Title Graphic


Aleem

General Description

Although the Aleem are often called "Princes of the Wind" this appellation is usually used by those familiar with the more southern groups of Aleem. The Aleem of the north live in the desert wastes around the "Wall of the Crone". Both groups are of the same racial stock, and inter-marriages are traditional with women of the north marrying men of the south and vice versa. It is rare for the men to move outside of the culture they grew up in. The Aleem of the north are very secretive and are fiercely protective of that secrecy. Intruders into their territory are typically warned once then killed out of hand. For the Aleem of the south there is an absolute taboo against moving into the territory of the tribes to the north. The northern tribes are not nomadic and live in caverns carved out of the many rock formations throughout the wastes. There is a large amount of inter-tribal warfare, with the exception that it is taboo for a member of the south tribes to raid one of the tribes from the north. The southern tribes vent their excess energy on the Al Hirza, the Durri Hive, and the Free City of Bloodhold. Oddly enough when they are not raiding the Durri or Bloodhold they trade actively and in a friendly manner. The Durri are apparently quite happy with this arraingement seeing it as a method to try their warriors and keep them in shape. The Bloodhold is much less happy with the arraingement but accepts it as the only way they can engage in trading the lucrative goods of the Durri and Aleem. Relations between the Aleem and the Al Hirza are uniformly poor and violent.

The northern peoples are generally more talented in the use of magic and much more secretive. They concentrate on survival, magical studies and other, more secretive, goals.

The southern tribesmen are outstanding horsemen, quite competent with the composite shortbow and masters of mounted combat with the saber. With the exception of a few shamen the southern tribes shy away from magic, leaving that to their northern cousins. Most of the southern tribes have a northern vesityöskennellä mestari (mage) who stays with them. These northern mestari rotate through the southern tribes, staying no longer than two years, and very rarely interact with outsiders. No member of the southern tribe stands above the northern mestari and the mestari must be obeyed by all. However the mestari only dictates on matters related to the survival of the Aleem peoples. These mestari may be either male of female with females being most common.

No Aleem will ever take a position as a worshipper of any god or demon. Should any fall under the sway of a god or demon, or learn any of the dark Arts it becomes the duty of all the people everywhere to see that such a poor creature is killed. No mercy, no quarter, no chance for redemption. This is one of the few circumstances where the mestari will act openly and it should be noted that it matters not how good or evil the worshipped being may be the Aleem will be killed.

Physical Characteristics


Build: Like the land they inhabit the Aleem seem desiccated and drawn. Disease and birth defects, non-fatal but with debilitating effects, are common among these tribes – increasingly so in the north.

Coloring: The Aleem are very fair of skin. Despite their environment no Aleem has been seen with a tan. Albinism is fairly common.

Endurance: High

Height: 5'10" is common for males, while 5'5" appears average for the women.

Lifespan: 120-150 years

Other Factors

Demeanor: Controlled anger is the first impression most would get from a tribes-member. They have a strong distrust for those not of their own culture and disdain others for their obvious weakness. Ability to survive in the desert may bring some respect.

Prejudices: Disdain for those not of their culture. Worshippers of gods are strongly disliked and any worshipping any deity they view as evil, (particularly if the deity is represented as a female), will be targeted for death as soon as possible.

Culture


Clothing & Decoration: Rarely will one see more of these people than their eyes. Survival in the wastelands, as well as their complexion, requires they keep as much of themselves covered as possible. Even where such strictures might be relaxed custom and habit keep these Aleem fully clothed. Robes and head-wraps are uniformly light brown to black in color and there is little that an outsider might use to differentiate individuals from a group. Jewelry is common with the exception of finger rings. Gold is most favored and earrings, nose rings, and necklaces are most typical. Their style of dress keeps much of this hidden, but occasional glimpses, particularly of gold and jeweled girdles, are seen. Black eye make-up is worn by both sexes.

Fears & Inabilities: None, at least none that they will admit. The ultimate fear of this people is corruption by evil, and their subsequent death at the hands of their own tribe. This is part of the Curse of the Crone and is the birthright of the Aleem. The Aleem of the north suffer more greatly than those of the south. This is known to both groups and is the cause for the respect paid to the northern tribes.

Lifestyle: The northern Aleem are a tribal people arranged in extended family units living in enclosures carved out of the many rock formations. Each such group has a number of Naturalists, (usually about 5% of the tribe's population), which tend the gardens found in every cavern. These gardens are the principle source of food for the tribes. Study of the Magical Arts is common with such practitioners bearing the title of vesityöskennellä mestari.

The southern Aleem are also tribal in nature but are nomadic hearding horses and scrawny bovines. For these Aleem one’s worth is judged through horsemanship and martial skills – particularly the ability to carry out successful raids.

The Aleem existence is harsh and their outlook is also. See the description of the curse below. Death of an outsider is of no more meaning than that of any animal. Family members are cherished, but emotional outlet is held until the proper times. The tribes have traditional periods each year for celebrating birth, marriages, etc…, as well as times for grieving. As a result all members have the same birthday, anniversary, etc… Each of these "holidays" sees the normally introverted tribes-members let go with wild revelry or grieving.

Marriage Pattern: Polygamy is common as is the taking of mistresses. Any man killing another of the "people" is thereafter responsible for and women and children of the deceased. In such cases widows may be taken as wives, mistresses, or servants. Children must be raised as one's own.

Religion: All gods are actively eschewed. Respect is given them in the same manner as would be given any great threat, but no worship. Traditions and philosophy take the place of religion. Individual ability is most honored. Some aspects of the yogic practices of the A'Satyagraha have become common. A fact not known to outsiders, and NEVER revealed, is their racial goal of destroying the Wall of the Crone.


The following information is for the Princes of the Wind (Southern Aleem) - The Northern Aleem are not available as player characters.

HARP Stats



Racial Stat Modifiers
Power
Resistance Bonuses
RACE
St
Co
Ag
Qu
SD
Re
In
Pr
Disc.
Endurance
Points
Stamina
Will
Magic
Aleem
+2
+2
+1
+1
-
-
+2
+2
-
+40
+20
+10
+10
+10

Note: the "Disc." colomn lists the number of Discretionary Points that the player may distribute among the character's stat bonuses. No more than 3 discretionary points may be added to any one stat's bonus.

Racial Talents

The Princes of the Wind possess the following Racial Talents:

  • Adept Learner (Major) - As described in the New/Revised Talents area of this website.
  • Arcane Dabbler (Desert Wind) - As described in the New/Revised Talents area of this website.
  • Favored Skill - As described in the New/Revised Talents area of this website. The following skills are favored for the Princes of the Wind: Short Blades, Long Blades, Bows, Mounted Combat, Riding, Animal Handling: Equine & Bovine, Foraging/Survival: Desert, Dancing, Craft: Leathercrafting and Acrobatics.
  • Outdoorsman - As described in the HARP rulebook.
  • Skill Specialization - As described in the HARP rulebook. The character gains Skill Specialization in the Foraging/Survival: Desert skill.
  • Racial Flaw - The character must have a genetic flaw. Players may take the Albinism flaw or roll for a random flaw.

    All Princes of the Wind recieve training from the mestari living with their tribe. Princes of the Wind characters have an additional 16 DP that must be spent to buy skill ranks in spells listed within the Desert Wind Minor Spell Sphere. (Not talents as is typical for human races.)

    Adolescent Skill Ranks

    Characters from this race must choose one of the Adolescent Skill packages listed below as common to their racial type unless they possess the Changeling talent - in which case they may choose any Adolescent Skill package as provided for in that talent description.

    (See the Adolescent Skill Development page for a list of all of the available packages.)

    Comments and suggestions are solicited and appreciated. Please send them to me at: aranmull@nycap.rr.com.

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