with stone dwellings, tents remain the norm. Indeed, the 
  tent is so ingrained in Bedu mindset that the word for a 
  family, bayt, is the same as for tent.
  Regardless of size, tents comprise a rectangular, 
  woolen shell supported by wooden poles. The sides 
  are designed to completely open, revealing the space 
  within, though normally only the front is opened except 
  on special occasions. At night, this is lowered to keep out 
  the chill night air. Except for the tents of nobles, most 
  are low, not high to stand erect. This low design helps 
  deflect wind, and keeps the interior warmer at night.
  Internal divisions allow for multiple rooms and a 
  modicum of privacy. Attached to the roof poles with 
  hooks, they can be removed around or taken down as 
                   
                        
  land of fire realm guide #0
  
  
  required with minimal fuss. carpets or rugs are laid 
  on the floor, and cushions providing seating. Naturally, 
  wealth and status lead not only to larger tents, but to 
  richer designs and fabrics.
  A typical tent is spacious enough to sleep one’s imme-
  diate family—parents, unmarried siblings, and children. 
  The higher one’s social class, or at least one’s personal 
  wealth, the larger the tent, and the more inner divisions 
  it has (so allowing for harems, private guest quarters, 
  and so on). As a rough rule of thumb, it takes 5 minutes 
  per person the tent sleeps to erect or dismantle a Bedu 
  tent properly, and double that for a pavilion. 
  Heating and cooking is done over a small hearth. Pots 
  are hung over the hearth on a metal tripod, a prized 
  possession for any family, and a pot of coffee or herbal 
  infusion is almost always found resting beside the hearth 
  in case unexpected guests call.
  tent etIquette
  It is considered extremely suspicious for any nomad 
  to approach a tent from a side that is not rolled up—the 
  host cannot see you approach, and only a cur planning 
  wickedness would think of performing such an act. 
  Similarly, non-family members walking in uninvited or 
  rapping on a pole to announce one’s presence is a sign 
  of poor manners and a slight to one’s honor. 
  visitors, even friends, are expected to wait patiently 
  outside at a polite distance (outside the range of melee 
  weapons), and wait to be noticed. To perform any act 
  while waiting is yet another sign of rudeness—you aren’t 
  being attentive to your host’s welcome, and it shows a 
  distinct lack of interest in the visit.
  once invited inside, one should remove one’s outer 
  footwear—trampling dirt into someone’s home is ex-
  tremely rude, and carpets are expensive, so wear and tear 
  is kept to a minimum. Similarly, sporting any weapon 
  except a dagger in someone’s house, unless specifically 
  granted permission, is an insult, implying you do not 
  trust your host to obey the laws of hospitality.
  A courteous host will seat guests to his left. Since most 
  people are right-handed, and wear weapons on their left 
  hip, this makes it hard for the host to draw a blade and 
  attack without revealing his intentions. For a guest to be 
  seated to the host’s right implies a lack of trust.
  random tribes
  Aside from a handful of tribes living at the major oa-
  ses, little information is provided on the countless other 
  nomads wandering Al-Shirkuh. This section allows gMs 
  to create basic information about a tribe with just a few 
  draws from the action deck. It can be used for Bedu, 
  Hyaenidae, and cakali tribes.
  gMs may wish to allow player characters nomads who 
  choose to be from a tribe not detailed in Land of Fire to 
  use this system to give their people more flavor. The sys-
  tem does not directly affect character generation, but it 
  may give players some guidance for picking Hindrances, 
  and offers plenty of roleplaying opportunities once the 
  game begins. When encountering nomads, a successful 
  knowledge (Heraldry) roll means a character recognizes 
  the tribe. Actually knowing the tribe’s particular traits and 
  customs requires a knowledge (Nomads) roll. Nomads 
  living in the same geographic region as the encountered 
  tribe (and along the immediate borders) use common 
  knowledge for both rolls.
  trIBal traIt
  As with NPcs, tribes have different traits. These help 
  to define their reputation with outsiders and neighbor-
  ing tribes. Not every tribesman will share this trait—it 
  is merely an indication of the tribe’s overall mentality, 
  and most commonly applies to its sheikh and mirs. While 
  tribal traits do change, it takes many generations. As 
  such, once the gM names a tribe and rolls their trait, the 
  information should be recorded for future use.
  Draw one card from the action deck and compare its 
  color and value on the table below.
  trIBal traIt taBle
  Red 
  Tribal Trait 
  Black 
  Tribal Trait
  2 
  Passive 
  2 
  Aggressive
  3 
  Trusting 
  3 
  Suspicious
  4 
  Brave 
  4 
  cowardly
  5 
  Forgiving 
  5 
  vengeful
  6 
  Honest 
  6 
  Dishonest
  7 
  Humble 
  7 
  Proud
  8 
  Pious 
  8 
  Intolerant
  9 
  Hardworking 
  9 
  lazy
  10 
  Temperate 
  10 
  Indulgent
  J 
  generous 
  J 
  Frugal
  q 
  garrulous 
  q 
  Taciturn
  k 
  Merciful 
  k 
  Merciless
  A 
  World-wise 
  A 
  Ignorant
  If a Joker is drawn, the gM should draw again to de-
  termine the tribal trait. The trait is far more ingrained in 
  society, and may be taken to extremes by some members 
  of the tribe. A second Joker means the trait is extremely 
  dominant, and possessed by most members.
  unusual CustOms
  While nomads of all races share many common 
  customs, tribes often have their own distinct practices. 
  Draw one or more cards from the action deck (ignoring 
  Jokers) and consult the various tables below to create 
  customs. Note that certain customs may break generic 
  religious taboos, but can never lead to cleric’s sinning. 
  Redraw or apply a waiver if the result would cause sin 
  (such as clerics being required to eat meat if their faith 
  prohibits it).
  These are very much bare-bones entries, and gMs are 
  encouraged to give why and how exactly custom applies 
                      
  the Bedu
  
  
  some thought—reasons for specific customs are often 
  found the tribe’s folklore. 
  Groups: When an entry is marked “*”, it applies to 
  a specific group within the tribe. Draw a second card to 
  determine to which group the custom applies and con-
  sult the relevant table. A “**” indications two groups are 
  involved, and two cards should be drawn to reveal the 
  groups involved.
  CluB: dInIng
  Card 
  Custom
  2 
  one group eats the leftovers of another*
  3 
  Strict vegetarians*
  4 
  Strict carnivores*
  5 
  one group always eats first*
  6 
  one group always eats last*
  7 
  certain food prohibited*
  8 
  Eat only in their tent*
  9 
  Perform a ritual before eating*
  10 
  Eat only food offered them by another*
  J 
  Eat only after dawn or dusk (pick one)*
  q 
  Eat in a special tent set aside for them*
  k 
  Meals must include a certain food*
  A 
  Eat only in private*
  dIamOnd: hOusIng & famIly
  Card 
  Custom
  2 
  Unmarried * live in separate area/communally
  3 
  Unmarried * live privately
  4 
  Tents erected in a specific orientation*
  5 
  * become part of bride’s family
  6 
  group cannot enter the tent of another**
  7 
  Extravagant living quarters*
  8 
  Bastards always accepted/rejected (pick one)
  9 
  Interfaith marriage prohibited
  10 
  groom’s family pays dowry
  J 
  May marry only members of same job
  q 
  Renamed at adulthood or marriage (pick one)
  k 
  children named after *
  A 
  Remarriage prohibited/required (pick one)*
  hearts: mIsCellaneOus
  Card 
  Custom
  2 
  Special privileges for*
  3 
  Private meetings forbidden
  4 
  Tattooing required or prohibited (pick one)*
  5 
  Unusual punishments for * criminal
  6 
  children raised by*
  7 
  Fixed times for visiting*
  8 
  Business always/never done during meals
  9 
  Unusual significance of flora or fauna
  10 
  Unusual significance of specific color
  J 
  Must wear clothes of specific color*
  q 
  * prohibited from singing or dancing
  k 
  Unusual greeting or farewell custom*
  A 
  Tribe gifts visitors first
  spade: mIsCellaneOus
  Card 
  Custom
  2 
  visitors must remain segregated for 24 hours
  3 
  Use different names dealing with visitors*
  4 
  Alcohol, tabac, & drugs prohibited for*
  5 
  Unusual adulthood practice*
  6 
  Art depicting sentient races prohibited
  7 
  only * tithe or never tithe (pick one)
  8 
  Special privileges for *
  9 
  Non-standard responsibilities*
  10 
  Unusual nocturnal custom*
  J 
  only * may deal with/speak to visitors
  q 
  All * trained in a certain skill
  k 
  All * banned for learning a certain skill
  A 
  group cannot speak to another**
  grOups
  This card determines to which group a specific cus-
  tom applies. outsiders may be given some leeway if they 
  break this taboo. Use the tribal trait to help determine 
  the tribe’s reaction to the taboo.
  Card 
  Custom
  2 
  convicted criminals
  3 
  visitors of all races
  4 
  visitors of one race (pick one) 
  5 
  All females
  6 
  All males
  7 
  certain age group (child, adult, or elder) 
  8 
  craftsmen 
  9 
  Entertainers
  10 
  Hunters/warriors
  J 
  Merchants
  q 
  Paladins or magicians
  k 
  Priests or scholars
  A 
  Nobles
  relIgIOus VIews
  Draw a card. A black suit means the tribe is Devoted. 
  on a red card, consult the table below to determine the 
  second most popular deity—Duamutef is always the pri-
  mary deity. The tribe will always have at least one cleric of 
  the indicated deity and a shrine. At the gM’s discretion, 
  large tribes may even have a temple (a pavilion, rather 
  than a permanent structure). Redraw Jokers.
  relIgIOus VIew taBle
  Card 
  Deity
  2 
  Iblis (secretly)
  3-5 
  Apsu
  6-7 
  Ashtart
  8-9 
  Upuaut
  10 
  Marqod
  J-q 
  qedeshet
  k 
  Shamash
  A 
  Tammuz
  land of fire realm guide #0
  
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost - Land of Fire/TAG35000 - Realm Guide 0 The Bedu.pdf