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  1. Organizations

Clearwater Tribe

Elven Tribe

The Clearwater elves are a permanent fixture in the Tyr region. Their nomadic travels have taken them from the Lake of Golden Dreams to Bleak Tower, from Bitter Well to Walis and beyond. Clearwater traders are known for their skill at bar gaining and appraisal; dealing with them takes every ounce of business savvy and guile possible. Clearwater elders tell tales, passed down for generations, of days when the skies were blue and vast green forests grew beside deep, cool streams. Athas was not always the way it is now, they say. Water once flowed here; it is possible, they say with cryptic smiles, that it might yet flow again.

History

A group of ancient and venerable origins, the Clearwater elves claim to trace their lineage back to the days when Athas was green and fertile, and water flowed fresh and clear. The truth of such claims cannot be verified, for it is known that Athas has been a desolate, near-lifeless land for many thousands of years. In any event, many visitors to Clearwater camps have been enthralled by the elders ' vivid tales of Athas's past. Recent history is a little more specific. The tribe appeared in the Tyr region nearly 800 years ago, journeying over the Ringing Mountains from the west. Arriving near the city of Tyr, the Clearwaters, under the leadership of Chieftess Annawn, set up an elven market outside the city walls. Within days, the newly ascended sorcerer-king Kalak received information that the Clearwaters were selling contraband such as spell components and spell books. Templars immediately descended on the Clearwater market, only to find a wholly innocuous marketplace filled with ordinary trade items. The tribe moved on to other cities, where they continued to flaunt local law while avoiding direct confrontation with the templars. Spies and shills sent in to purchase contraband or illicit services from the elves came away empty-handed; the tribe seemed to posses a preternatural ability to detect enemies or threats to their safety. In Gulg, however, the elves fell afoul of the city's oba, whose templars were both skillful and inventive. Several Clearwater tribe members were caught selling spell components, arrested, and sentenced to death in the city's dungeons. When the oba's torturers arrived to carry out the sentence, however, the elves were gone, as was the Clearwater tribe. The Clearwaters did not visit Gulg for many years, until the old oba had been replaced by the current ruler. In the Ivory Triangle south of Gulg, the elves came under assault by gith from the Mekillot Mountains. The battle was furious, but when it ended, not a gith remained standing. The Clearwater elves had lost nearly a quarter of their adults and much of their transport. In order to recover from this catastrophe, the elves settled near North Ledopolus, much to the chagrin of the dwarves there. The dwarves' antipathy was short-lived, as the elves' trading skills gave a boost to their economy and helped sharpen the dwarves' own mercantile abilities. The tribe was also instrumental in helping to repel an attack by human nomads that threatened the entire settlement. This marked the beginning of a close relationship between the Clearwater elves and the dwarves of Ledopolus. On occasion, Ledopolus dwarves have traveled with the elves, selling their stonework and weapons (often in pursuit of their focus). The elves always stock goods from Ledopolus among their wares. After several years of living near the dwarves, the tribe moved on, journeying south to Balic and Walis. Then, unexpectedly, their wanderings took them south farther still, beyond the Tyr region, and out of sight for almost a century. They returned just as unexpectedly, loaded with valuable trade goods and spell components, leading many to speculate as to the true nature of their secret wealth source in the south. Several expeditions have since journeyed south to investigate, but to this date those that returned at all have done so with tales of unending wastes with no signs of civilization. Recent years have seen the Clearwaters return to their wandering ways, appearing one month along the shores of the Sea of Silt, and crossing the Great Aluvial Sand Wastes the next. Troubles with sorcerer-kings and templars are just as common as ever, as are the Clearwaters' talents for avoiding them. Recent antics in Draj have turned the sorcerer-king Tectuktitlay against the elves, and the deaths of two Clearwater warriors have resulted in that city being scrupulously avoided.

Tribal Society

The Clearwater elves are in many ways a typical nomadic elven tribe – chaotic and independent, yet loyal to each other, willing to die to protect the tribe and fighting viciously if its security is ever threatened. They are somewhat better organized than other elven tribes, such as the Swiftwings, but they still present a confused and somewhat bizarre impression to outsiders. Clearwater chiefs are chosen once every two to four years, by consensus among all clan elders. Chiefs are absolute rulers only in battle, when their orders are obeyed instantly and to the letter. In peacetime, chiefs seek out the advice of elders, and they make decisions based on consensus opinion. Society centers around several pursuits, the most important of which is trade. Although many Clearwater elves serve the tribe as warriors, most possess at least some skill as traders. What a Clearwater elf does not know about business and barter is generally considered not worth knowing. A Clearwater elf's primary loyalty is to his tribe. Individuals are never left in jeopardy; those who are captured or otherwise menaced by outsiders tend to vanish. The murder of a Clearwater elf will invariably bring about revenge by the entire tribe, although that revenge may be delayed for years. The tribe consists of a dozen clans, each containing from 300 to 700 members. The tribe's total population is around 5,000. Each clan has its own history, traditions, and symbols, as briefly described in the following paragraphs. Marriage between members of different clans is acceptable but rare. Any children who result from such marriages choose which of their parents' clans they wish to join when they reach the age of ten. Each clan has a symbol, usually worn as a threedimensional emblem around clan members' necks.

Fireshapers

This group is primarily a wizardly clan, with a large number of clerics and a few warriors. As may be gathered from their name, the Fireshapers specialize in magic of a fiery nature, with a large number of invokers and clerics of the elemental sphere of fire. The clan's symbol is a single orange and red flame; most house ceremonies involve the creation and contemplation of elemental fire. The ten highest-ranking warriors fight with ancient steel flame tongue swords, while the highestranking warrior (chosen each spring in tournaments of deadly combat) earns the right to bear the tribe's sacred sun sword. This sword is the symbol of the Fireshapers' heritage; if it is ever lost or stolen, the entire clan will direct its abilities to retrieving it and punishing the thief. Fireshapers sell weapons, fine clothing (usually with a flame motif), and spell components. Their steel weapons are considered sacred to the family. These are offered only as gifts to those who have served the clan or made a great sacrifice. It is known that the dwarven hero Tolkas of Ledopolus wields one of their flame tongue swords, but neither he nor the Fireshapers will say what he did to receive it.

Graffyons

Named after an extinct species that the Clearwaters claim was once common in the mountains of Athas, the Graffyons are a warrior house that produces many elite fighters. By tradition, Graffyons do not perform magic; any clan members who show a talent for such things are allowed to join another clan where their skills can be properly nurtured. Graffyons engage in extensive combat rituals and tournaments with other clans, which helps hone their martial skills. Graffyons trade mostly in weapons, although their domestic animals – kanks, crodlu, and inix – are well trained and reputed to be among the best available. This clan may sometimes be persuaded to part with one of its valuable steel weapons, but the price offered must be considerable, or the service rendered great. Graffyon's symbol is a four-clawed talon gripping a stone or uncut gem.

Graystar

Along with the Sandrunners, the Graystars serve the Clearwater tribe as scouts. They also scout the desert around the tribal encampment, checking for the approach of possible enemies. Graystar scouts bear the gray, sixpointed star that is the clan symbol, usually tattooed between the eyes or in the center of the forehead. Graystar elves are among the most independent and antisocial of the Clearwaters. They usually only spend short periods of time with the tribe before venturing off into the desert again. While in the desert they are not above engaging in occasional raids against caravans or other elven tribes. Graystars do not engage in trade often, as they are rarely around long enough to do so. When they do, they offer fine cloaks, the dried meat of animals which they hunt, shoes and boots, bone or stone weapons, or booty gathered while exploring (and sometimes raiding) in the desert. Graystar elves bear crudely carved, six-pointed stars of gray stone.

Lightning

Members of the Lightning clan specialize in weather and earth magic, with large numbers of invokers and abjurers. Members wear black or blue tunics with small stylized lightning bolts on the sleeves or collars. Groups from this clan often journey into the desert to raise quasielemental lightning as part of tribal rituals. It is not unusual to see a circle of Lightning clan elves gathered in the wasteland, directing lightning, fireballs, and other destructive spells into deserted areas while retelling epic stories of the tribe or adopting a new member into their ranks. They rarely use weapons, preferring cloaks or rings of protection and invisibility spells for defense, and wands or rings of fireballs or lightning bolts for attack. The wand of wonder is the most valued magical item for the Lightning elves. Only one of these items is possessed by the clan, and they hold it in awe similar to the Fireshapers' reverence for their sun swords. Lightning elves will eagerly sell spell components. Virtually any kind is available, although costs are always high, and they sell only to those they trust. Enchanted items, such as staffs, rods, wands, and clothing, are available from these elves as well, but they will sell only to those whom they are certain will never injure the Clearwater tribe.

Onyx

The Onyx clan specializes in espionage and assassination. They also practice magic associated with stealth and concealment, and they value any enchanted items that enhance these qualities. They dress in black for ceremonial occasions, but they wear whatever color best hides their movements at all other times. Their name derives from the razor-sharp, polished onyx daggers they traditionally carry. Magical stone daggers with names like Lifeseeker and Ender are used for special missions. These are sometimes sold to trusted non-elven friends. The Onyx rarely deal in legitimate merchandise, preferring to sell stolen or forbidden items in secret, backalley deals. They will steal any item for a price, although they will do this only for those who have proven their trustworthiness. It is said that the Onyx are responsible for the deaths of several templars in Draj after the recent troubles there, but nothing has ever been proven.

Sandrunners

Like the Graystars, the Sandrunners serve the Clearwater tribe as scouts, running ahead of the tribe as it travels from place to place. Their symbol is a crodlu carved of obsidian or other black stone, set in a circlet of bronze or tan stone. The Sandrunners are far more sociable than the Graystars. They are a constant presence at Clearwater feasts and celebrations, where they frequently challenge Fireshapers and Stonecutters to drinking contests or feats of skill. Sandrunners are popular in human circles. They have even performed on rare occasions before sorcererkings, for their singers and dancers are known far and wide as performers of unparalleled skill. As merchants, the Sandrunners are canny and eager to deal (although their ‘deals’ often leave their customers wondering how they came to lose so much money for such shoddy goods). They favor dealing in gems, jewelry, wines, and musical instruments. Enchanted instruments, such as chimes, harps and pipes, can sometimes be purchased from this clan. Some disgruntled customers claim that the Sandrunners' magical items cease working as soon as the Clearwater tribe has left the area.

Seafoam

The Seafoam elves boast a wide variety of skills. They are all-purpose servants of the Clearwater tribe – warriors, wizards, scouts, traders, accountants, seers, healers, and clerics. Their trade skills are considerable, and they deal in almost any item. The Seafoam clan's symbol is a pyramid carved of green stone.

Silverleaves

The Silverleaves serve the Clearwater tribe primarily as accountants and traders. They are responsible for managing and protecting the tribe's wealth. A few are warriors, but large-scale military action is left to other houses. The Silverleaves 's wizards and psionicists are skilled in the arts of detection and stealth; it is they who safeguard the elven market from intrusion by enemies. The clan's symbol is a small leaf of silvery metal or shiny stone. The Silverleaves are the most highly skilled merchants in the tribe; nearly all are of the trader class. Like the Seafoam clan, the Silverleaves can obtain virtually any item, licit or illicit, for a price. Psionicists and mages are constantly on guard for templars, informants, and dishonest traders.

Songweavers

After learning many artistic trades from the Ledopolus dwarves, the Songweaver clan went on to become the most skilled artisans in the Clearwater tribe. Many different classes serve the Songweavers, but all must possess at least some artistic skill. Songweaver warriors design, tool, or cast their own armor and weapons; wizards carve and enchant staves and wands; clerics craft their own elemental symbols and garb. Art produced by the Songweavers always fetches high prices. Some of it graces even the palaces of sorcererkings. Songweaver traders deal in artwork, clothing, cloth, silk, gems, and fine jewelry. They are not particularly underhanded in their dealings, for they know that their work is highly valuable even without deception. Many of the Songweavers' items are enchanted, in addition to being masterful works of art. The Songweaver clan symbol is a coil of green and gray material.

Steeljaw

Clan Steeljaw takes its name from an ancient species of extinct carnivores. Metalsmiths and weapon makers, Steeljaw supplies Clearwater with its weapons and armor. Most of these weapons are nonmetallic, but a few are still made of fine steel. These weapons are highly valued by the Clearwater elves; they are rarely sold to outsiders. Elves of this house are also fierce warriors. Steeljaw wizards and psionicists are all combat oriented, using offensive abilities against Clearwater 's enemies with ruthless efficiency. Trade is generally with other warriors, who consider Steeljaw weapons of bone, stone, and obsidian almost the equal of some metal weapons. Enchanted weapons may sometimes be bought, for an exorbitant price. The Steeljaw symbol is the snarling head of a long-muzzled, fanged mammalian carnivore.

Wavedivers

Wavedivers are spellcasters and clerics who specialize in water-based spells. High-level clerics are able to gate in water for the tribe when supplies run low, or as trade goods when visiting water-poor regions. As traders, Wavedivers are pleasant and friendly, for elves. They sell water, vessels to hold it, and enchanted items that help find it. The Wavediver symbol is a circle of polished stone that contains a stylized blue wave.

Windriders

Scout riders, evokers, and clerics of elemental air, the Windriders claim to once have ridden gigantic birds into battle, before the species became extinct and the Clearwater elves forever tied to the earth. Today, their scouts and spells help the elves survive in the wilderness and help foil the plans of the tribe's enemies. Windrider warriors fight with bows, spears, and other missile weapons. In close combat they favor light weapons, such as rapiers, short swords, etc. Some are made of metal; these are jealously guarded and never sold. Magical items of an aerial nature and items that convey the power of flight are particularly valued. Cliffglider-riding scouts can sometimes be seen traveling in the vanguard of the advancing Clearwater tribe. The clan symbol is a blue and white spiral.

Trade

The Clearwater elves are comparatively trustworthy – for Athasian elves that is. Although from time to time the Clearwaters have been known to sell shoddy merchandise for far more than it is worth or to pass on magical items whose abilities vanish overnight, they generally reserve such conduct for those whom they feel deserve it – arrogant nobles, overly rich merchants, slavers, templars, and other despicable types. The elves freely trade in ordinary items, often at rates that compare quite favorably to those of human merchant houses. Human merchants often dislike such conduct, but repeated attempts to discourage the elves have been thwarted by the elves' psionic and magical wards. A wide variety of contraband – books, magical items, spell components, and so on – is available from the Clearwater elves, but they are reluctant to sell to anyone they do not trust. Past experiences, in which templar agents lured the elves into traps, have made the Clearwaters reluctant to sell such items save under the most secure of conditions.