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From mgb@csadfa.cs.adfa.oz.au Fri Jun 28 10:53:22 1991
From: mgb@csadfa.cs.adfa.oz.au (Michael Barlow)
Newsgroups: rec.games.frp,aus.games.roleplay
Subject: PURDITORY: Deni
Keywords: purditory, deni
Date: 23 Jun 91 05:42:50 GMT
Organization: Australian Defence Force Academy, Canberra, Australia
Subject: Deni
Author: Mark Grundy [markg@uranus.anu.edu.au]
Note: I am `reposting' this (Mark sent it out recently) both for
completeness and as several people said they didn't see it.
-------------------------8<-------------------------->8----------------
The Deni were a people I made up off the top of my head some
articles ago, to illustrate a point. I thought they maybe looked
interesting enough to develop and put into Purditory. The description
is a bit voluminous for news, but isn't a bad size for a campaign
background.
8< ---------------- Snip Snip Snip
Race: Human
Culture: Deni
Appearance: 155-168cm (= 5'1"-5'6"), 50-70kg. Grey eyes, flat noses,
olive skins, red or blonde hair. Wide belts, scarves,
cylindrical hats and knee-boots are common dress. Deni love
the colour red.
Demography:
The Deni are temperate inland dwellers. Culturally, they are most
concentrated near the ancient site of Aram, but Deni can be found in
significant numbers up to 8000km from this region. There are some 120000
Deni in the world, of which 90000 live within 100km of Aram.
Aram is an oval-shaped site (15kmx20km) where nothing grows. The
soil is hard and clayish, but is often rich in ores (and sometimes other
ancient treasures). Water found in Aram is poisonous to drink. Animals
shun this region. The place is owned piecemeal by the Seventeen Clans,
who view trespass very dimly.
A Deni house is a large edifice constructed of wattle-and-daub or
brick, with sloping roofs of thatch. It comfortably houses 20-50
people.
The Deni are a very insular culture, partly because of the low
opinion other cultures have of them. Resident aliens in their society
are rare. Clanless Deni (often apothecaries, surgeons or smiths) are
known to live in other cultures, are in demand for their skills, but are
frequently viewed with suspicion.
Economy:
The Deni are affluent. Their chief exports are the great quantities
of copper and magnetic iron that come from the ore-laden soil in Aram.
Strange items can also be found in Aram, but these are held in great
esteem by the Deni, and are hardly ever traded.
Although they understand the use of currency, Deni consider money to
be unclean and do all trade through barter.
Family:
Similar to traditional extended European unit. Clan membership is
very important. In Deni society, an individual without a clan is a
second class citizen, as is an outsider. The clanless have no legal
protection, and are not trusted.
The centre of clan and family life is the Great Pot. Each clan has
a huge cauldron, in which meals are cooked at clan meetings. Each
family has a lesser pot. The pot is the focus for family meetings,
where elders sup on bowl after bowl of stew and discuss policy.
It is not unknown for a Deni clan to adopt new members. Some have
been cultural strangers. However, there would need to be a very good
reason for this, such as a service performed to the clan or the clan
making recompense for having killed your family...
Food:
Bean-bread, plum wine, tubers, legumes & root vegetables. Spices:
local chile, a citric grass. An imported sweet red herb called
shascribtz is a delicacy. The Deni have no taboo against cannibalism,
and routinely eat the flesh of their dead, and the dead of others (when
they can get it). Other meats include rodent, goat, and offal from
aurochs. Aurochs are a huge, semi-domesticated bison that don't breed
well in captivity. Deni eat their flesh only in lean times, but
consider their offal a delicacy.
History:
History is passed by word of mouth from the clan elders. Each Deni
child is expected to know his clan history as well as his cultural
history. The History of the Seventeen Clans is long, but can be
summarised as follows: Once, the Deni were a proud, wealthy race who
worshipped no gods. They loved beauty, youth and wealth, but cared
nothing for wisdom, honour and the land. Their old and feeble were
driven from their homes to die, as they were not pretty to look on. In
time, all the spirits of the old grew wrathful and asked the god Fire
Rain to avenge them. Fire Rain did so by destroying Aram, poisoning the
soil of the wealthy, burning the faces of the beautiful, and starving
the young.
The Deni fled into the wilderness and learned wisdom from their
punishment. Greatpot and Bone Keeper pitied the Deni and walked among
them, teaching wisdom. In time, the Seventeen Clans formed: the Deni
began to honour their dead, as is fit, and give them time to complete
their lives so that they would not return in wrath. They learnt to
value the counsel of their old and to place wisdom and family before
wealth and beauty. Fire Rain forgave the Deni, and no longer slew those
bold folk who approached Aram. In his compassion, Copper Glove brought
wealth back to the clans, to show that they were still favoured in the
eyes of the Gods.
Language:
Sounds to an English speaker like a cat sneezing.
Leisure:
Gambling, singing, follow-the-leader dances, round-the-circle story
telling, mild narcotic addictions are common.
Law:
Crimes common amongst the Deni are infidelity, tresspass, theft,
``claim-jumping'', betrayal of family, and betrayal of clan. The three
acts of great immorality are miserliness, disrespect of age, and vanity.
Premeditated murder is very rare, although manslaughter is not
unknown. Crimes within a clan are arbited by the elders (men & women)
of that clan. Crimes between clans are more serious, as the clan is
held to be responsible for the action of the individual. Great
reparations are normally made for inter-clan disputes. Clan feuding is
a ritualised affair; the reason for the feud must first be stated, as
well as the list of offenders, and those who are offended. Then anyone
in the clan can join in. If an offender publicly repents, or an
offended publicly forgives, then they are removed from the list. The
feud does not honourably continue if one list is empty.
An individual without a clan has no recourse to recompense.
The clanless in Aram are very vulnerable.
Within the clan, punishments can include confiscation of property,
whipping, disfigurement, public humiliation or banishment.
Medicine:
The Deni are excellent anatomists and apothecaries. Their knowledge
of disease, surgery and drugs approaches that of Rennaisance Italy.
Polemics:
Weapons used by the Deni: Light Spears, 1H axes, 1H swords, small
shields, thrown spear, sling and short bow. Armour is leather,
bezainted, or plate. The Deni have infantry and missile troops but no
cavalry or navy. Most Deni weapons and armour are made of mildly
magnetic steel.
Internal clan strife is often settled by competitive tale-telling.
Whoever can tell the tale with the most convincing moral wins.
The Deni are little liked by outside cultures, due to their
cannibalistic practises and their wealth. However, the Deni are well
equipped to face moderate military incursions on their own territory.
Because of the Deni diet, external cultures perceive them to be very
agressive, however the converse is true. The Deni only mobilise for war
at great need. Cannibalism serves the Deni very well during wartime,
but very badly during times of plague. Deni have been known to kill and
``question'' prisoners, using the same cannibalistic ritual they use for
their own dead, but this is rare.
Politics:
The Deni are organised into seventeen clans, each of which is lead
by clan elders. Due to longevity differences, the women Clan elders
outnumber the men by 2 to 1. Each clan has Greatpot meetings at least
every two months to discuss policy. Once a year the Greatest Pot is
brought out to be filled with food for celebrations among all the
Seventeen Clans. (Needless to say, the Greatest Pot is Huuuuge)
Religion:
The Deni have several gods, whose worship is part of everyday life:
Wornsole - god of trade and travel
Beast - godess of animals and animal products
Redhair - god of plant and harvest
Greatpot - godess of cooking, birth, Clan and Family
Fire Rain - god of war, disease and destruction
Copper Hand - goddess of metal, alchemy and knowledge
Bonekeeper - god of healing, age, wisdom and death
The Deni are a cannibal culture. To appease their dead before they
go to live with Bonekeeper and learn wisdom, they give the deceased his
``second body'' - a selected member of his clan who ceremonially eats
the flesh of the dead and, for a month, houses the spirit of the
departed. Friends and family bid him goodbye, and he has a chance to
finish off his affairs before going to learn about his errors from
Bonekeeper.
To a Deni, being a ``host'' to someone outside the clan is as
distasteful as being a prostitute is in our society. Nonetheless, in
great need, an outsider may be killed, ``hosted'' and questioned, before
being showered with appeasment gifts and being sent on to listen to
Bonekeeper's wisdom.
Technology:
The Deni are skilled in steelmaking and metallurgy, chemisty,
pharmacy and alchemy. The remainder of their technology is at about the
level of 12th century Europe. They have never heard of horsecollars,
wheelbarrows, gunpowder or printing presses.
Transport & Power:
The main of the Deni motive power is provided by aurochs imported
from the nearby grasslands of Skintz. Aurochs are huge,
semi-domesticated bison and do not breed well in captivity. Deni have
carts + wagons but no riding horses. Due to clan loyalties, slavery is
unknown.
Some Adventuring Ideas:
For non-Deni players:
Trade with the Deni (and try to cope with their culture)
Infiltrate the Deni for Military purposes (ditto)
- PC's play remote Clan members, and spy out the fortifications
in Aram.
Rescue raid
- the Deni have gotten hold of someone important, and everybody
know's they're cannibals... Let's hope the rescue party won't
be too late...
Treasure hunt
- a Deni artifact has found its way out of Aram. The PCs are
sent _into_ Aram to get more.
For Deni players:
Reposessed
- a good friend is hosting a man who died in Aram. He claims
to have been rolled and murdered by a rival clan, and insists
on redressing things privately before he talks to Bonekeeper.
Clan Wars
- a full feud is going on. As trusted and valued Clan members,
the players are sent to beat up on the unpenitent in the
other Clan, to make them apologise. Of course, the other clan
has similar plans...
Pothole
- Someone has desecrated the Greatest Pot. The Clans are losing
cohesion - the Deni culture is in jeapordy. Could this be
part of a ploy to drive the Deni from Aram?
New Boots
- Under the protection of Wornsole, the players have brought
a small Family trading party hundreds of miles into a huge,
alien city. Now all they gotta do is barter two gross of
copper pots in a city that only talks gold.
Roundup
- A tri-annual Auroch round-up in Skintz. Hazards include wild
animals, the evil nomads, and the huge wild beasts themselves.
-----------------------------8<------------------------------>8----------------
--------------
Michael Barlow mgb@csadfa.cs.adfa.oz.au