User:Wanderscribe/Bedine

Step 1: Cleanup
'The first order of business is to remove the bit that's plagiarized directly from pages 10-24 of FR13. This is what's left, after removing the templates and headers for clarity:'

The PC encounters a tribe of Bedine during the passage through the Anauroch in the Interlude following Chapter One. The tribe is beset by undead, and the PC must cleanse the undead and eliminate a Netherese lich before they can continue.

'This adds nothing to our understanding of the Bedine, and for that reason I'm inclined to delete it... so basically we have nothing.'

Step 2: Research
Now that we have a clean slate, we need to start scratching on it.

'The Bedine are mentioned in several sourcebooks. FR13 will have a ton of info, so start with the minor sources so that it's easier to see what needs to be filled in. Starting with FR13 will just mean that other sources get marginalized/forgotten.'

'Sources will be condensed once they're sorted and ordered in Step 4. For now each reference is cited separately, resulting in some redundant source listings. "Working as intended."'


 * They speak Midani, using the Thorass alphabet


 * They're nomadic; there are other notes on this page too


 * historical notes, including: they are from Zakhara


 * they avoid Hlaungadath - the reason for this behavior may be relevant


 * the Sword is so called because of the Bedine


 * the Shadovars create a magic-dampening field that covers all of Anauroch; the Bedine hardly notice, other than the drying of a few oases (the ones ((five i think)) created by the Zhentarim) and the loss of various "witches"


 * the Bedine harvest sap and resin from various types of trees (some names are in FR13); these are sold to D'tarig traders (and hence to Faerun at large) and used to create incense and other goods


 * the Zhentarim slaughtered the Goldor tribe at Lundeth and made undead servants out of them; they are abandoned when the Black Road is completed


 * many Bedine and Zhentarim have died at Orofin


 * the Bedine avoid the Quarter of Emptiness


 * the Saiyaddar is the prized hunting grounds, shared by all the tribes by agreement and never spoken of in the company of outsiders


 * the folk of Anauria, Asram, and Hlondath became the Bedine (conflicts with the Bedine's more legimate origin in Zakhara, so word it to suggest that a small percentage of the survivors ((although Asram is specifically stated in 1147 I think to have no survivors)) may have been rescued/absorbed by the early Zahkharan arrivals); in any case modern Bedine avoid the ruins of the Lost Kingdoms; keep the focus on the Bedine rather than the survivor states, though - reference the FR10 map for all Netherese/etc ruins; Hlaungadath obviously belongs in that group - this shouldn't be a tacky list; find another way to express it


 * the Bedine trade regularly with the D'tarig (mainly for metal goods including pots and weapons) but only rarely with outsiders


 * as natives of the desert, the Bedine are naturally more resistant to the dangers of heat exposure than outsiders; mechanics can be found in Sandstorm


 * the Bedine tribes are ruled by Sheikhs


 * there are over 100 Bedine tribes; the largest tribe has about 300 men/women/children - make posts for the known tribes, create a category for Bedine tribes


 * tangent: Nar tribes need posts and a category too


 * the Bedine are accustomed to life in the Sword; they believe that the Plain of Standing Stones is even less conducive to life than the Sword; they have virtually no knowledge of lands beyond the edge of the desert; they judge the other lands that travelers speak of by the nature of the travelers themselves... since these outsiders are mostly schemers who seek to rob the Bedine or change their way of life (or both) the Bedine find little reason to go seeking these fabled lands


 * they fear and violently shun magic.


 * other than minor healing spells (which they can rationalize as "the favor of the gods") they kill or drive out anyone who uses magic


 * in combat they rely primarily on melee; heat shimmer and wind make ranged weapons less effective; furthermore, if they have the option (intertribal raiding, for example) they will face fights at night because the darkness offers concealment and also because the cooler temperature makes it more likely that one's fate will be determined by honorable combat rather than heat exhaustion


 * Cultist of the Shattered Peak is a prestige class found among the Bedine


 * At'ar is a local power, believed by some to be the vestige of Amaunator


 * battles between the Bedine and Zhentarim led to the poisoning of the canals in Orofin and the breaching of the fortress walls in several places - Bedine legends tell of treasures buried at Orofin


 * the Bedine came from Zakhara through a portal shortly after the Fall, and "intermingled" with a few survivors


 * they kept their native language (Midani) but supposedly forgot how to write. I suggest that instead of mysteriously becoming illiterate it's very likely that they were a part of a Zakharan tribe that didn't do much writing to begin with... as opposed to urban Zakharans from a city... but that's just my take on it; I'll find a good way to word it and stick it in a footnote


 * they now use the Thorass alphabet in their writings... but there's no indication anywhere that they do any significant writing


 * they adopted the gods of the Netherese and also worship many local spirits (which RoF calls "little gods" ...kinda condescending if ya ask me) - incidentally, their veneration of local spirits also supports the theory that they're from the rural tribes


 * in addition to their local gods, the Bedine venerate At'ar (Lathander), Elah (Selune), Kozah (Talos), N'asr (originally Jergal, later Myrkul, later Cyric, later a mix of Cyric and Kelemvor), and Shaundakul (actually Beshaba in this case)


 * the Bedine primarily inhabit the Sword

'That covers the Bedine references I've found in the minor sources (everything other than FR13) that I've thought to look at. FR13 material still has to be added.'

Step 3: Format
'There's a format of sorts in Races of Faerun which might as well be followed. Loosely (with some reordering for better logic) it presents the following sections:'

Step 4: Shipshape
'Sift the appropriate lore into the various sections, perhaps preserving what doesn't fit in Notes. Make appropriate peripheral pages for relevant info including the Bedine tribes as well as the surprising number of red links discovered in Step 2.'

Step 5: Finishing Touches
'Be sure to add the Humans template on at the end. Also add Bedine Names.'