The Rhennee

One of the most unusual features of the Lake of Unknown Depths is the people who make their home upon great barges. These folk travel about trading, fishing, and generally earning their entire livelihood upon the bounty of Nyr Dyv; for unlike Lake Quag which sometimes freezes over much of its surface, and Whyestil which is cold and unwholesome in winter, Nyr Dyv's southern shores remain relatively pleasant year long, and there these bargees winter. Being both clever at barter and trade and able fighters as well, these folk are seldom molested. They are said to be skillful thieves and pirates by some, but such charges are unproven, although quite possible, and are ardently denied by the bargees. Calling themselves the Rhennee, the lake folk can be found in all waters — rivers and lakes which connect to Nyr Dyv navigable by their barges, but always returning to Nyr Dyv in winter.

A typical barge is about 12 to 18 feet wide and 30 to 45 feet long. Each has a lug sail, and the larger usually have an aft rigged gaff sail as well. They also can be propelled by sweeps and poles. Although these craft have a relatively shallow draft, the hull is deep enough to be decked over, and a small cabin usually is built just abaft of the beam. Rails are planked over for protection, and many heavy crossbow mounts are stationed along them. Some barges carry scorpions at bow and stern. Each is crewed by a "lord" who dwells with his family in the cabin, and "cousins," servitors who may or may not be related, who find living space on or below deck. A typical barge is thus home to 15 to 20 souls. All adults and able youngsters work and are trained in defense. When "camped," the bargefolk chain their vessels together; this device also is used in defense. Most barges carry a small boat for use in communications, fishing, or shuttle. It is said that the bargees have developed a sophisticated communication system which uses flags in daylight, colored lanterns at night, and sometimes even smoke. Similarly, it is reported that they use a special speech whose cant is understood only by others of the Rhennee. If the bargees are as rich in gold, jewelry, and prized fresh water pearls as stories tell, it cannot be determined from their dwellings, dress, or habits.

The Rhennee firmly believe they are from another world known as “Rhop.” In truth, Rhop was a large island continent, far removed from the Flanaess. The distance is so great that it could easily lead anyone to believe that Rhop was another world.

Natural talents possessed by the Rhennee strongly suggest to scholars that the Rhennee have lived on, or near, large bodies of water for the race’s entire existence. Some sages believe that Rhop was – in reality – some type of “Elder Being” possessed of supernatural powers and quite possibly resembled some type of turtle-like creature. Such a Being would, of necessity, have been quite large, possibly measuring some five miles in radius. Sages believed that either some external “force” removed the Rhennee from their living island paradise, or else this “Island Being,” itself, sent them away.

While there is some debate on the subject, most sages agree that the Rhennee are native to Oerth. Sages also agree that after leaving their island home, the Rhennee traveled to the Flanaess and settled in and around the Adri Forest. But centuries ago they were driven out of this area as well -- by the invading Oeridians.

On the whole, the Rhennee are still a young race. Having finally found their niche within the societies of the Flanaess seems to have caused their civilization to flourish; especially upon the Selitan River and the Nyr Dyv. What happens to the race next remains to be seen.

The Rhennee themselves have taken a generally neutral approach to their neighbors, refusing to involve themselves or take sides, in any wars. Many of the nations surrounding the Nyr Dyv – especially the less respectable powers – have used them for a variety of transportation services, including the delivery of legal and illegal goods.

Whether or not the legend of Rhop being some other world is true or not, one thing is certain, the Rhennee people are not leaving the Flanaess anytime soon.

Appearance

The Rhennee are often tan or olive-skinned humans. They tend to be shorter than other human races and often stockier, displaying wide features.

Male Rhennee average between 5’ to 5’ 6” tall and weigh between 140-175 lbs., while female Rhennee average between 4’ 8” to 5’ tall and weigh between 100-140 lbs. Their eye colors are most often blue, gray, or hazel, although green eyes are not unknown. Their hair color is often black or dark brown. Curly hair is the most common, but wavy hair is not unknown.

Personality & Culture

Aggressive, embittered, haughty, proud, opinionated, and secretive most Rhennee have little regard for the other human races. Having been ostracized by the majority of human races, Rhennee have disdain for those not of Rhennee descent. Gajos – as they refer to non-Rhennee – are treated with suspicion and it is very rare to find one amongst the Rhennee for any great length of time. To the Rhennee nothing is more important than family and regardless of personal differences; it is taboo to go against the family and side with a Gajo.

The Rhennee live almost exclusively upon the waterways of the Flanaess, making their homes on large barges. A small sect of Rhennee – known as the Attloi – travel in caravans in the area of the Adri Forest, where many believe the Rhennee made their first appearance in the Flanaess. The majority of Rhennee reside in the central Flanaess, remaining close to the Nyr Dyv which serves as a central focus for these people.

Most other races of the Flanaess often consider the entire race of Rhennee as criminals and thieves. While it is true that many Rhennee excel in the roguish arts, relatively few are outright criminals. The conflict lies in the fact that, to the Rhennee, things that are considered the property of Gajos are considered “public property” by the Rhennee.

The Rhennee believe that, if you cannot carry the item upon your person, then it is open to public use. To be fair, even amidst themselves the Rhennee practice this belief. The exception to this is items placed into a roped circle. This practice dictates that the items should not be touched or removed. The number and sequence of knots tied into the rope will show all just who it is that claims the roped property as their own.

The Rhennee culture is very chauvinistic. Males are the leaders and may carry on their barge just as many wives as they can afford. It should be noted, however, that each barge or caravan supports a “wise woman” – a “Verda.” The Verda acts as an advisor and a councilor to the leader in all of the family’s affairs. The Verda also serves as the tribe’s healer and herbalist. She predicts the weather and sells fortunes to the Gajos. While male nobles rule the tribe, none of them will contradict the Verda of their tribe.

Interestingly, Rhennee women must remain virgins until their marriage, while males are encouraged to take many lovers. But if a woman is found to have had sex before marriage, she is then forbidden to ever marry and must become a prostitute, or “Aunta,” to the tribe. Such a woman is often given a small vessel, separate from the barges, and is only welcome aboard a barge when she is servicing the Rhennee males on it.

This custom seems strange to others, given that most Rhennee males will quickly start a fight if they believe that a Gajo male is looking at a Rhennee female – even an Aunta – with desire. All such non-Rhennee males must pay for the privilege of a night with one of these women. For these reasons and others, an Aunta is much more likely to leave the barge-folk and seek a new life amongst the Gajos.

All Rhennee are known to fear sickness, childbirth, and death. Since all three conditions are considered taboo. If a Rhennee person is sick, they are left with the wise women of the tribe – the Verda – and no one will even visit with the sick individual until the Verda deem it safe to do so. If the sick cannot be cured, or if there is a fear of infection, then the sick are sometimes simply cast out. This rejection of the sick to protect the tribe is considered even to outweigh any family ties.

Women who give birth must remain in seclusion with the Verda for 40 days and 40 nights. During this time no male may see her, she cannot even return to her husband until this period is over. The newly born child may be brought before the father by the Verda, but it is commonplace that the child is usually not seen until the wife returns to her husband’s side.

Women who give birth to an exceptional number of male children have considerable authority within the tribe. Age and experience also play an important role in Rhennee society. For example, older females possess considerably more power and influence than younger women within the tribe.

Some Verda – and other “older women” of the tribe – become “Vetha,” sorceresses who are endowed with the powers of “Rhop.” Women who attain this standing – but are not Verda – are now treated as though they were, while actual Verda who develop the Vetha abilities are considered nearly “divine” in nature and are given a great range of freedoms regarding tribal affairs. Death, by any cause, is something that all Rhennee fear.

For the barge folk, the deceased’s body must be filled with dirt or sand and then wrapped in linen and cast into a large body of water. The Attloi, on the other hand, bury their dead and very often mark the grave as the site of great evil. Priests of Death Gods and Goddesses are greatly feared and considered repulsive to the Rhennee peoples, as are Necromancers.

Though predominantly rogues, all Rhennee males become adept with weapons, and the most accomplished of these become known as “Darkhagard,” a Rhennee tribe’s most feared warriors and enforcers. Both elder males and the Darkhagard are second only to the chieftain of the tribe.

Rhennee earn most of what little income they have primarily through the transportation of goods and passengers, although hunting, fishing, trading, and craft work also play a role. A few Rhennee are excellent Tinkerers, though their reputations for such work may vary widely. Sadly some Rhennee prefer to steal from the Gajos to make a living and this reflects poorly on the race as a whole, though Rhennee will not steal from each other.

The Rhennee practice no known religion, or at the least, no Gajo is aware of any formal Rhennee religion. Water is respected and honored by all the Rhennee, so much so that the barge-folk have been known to clean dirty waterways and to take care to preserve the waters they reside upon. Even the land-based Attloi have a reverence for water and no Rhennee will willingly pollute a water source.

Rhennee males like to wear tight-legged pantaloons, loose-fitting shirts, and leather jerkins. Females wear long, flowing, sleeveless dresses with low-cut tops, to entice their males. Rhennee women also like to wear charms made from mollusk shells and precious stones that are found near, or in the water. The more colorful these garments and adornments are, the more they are liked by the Rhennee, though blues and greens are easily the most popular colors.

Religion

Some believe that as an “Elder Being” Rhop was not only the original homeland of the Rhennee, but also their God and the basis of their religious beliefs. This thinking is reinforced by the practice among the Rhennee of “Vetha,” where some of their women are endowed with the sorcerous powers of the “Rhop.”

In the last few centuries, some of the Rhennee have begun worshiping the elemental forces of water. Still others participate in the sacrificial rites of demonic and devilish cults. Some of the Rhennee have even taken up the worship of some Deities of the air, though such Rhennee are few.

Among the land-dwelling Attloi some have taken up the service of Gods more commonly worshiped in the Flanaess, these include Fharlanghn, Olidammara, and Istus. Still rarer are those few who worship Celestian and Pelor.

Professions & Skills

The Rhennee excel at living and traveling on the water and ply these skills as their trade. Rhennee are taught from birth to swim and some are even conceived in the water.

All Rhennee characters gain a +2 bonus to the skills of of their profession (Boating) and Swimming. These are considered class skills for all Rhennee characters. Rhennee characters also have an innate ability for sleight of hand and is able to pick pockets as a bard of the same level as t4he Rhennee. See the Bard Average Thief Skills table in the Bard Thief Abilities Adjustments section, but they suffer a –2 to all Diplomacy checks when dealing with other human races. Crafting, Hunting, and Fishing are very common among the Rhennee people. They are also adept at preparing some of the finest seafood dishes in all the Oerth.

The land-based Attloi keep horses and pack animals and use them to pull their wagons and haul their goods. The Attloi are skilled performers, excelling at Dancing, Wind Instruments, and Singing. For this reason, Attloi characters receive a +2 bonus to Animal Handling and a +2 performance bonus in one of the proficiencies listed above.

Like their waterborne brethren, Attloi characters also excel at sleight of hand as listed above. But they also receive a -2 penalty to Diplomacy checks whenever dealing with other human races. The Attloi are skilled craftsmen and leather workers and make some of the finest leather armor and goods to be found in the Flanaess.

Fighting Styles

The Rhennee maintain no standing armies, the closest thing they have to an army are the Darkhagard warriors who guard their barges.

Most Rhennee focus on martial skills which favor thrown weapons, Single Weapon Style, Two-Hander Style, or a Two-Weapon Style. Wrestling and fisticuff matches (Non-Lethal Combat commonly take place among the Rhennee people.

Some Rhennee have developed a rope fighting style which is used to trip, bind, or escape an opponent. This fighting style is defensive in nature and is often used by older males and a few of the females among the barge-folk, though it is a much less common fighting style among the land-based Attloi.

The Rhennee have also developed a special racial weapon called the “Darkha.” This special weapon will only be found in the possession of a tribal chief, or his Darkhagards.

Racial Abilities

The following is a list of racial abilities that a Rhennee character may take as a bonus proficiency.

Dowser

You have developed a sense for locating and spotting water in any quantity.

Benefit: You receive a +2 bonus to Survival and Sage Knowledge (geography) proficiency checks. Further, you can obtain up to two gallons of fresh water with a successful Survival skill check, and up to two more gallons of water can be obtained for every three points the Survival check succeeds by.

Special: Surprisingly, more Attloi obtain this skill than Rhennee. Perhaps one's presence around bodies of water limits a knack for this ability.

Fish out of Water

You spend a great deal of time in the water and have impressive swimming skills.

Benefit: You can hold your breath underwater for several segments equal to three times your Constitution Score before suffering any ill effects. You receive a +2 bonus for all swim skill checks.

Special: Attloi cannot take this ability.

King Fisher

You have a knack for catching large amounts of fish and other aquatic game.

Benefit: You receive a +4 bonus to Survival checks when fishing/hunting aquatic game or gathering aquatic plants.

Special: Some Attloi can obtain this feat, but it should be noted that these cases are rare.

Second Sight

You can see things beyond the limits of most mortals and have a strong sense of your surroundings.

Benefit: You receive a +2 bonus to all Initiative rolls and Perception checks. On a successful Perception check, you can sense where invisible creatures or objects are located; but you cannot see them. (Example: A mage casts invisibility on himself, before combat. Without knowing he is there you make a successful Perception check. You get a sense of where the invisible mage is, but you cannot see the invisible mage.) The character with this ability must declare they are using this ability. It is not automatically triggered.

Special: While, much more prominent in females, this ability is not limited to them alone.

Travelers Trade

You are ever on the move, for the roads are your home.

Benefit: You receive a +2 bonus to all Animal Handling and Riding, Land Based proficiency checks when dealing with any animal or vehicle used in a caravan. While traveling, you also receive a +2 bonus to all Survival skill checks.

Special: Rhennee cannot take this ability.

Water Wisdom

You have a knack for operating barges and traversing your vessel through perilous waters.

Benefit: You receive a +2 bonus to their Boating skill and a +2 bonus to Weather Sense and weather’s effects on water conditions while piloting their vessels.

Special: Attloi cannot take this feat.

Water Walker

Contact with water rejuvenates and sustains you.

Benefit: If you stand at least in knee-deep water, you fatigue at only half the normal rate. In addition, if you engage in no strenuous activity while in a body of water, you recover hit points equal to your Constitution bonus +1 for every three hours in the water. You may also hold your breath for several segments equal to twice your Constitution Score. You must submerge yourself in water for at least one hour each week, or he will begin to suffer fatigue at twice the normal rate.

Special: Attloi cannot take this feat.

Weather Wise

You are more sensitive to the forces of nature, often feeling minor changes in the weather and environment which are sometimes undetectable to animals.

Benefit: You receive a +2 bonus to Survival and Nature Lore skill checks. You may predict weather changes up to six hours in advance, including temperature changes. Further, with a successful Survival skill check you can predict the weather, and up to two more hours for every three points the Survival check succeeds by.

Special: While, much more prominent in females, this feat is not limited to them alone.

[World of Greyhawk Boxed Set, 1983]
[The Rhennee by Dennis Lovatt, Oerth Journal #27 April 2016; adapted for AD&D]

In Search of Home

We are the children with no land.
Forced to live in the unknown.
We sail this world’s waterways.
In search of yesterday’s embrace.
What these Gajos do not know.
We’re in search of our true home.
Show us your unfurling face.
We are used to your disgrace.
You will one day atone.
When we children return home.
— -Made famous by Artoli Medni, Rhennee bard

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