Arimite
A dour and moody lot, the Arimites are swarthy of complexion, with long black hair and dark, deep-set eyes.
Appearance and Custom
- Physique: 5’2”–6’2”, 90–170 lbs.
- Dress: Sackcloth garments, animal-hide boots, and bulky fur vests, accented with wristbands, earrings, and knives made of black iron.
- Social Unit: The clan is the foremost unit of society. Blood ties are strong and often take precedence over local law.
- Lifestyle: They are a humorless people, many of whom live hard lives as miners.
Origins
The origin of the Arimites is uncertain. While some scholars suggest they are descended from Farad traders and the wild Drukh tribes, Arimites hotly deny such claims. They maintain they are a distinct ethnic group whose ancestors have occupied the hills of Arim since the Time Before Time.
Dwellings and Diet
- Rural: Stone huts with thatched roofs and dirt floors, operated under a feudal system.
- Urban: Stone houses with black iron sheeted or plated roofs, typically streaked red with rust. All dwellings have heavy, reinforced iron doors and shutters, kept locked against assassins and thieves.
- Diet: Grains, wild game, erd’s milk, erd cheese, tubers, and domesticated livestock. Roast avir is a particular favorite.
- Drink: They favor chakos, a fiery liquor brewed in black-iron kegs.
Revenge and the Revenant Cult
The theme of revenge runs deep through Arimite culture. They have long memories and never forget an affront. [^1]
- The Revenant Cult: A secret society specializing in revenge-for-hire.
- Contracting: Notices are posted in public; services range from 10 silver pieces to over 100,000 gold lumens.
- The Revenant: Attired in night-grey cloaks and veils, they perform their duties with impersonal efficiency.
- Cancellation: A contract can only be cancelled if the intended victim buys it back at twice the original price.
Arimite Characters
| Attribute | Value |
|---|---|
| Base Attributes | INT +0, PER +1, WIL +1, CHA -1, DEX +1, CON +1 |
| Hit Points | 21 |
| Combat/Magic | CR +1, RC +2, MR +0 |
- Skills: Language (Low Talislan - native), Brawling +1, Cultures (Arimite) +5, Cultures (Druhk) +1.
- Knife-Throwing: Arimites excel at knife-throwing for both sport and self-defense. Most carry throwing knives at all times.
- Starting Equipment: Fur vest, hide boots, sackcloth breeches and shirt, black iron armbands and earrings; bottle of chakos, 2 daggers.
Relations and Religion
- Enemies: The Ur clans of Urag and the Drukh tribes are greatly despised. Darklings are usually killed on sight.
- Neutrality: Arim is officially neutral regarding Aaman and Zandu.
- Faith: Arimites are agnostics. Magic is rarely practiced and often viewed as a luxury for the wealthy, though some dabble in witchcraft or wizardry.
- Burial: The dead are buried without ceremony.
Language and Names
- Dialect: A version of Low Talislan liberally flavored with curses and epithets, considered crude and uncouth by others.
- Male Names: Usually two syllables (e.g., Hakmir, Yaku, Abdul).
- Female Names: Usually three syllables (e.g., Hakmira, Yakuo, Abduli).
[^1]: In Arim, the mere shaking or brandishing of a change purse is often considered a threat to hire the Revenants.