Gams

By Ryan St and Rob Harper.

Gams are a large and tough human people with muscular frames, broad faces, and dark skin tones. They tend to be heavyset, especially in the upper classes – although military Gams are always lean, and intimidatingly muscular. Gams are well-represented in the noble class of Sohebbiga and Tohan (former Gam nobles are common in Denayir's slave caste).

Their tests of worthiness for would-be mates, and the legendary demands of the Gam parents upon their married children, are so daunting that few cases of intermarriage with other peoples are known.

In towns north of Emjou and Denayir there are many wealthy Gam families, often landowners. Across the region Gams exist in every social class (Gam slaves are highly prized, in part because they do not reproduce). Notably, Gams form the core of most city-states’ military class. No matter what the class, the typical Gam closely identifies with their city-state, and has a strong sense of civic responsibility. The stereotypical Gam is a fat, lecherous noble, spending his days hoarding money and toadying before more powerful nobles. The paragon Gam is a proud professional soldier, loyal to his King, and fearlessly defending his city against whatever threats it might face.

Gams typically take names that begin with an animal or element of the environment, and then proceed to their family name, such as Goat Tigmik, Lion Ruk, or Storm Panmer. These names are gained following a vision-quest each takes as they are upon the cusp of adulthood. Three to five such youths typically go into the nearest wilderness, taking with them only such clothing, supplies and weapons as simple, nomadic tribespeople might once have borne. In the course of this vision-quest, each is visited by an animal or elemental spirit which whispers to them of an event that they will come to face in their lives and sets them a test to see if it will prove a bane or boon, and which they take as their totem.

Slaves sent on a such a quest by generous masters have invariably returned as maddened killers, empowered by adrenaline and perhaps more, falling upon their masters' households with murderous fury. Accordingly, Gam slaves are not allowed to go on this quest and are closely watched at the time it would come to them. A Gam who denies or is denied this quest loses something of their spirit and will never father or mother a child.

The totems of the Gam create a bond of hospitality and courtesy among them which does not eclipse loyalty to their city-state but otherwise provides an assurance of guest status when travelling and creates a ready bond for merchants.