Setting Rules for Bedu

The following rules apply among all Bedu tribes.

  • Equipment and the Bedu: The Bedu rarely produce 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 adventures to nomadic bands, the heroes’ roll to find a buyer suffers a –2 penalty unless the heroes happen 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 matters, losing his holdings, and such like.
  • Trading with the Bedu: Although the Bedu settled 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 offer 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 character 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.

Setting Rules for Bedu

Hellfrost: Land of Fire! charles_rupp