If you grew up in the Tablelands...
...you are either a member of the nomadic human tribes or the multiplicity of elvish tribes that exist there. If human, you may be a member of one of the main tribes, the Al Seik, Benjari, or Jul Tavan, or a member of one of the small splinter groups that have split off from them over the years. If you are an elf, you have a variety of possibilities, since elvish tribes come and go swiftly.
The human tribes usually speak Bendune, which bears some resemblance to the elven speech, and even more to the language known as Cavilish. Bendune is not much known outside the Tablelands and Luirs, but is a necessity for survival in that area. It is a rich and poetic language, mainly due to an incredible array of sentence structures to describe various states of spiritual, physical, and intellectual being. Different nouns thus typically yield entirely different sentences. Bendune follows in the nomadic language convention of using seven vowels for speaking and no vowels for writing.
While a few of the elves of the Tablelands have picked up Bendune from their human neighbors, all speak allundean. There are a multitude of elvish tribes on the Tablelands: the Blackwing, the Leaping Sands, the Dirt Jakhals, Seven Spears. Usually a new tribe occurs when a group splits off from a larger tribe, and often the name of the new tribe commemorates the split.
Major landmarks of the Tablelands include the desert elf outpost to the north. Once primarily a Blackwing outpost, other tribes have set up trading there until the place has become a common meeting place for the various tribes as well as occasional merchants from elsewhere looking for goods. The outpost is still owned and policed by the Blackwing. (Note: in making desert elves, please consult with staff before making an elf affiliated with Blackwing -- this tribe is currently closed.)
To the south and west lies the Valley of Xytrix-Za, once home for a thriving mantis civilization. Within the last century, however, the city-state of Allanak has claimed the valley and posted troops there. The mantis have, rumors hold, migrated west and south. Near the valley entrance is an outpost that was originally a bandit stronghold, but which has become tamer with the cautionary influence of Allanak nearby.
In the center of the Tablelands lies the gith mesa. The gith deal with few outsiders, preferring to slay and consume intruders. They do deal on occasion with the Red Fangs tribe. Gith technology is crude at best, and the quality of their wares is poor.
Most trading occurs in Luir's Outpost, which lies on the North Road to the east of the Tablelands. Run by House Kurac, the Outpost is host to a variety of merchants from across the Known World.
Life on the Tablelands is precarious at best. Fierce creatures, including fierce dujat worms, anakore that lurk beneath the sands waiting to pull down unwary travellers, wezers that sting their victims with paralyzing poison and drag them home to their hives, and hulking half-intelligent braxat, fill its canyons and mesas. But it is a compelling environment as well, full of cacti and desert vegetation seen nowhere else in the Known World. Quirri, large black felines, slink through the dune shadows here, and long-necked durrit the size of dwarves dig for grubs under the tumbled boulders. A few oases lie like green pools where shelter is available, but for most of its denizens, water is a scarce and valued commodity.
© 2002 Armageddon Mud
Submitted by Sanvean