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David Scott

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Everything posted by David Scott

  1. @metcalph I don't believe they have to slaughter their animals and not use the Peaceful cut. That's really going to get spirits of reprisal unleashed upon you. Appendix C, Cults of Prax is the basis for the current cult makeup of the Pol-Joni for the Prax book, Here's the current rune spread for HeroQuest Glorantha and the cults: Adult population 5000, about 10 clans. 50% Empty (no spirit Rune), male/female%, Storm 75/5, Earth 5/75, Fire 5/5, Darkness 5/5, Water 5/5, Moon 5/5 Waha 14/0, Eiritha 0/20, Storm Bull 17.28/0.72, Foundchild 2/0, Helpwoman 0/30, Daka Fal 30/30, Sky Gazers 1.6/2.5, Burners 1.6/2.5, Hadow People 5/5, Thirstless 5/5, Hidden Ancestor 5/5, Orlanth/Vinga 38.4/1.6, Issaries 2.4/0.01, Chalana Arroy 0.4/9.6, Lhankor Mhy 1.92/0.2 (this looks slightly wrong), Humakt 23.04/0.96, Yelmalio 1.6/0, Ernalda 0/40. No Lunar cults. So the cults are skewed towards more Lightbringers and less Praxian spirit societies. Orlanth amongst the Pol-Joni has all of three aspects unlike the Praxian version that just has Adventurous. Native Praxians are able to ride all Herd Beasts (obviously excluding Morokanth & Herd-Men) it's only Khans that are limited to their own herd beast type, being "born in the saddle" will take them no time at all to adjust to horses. As with all Praxian tribes (Yes the Pol-Joni are a Praxian tribe), their herd will be primarily made up of cattle, with all the other herd beast types present as food from raiding in some percentage. They have a slightly better grazing as they've effectively forced Ernalda back into the land and Prax is richer. They still raid for herd beasts. They ride horses exclusively to show their power - they forced their way in and effectively subdued Waha (as Jaldon). Zebra riders would ride horses unless they hadn't undergone the initiation rites.
  2. The Pimpers Block market still exists. I'm not saying there's no native Praxians sold as slaves, just as a percentage of the population it's low. Conquered foes also covers foreigners. I can see raiding to order being profitable to some small bands and clans.
  3. It really depends on who is being raided. Native Praxians are not ideal captives; they can ride any herd beast, survive in the Wastes, know the land, and understand the magics of their captors. So when raiding other tribes, the main goal is herd beasts - food, glory, wealth and marriage dowry. Taking native prisoners is just going to slow you down, unless you can render them harmless. The reasons for kidnapping and ransoming a Praxian is the realms of storytelling and not normal as you mentioned, they will raid to get them back. This kind of raiding is the sort that gets people killed and not really the Way of Waha, as it can turn to war. If natives are taken, then they are offloaded onto the Morokanth. Offloading stops the retaliatory raiding and preserves the balance. In order of ransom preference; weapons, trade goods, herd beasts. The Morokanth are good slavers and know how to look after people as well as herd men. The slaver clans only really exist at the boundaries of the Wastes, where outsiders are important. Raiding foreigners for prisoners is for slaves and ransom. Those who need support to survive in the Wastes are preferred, so escape is not an option. A mounted Lunar soldier is not a good choice; can fight, can ride, would try to escape. Raiding for slave wives/husbands is rare except amongst Khans who have something to prove. They dilute your bloodline.
  4. This only applies to the Sables and no others. From Cults of Prax it was clear that they were different, we just didn't understand how. The other major founders' mythology isn't changing. The only one that is going to be clearly different (not Storm Bull) is the Founder of the Zebra Tribe, but that's easy to figure out. As for the other minor tribes, I've not delved deeply into them yet. Twinstars have an ambiguous gender, sometime identical twins, male or female, sometimes fraternal twins, sometimes genderless. This isn't a problem for the Praxians - they are stars, and with an animistic basis for their culture, not unusual. Personally I doubt that the Twinstars are offspring of Storm Bull. I'm also not going to define their origin, apart from an undefined moon connection. For me, their origin doesn't need defining and isn't important.
  5. Yes. I'll edit the post later to correct the missing rune font. Done
  6. I spent a bit of time justing this as I wrote it over three years ago and stuff changes. It doesn't include the explanation section. However note that in Cults of Prax there were no Storm Bulls in the Sables (or Humakti). The lack of them was often put down to the Sables Lunar collaboration, however that's not the case. The Mythical genealogy of the Sables is different. Storm Bull is not the Father of their founders, it's the Twinstars themselves. The Younger and the Elder produced the Twin Founders of the Sables with Eiritha. They in turn produced the Seven Sable Daughters with the Sable Protectress, who in turn married Waha's Khan dynasties and produced the Sable phratries. There were actually an unknown number of Sable Daughters, but since the Lunar connection was revealed, it's become seven - 5 in the Wastes, the Hungry Plateau Sables and the lost one. This family tree change modifies the chart found in Cults of Prax for the Sables only. Storm Bull exists in his chaos killer form in small numbers only The Hungry Plateau tradition Primary spirit societies The Earth Guardians (life/earth/death) Pelora (earth/life) and Gerendetho (earth/death). Accepts both men and women. Has a shaman path. New male spirit needed to supplement/replace Waha in new land. Candidate: Gerendetho. "Kostaddi: Two thirds of the satrapy's territory is rich farmland, while the rest is the tall foreboding Hungry Plateau. This was the home of the Earth God Gerendetho, who once quarrelled with the giants who lived in a big palatial hill made of granite. During the fight, Gerendetho sheared off the whole top of the hill and the ruins of palace is now called the Hungry Plateau. Gerendetho shoved all the rest of the rock to the side, and that big pile is now called the Jord Mountains." Gerendetho fulfills the role of dead Genert who would be his father - a "coming home" for any Praxian. For this to work, he has the runes of Death and Earth. Waha defers to him in this land. New female spirit needed to supplement/replace Eiritha in new land. Candidate: Pelora: "Genert and Gata were children of the Primal Earth, and formed two corners of the Earth Rune. Genert fathered many goddesses upon his sister, and they are the land goddesses found everywhere. They gave their names to the regions of Genertela. Hence Ralia is the goddess of Ralios, Frona is the goddess of Fronela, and so forth. In Peloria, the daughter of Genert and Gata was called Pela or Pelora." Pelora is the land goddess here, she is a sister-wife to Gerendetho. For this to work, she has the runes of Life and Earth. She is not a grain goddess in this form. Eiritha defers to her in this land. The Twinstars (Full Half/sky) The Sky Gazers are subsumed into this society. Now has a Moon Phase. Secondary spirit societies Waha Eiritha Storm Bull still 0.48/0.02% = 40k/4 = 10k x 0.5%= 50 Helpwoman Daka Fal Tertiary spirit societies Orogerian society (crescent come) replacing Foundchild The Burners (fire) - less Praxian spirits, more local ones. The Shadow People (darkness) - less Praxian spirits, more local ones. The Thirstless (water) - less Praxian spirits, more local ones. Others Etyries replacing Issaries Irrippi Ontor & Buserian replacing Lhankor Mhy Chalana Arroy (harmony/life/harmony) was 0/4% - unchanged. Lunar/solar military cults that replaced Yelmalio 30/0% Seven Mothers (life/moon/death) was 20/20% - exists, but now includes the whole Lunar pantheon and tradition.
  7. David Scott

    Uz thread

    There are a few at Bigglestone. There's a secret Gorrakki shrine down on the Mosquito coast. Trolls fight chaos, so the Block, Krjali Bog, chaos box, and the other chaos areas around the plateau of statues are likely to attract a few parties now and then. Trolls are generally avoide by Praxians, but those in the Shadow People society or Khans who have done the Task of Waha and Dark Eater won't have this problem and may even be friendly.
  8. I've the whole Hungry Plateau Sable spirit societies detailed. I did it to look at how they were going to interact with the Praxian societies and where they came from. I'll post the list later, but it's pretty much the same as the list I posted in my Playtest thread with a few obvious changes.
  9. The lack of maps is caused by the fact that nothing has been published for the area since Sun County and its associated books came out. The AAA is pretty good, but as you say it's the whole world. I haven't really started looking at maps for the Prax book yet and so its only at the back of my mind. What are you looking for? Updated Sun County maps based on the Guide's cartography (1 hex = 5 miles) at Griffin Mountain hex size or something else? The whole the River of Cradles? I realise this isn't going to help you now, but it will give me some idea of what people want in future.
  10. Waha established the Covenant with Eirtha and her mother Ernada, individually with each tribe. Each pairing of people's were allowed to bet to see who would loose and have to look after the other. Waha held in his hand two pieces of string, one long - one short, with the ends hidden. Those who picked the long string would lose and have to look after the other. Everytime but one the 2 leggeds lost and had to look after the 4 leggeds. The winners were those who remained closest to Eiritha and lived off the land. The Morokanth were upset to have won and made a special arrangement with Waha and his mother. They got to remain eating the provender of the land at the cost of supporting their herd with meat. All the other two legs tribe thought this was wrong and said they cheated. They should be looking after the 4 leggeds, but Waha said this was the arrangement, any could have had it. And so it remains. Cults of prax - No it wasn't there, but can they can easily be retrofitted from RQ3 as Runepower magics The HeroQuest Glorantha Waha charms are examples. The first two are indeed derived from the RQ3 Rune magic. Waha cultists without the spirit rune could do this with their Mastery rune. The third one, beast or man was derived from the idea that Praxians can tell the difference between the two. Other examples (all mastery charms) are Hide Person, Hide Beast, Waha's Truth, Embrace Covenant, etc.
  11. I suspect it's synonymous with "belting". If it isn't then let's rope the author in @Jeff. Have a look here: http://www.singwise.com/cgi-bin/main.pl?section=articles&doc=BeltingTechnique https://en.m.wikipedia.org/wiki/Belting_(music)
  12. @Joerg Yelmalio is Lightfore, so the Praxian Spirit Sun Daughter. One of the reasons that Yelmalio was able to find a place in the Wastes was that he/she was already known as a spirit in the Sky Gazers. Changing sex was no issue for an animistic culture, and may even explain some of Sun County's gender "issues".
  13. @metcalph the Burners are essentially the Spirit cult of Oakfed and the Lowfires. The arrival of missionaries from the First Council did not only herald the arrival of the Lightbringer cults to the Praxians, but a flow the other way of Praxian stuff. The Sartarite Oakfed cult is clearly the Burners from the Wastes minus local spirits. @Iskallor Condor is a localised spirit and part of the Sky Gazers when found. The Many Friends have no fixed spirit list, they vary from place to place depending on need and locale.
  14. @charleslvajr The Document was printed in Tales 14 or 15 and has all the spirit magic of the Elemental spirits. Sun Hawk still has no Fire powers there. You'll notice the Fire Rune is also known as the Sky Rune. I felt that fitted better with the spell Sun Hawk was given.
  15. @aumshantih, Yes he has a herdsman (I'm not using Gern) and yes his hair is turning white.
  16. Going back to the original source in Nomad Gods, Sun Hawk is listed under Spirits of Fire, but is not mentioned as being fiery at all: "Sun Hawk was the servant of the Sun before the Great Night, and was also one of the Three Feathered Rivals. His keen eye and clarity overcame any trickery, and so he was always victorious over Raven, though the clouds of Thunder Bird could block his clear light." Wyrms Footnotes #4 (1978) errata doesn't change that. Later when RQ2 Battle Magic appeared for Praxian Spirits in an early Chaosium document (c1980), Sun Hawk was given: "Clear Sight, 2 points, temporal, sight range, nonstackable, reusable This permits the caster to see any illusion for what it is, and to see through cloaking spells such as Conceal. The caster's visual Scan and Search skills are increased by 30% each. However, he cannot see through opaque objects, such as walls or fog." Which as you can see doesn't really evoke any fieryness either. I'm using older sources as much as I can so would be interested if I've missed a source that says Sun Hawk is otherwise. Please note that Drastic Prax isn't a source that I'm using.
  17. Thunderbird - Orlanth. First Council missionaries arrived in the Wastes after the Dawn. Fulfilling a prophesy, Waha gifted his uncle with the Air spirits that he had met, saved and released in the Great Darkness. Orlanth is different in the Wastes - change/adventurous aspect only (except amongst the Pol-Joni) and has Air spirits, so effectively a spirit society as well as a cult. Raven - Shadow People Sun Hawk - Sky Gazers. Sun Hawk has no fire powers.
  18. Here are the current working runes of the cults / spirit societies from the Prax Book, all the Praxian spirits from Nomad Gods Chaosium edition fit within these: Praxian Tradition - Man / Beast The Great Three Waha - Death Mastery (Rune/Spirit magic) Eiritha - Life Beast (Rune/Spirit magic) Storm Bull - Storm Eternal Battle (Rune/Spirit magic) The Old Friends Foundchild - Death Harmony (Spirit magic) Helpwoman - Life Harmony (Spirit magic) Daka Fal - Man Spirit Man (Spirit magic) The Many Friends The Sky Gazers - Sky (Spirit magic) The Burners - Fire (Spirit magic) The Thirstless - Water (Spirit magic) The Shadow People - Darkness (Spirit magic) The Hidden Ancestor - Moon Sky (Local version) (Spirit magic) The Twinstars - Full Half phase Sky (Hungry Plateau version) (Spirit magic) The Hidden Paths The Red School of Masks (dying Phase) (Spirit magic) Serpent Dancers - Water (originally an offshoot of the Thirstless spirit society) (Spirit magic) Star Witches - Sky (originally an offshoot of the Sky Gazers Spirit society) (Spirit magic) Sunset Society - Darkness (originally an offshoot of the Shadow People Spirit society) (Spirit magic) Ghost Darters - Spirit (originally an offshoot of the Foundchild Spirit society) (Spirit magic) The White Bull Brotherhood - Change (maybe Air) (Spirit magic) The Other Leaders Baba Ulodra (Agimori) - Fire (Rune/Spirit magic) Basmol (Basmoli) - Beast Mastery (Hsunchen tradition) (Spirit magic) Cannibal Cult - Spirit (Spirit magic) Grandfather Baboon - Man Spirit Man (Spirit magic) Monkey King - Beast Man (Disorder also for tribe members) (Spirit magic) Great Rhino - Earth Beast (Spirit magic) Ostrich Mother - Sky Beast (Earth also for tribe members) (Spirit magic) Pure Horse Founder (Pol-Joni) - Horse (Spirit magic) Yelorna (Unicorn tribe) - Sky Death (Rune/Spirit magic) Zebra Founder - Beast (zebra) (Spirit magic) Invader Deities Humakt - Death Truth (As HQG) (Rune magic) Yelmalio - Fire Truth (Rune magic) Seven Mothers - Death Moon Life (As HQG) (Rune/Spirit/Sorcery/Moon weirdness magic) Lightbringers (no Eurmal) Orlanth - Change (Air Mastery Storm in Pol-Joni) (Rune/Spirit magic) Chalana Arroy - Harmony Life Harmony (Rune/Spirit magic) Issaries - Movement Trade (Rune magic) Lhankor Mhy - Truth Law Truth (Rune/Sorcery magic) The Evil Ones The Wild Hunter - Storm Disorder (Rune/Spirit magic) Thed - Chaos Spirit (Spirit magic) Mallia - Darkness Death (Chaos as well for Broos) (Spirit magic) This list may be subject to change and should be in no way considered final.
  19. I've just started a new playtest for the Praxian book at my local gaming club. Some of you may be interested in what I'm doing, how stuff is progressing and what I do with my group. Some Background The first playtest was an all Bison rider group (Copper Bison clan) to look at how the magic, social structure and feel of setting would work. The second play was an all Morokanth group. This looked at the politics of the Praxians internally, how the Paps worked, how the Morokanth worked as vegetarians, more work on the magic background and clan generation with seasonal migration routes. In-between this playtest and the next, a large chunk of my text was taken and put in HeroQuest Glorantha - Spirit Magic section and the Cult of Waha. The third playtest was an all Sable group looking at the structure of the Sables, integration with the Lunars, and the divided nature of sable politics. The players in this game decided they would be from one of the pro-lunar phratries and the clan of Inire the Red, the corrupt tribal Khan of sables. The game itself was based around a foreshadowing of the Dragonrise, and involved Dragonewts , Dream Dragons (Krang), Draconic mysteries and Newtlings. The climax was the unintentional planting of the EWF dragon banner on the Moon instead of New Temple of the Reaching Moon. The players barely escaped with their lives as Tatius the Bright was not amused by the actions of his so called allies. Current Playtest This is my first mixed game, players can be from any of the major tribes and they are all members of the White Bull society - all of their mounts are slowly turning white. I've seven players, two from the previous playtest, the rest new to HeroQuest, although a few played RuneQuest 3. The first evening was spent generating characters and making up charms. I don't get everyone to do all five charms as that's time consuming although fun, so everyone had two to start with. The best part being that HeroQuest Glorantha is out and so I had a book to hand around rather than printouts. Here's their characters: Riyal the Sudden Hunter of Foundchild (Impala Tribe). Fire/Spirit/Harmony. Charms - (Harmony) Ghostly Tracker & (Harmony) Blend with Land. unnamed Enigmatic Spirit Talker of Jakaleel the Witch (Impala Tribe). Moon/Spirit/Illusion. Charms - (Illusion) Suggestive Words & (Spirit) Ghostly Embrace. Celestine the Divine Priest of Waha (Golden High Llama clan, High Llama tribe). Water/Death/Mastery. Charms - (Mastery) Loud Hail & (Water) Move as water flows. Lind the Spooky Warrior of the Seven Mothers (Black Bison clan, Bison tribe). Moon/Spirit/Death. Charms - (Death) Silent Blow & (illusion) Cause Doubt. Konunger the Majestic Warrior of Waha (Dark Morokanths clan, Morokanth tribe). Darkness/Spirit/Mastery. (Disorder) Befuddle & (Darkness) Hide Group. Sidekick - Darky the Great Troll. There are a few things to finish, but they can be done in-game next week (moon phases, names, more charms). The next two are from the previous Sable playtest, and have more development: Sagan Grokka the Honest Spirit Talker of the Skygazers (High Horns clan, Sable tribe). Sky/Harmony/Spirit. Charms - (Beast) - Become Sable, (Sky) Meteor Storm, (Sky) Whispers of Dragons, (Man) See the Hidden, (Man) Bone Collector, (Plant) Commune with Nature, (Water) Mumble with Water Beings, (Beast) Magic Bison Herding. Retainers - Three Newtlings. Rang the Innovative Stone Hard Protector (Warrior) of Daka Fal (High Horns clan, Sable tribe). Earth/Spirit/Death. Charms - (Man) Union of the Form, (Moon) Holy Fire, (Mastery) Convincing Voice. Sidekick - Tasselhof Helpful Hosar (Lightning Boy). If you'd like to see more detail, like their taboos, stats etc, let me know.
  20. Hi Mike, I'd say it depends on where you are going to play and what you want to encounter. Other replies have covered most of these, but here's my list: RQ2 - probably has the bulk of common stuff you would want to use. RQ2 Supplements - Individual books have details on local encounters,e.g. Traskers in Pavis. RQ3 Bestiary - Has world spanning creatures, so depending where you want to play may be of use. RQ3 Supplements - likewise with RQ2 supplements Anaxials's Roster plus the extra bits on the web - Good descriptions of (nearly) everything, but no RQ stats. Sartar Companion & Pavis: GtA - The encounter sections have the most up to date descriptions of creatures, but no RQ stats. But they include creatures local to those areas. HeroQuest Glorantha - the most up to date creature descriptions, but no RQ stats. The RQ encounter generator - the above with RQ6 stats. In conclusion, there is no one ideal book. A side question to others - has anyone produced a definitive canon list of Gloranthan creatures with references to all their sources - now that would be useful!
  21. The approach that we are taking with HeroQuest spirit societies is very simple, this is me just making it up on the fly: Elf Tradition (Plant Rune) (or use your own choice) This gives access to any Plant spirit magic Aldrya (Plant/Life/Earth) This gives access to any Plant/Life/Earth spirit magic Aldrya also has an ancestor aspect so your shaman can get you any spirit magic with any rune with a back story from your player. Essentially this is how Daka Fal works. That's probably enough, but using elder secrets you can add the sub divisions if needed: Plants is the subcult for plants (must be a plant) - Ignore Elder Sister is the dryad cult (dryads only) - Ignore Children of the Forest (plant) is the main subcult for all elves and non-elves until they are able to be responsible. High King Elf is for adult elves. (Mastery/plant/Man) This gives access to any Mastery/plant/Man spirit magic The Gardener is for the most revered elders - retired important elves who are the rulers. Feel free to ignore all of this or change it at your whim.
  22. The RQ Con 2 Compendium (1994) Lore Auction p85 with Greg and Sandy: "5: Who or what were the God Learner Outer Atomic Explorers? SP: I believe that the Outer Atomic Explorers were individuals that attempted to penetrate through the wall of Glorantha into the chaos beyond. And the great majority of them made it, and never came back. GS: I think that that's probably a good understanding. SP: They had a number of different goals, like seeing Glorantha from the outside to see what shape it really was. GS: Yes. 6: Would it be reasonable to you that the name "Outer Atomic Explorers" comes from the "atoms," the building blocks of Glorantha, being not little physical atoms but philosophical atoms? From the God Learners point of view, the basic underlying assumption of Glorantha? And they get outside by tweaking the assumptions. They change the philosophical atom that makes up the universe until they get to a slightly different universe. Or, out towards the Void. SP: Here is my belief on the subject. Whether the atoms in Glorantha are philosophical, or physical, or whether they are the runes, they are by definition "the thing that cannot be destroyed, that cannot be rendered down any further" The Outer Atomic Explorers attempted to not be destroyed by chaos by rendering themselves, or their vessel, down to it's simplest possible form. By making it very difficult for them to be destroyed, they could get into chaos. The more complexity you have to you, the easier it is for chaos to get at you. Unless of course you reach the critical mass of having all contradictions within you, like in the story of Ethelrist and Keener Than. When they are eaten by Hungry Jack, they were able to turn into each other. 7: I guess I'm confused about the Outer Atomic Explorers and what they were attempting to do. My understanding is that Prince Snodal traveled out of Glorantha and then came back- SP: No, no, no. He traveled out of Loskalm,- GS: - out of the Human World, out of the Center World,- SP: - and a lot of people have done that. GS: He traveled to the edge of the world, where the heroes and gods live. He went to the threshold, but not outside the world. 7: That's what I wanted to know. SP: The Outer Atomic guys were attempting to actually leave the entire cosmos. GS: I wonder what a Gloranthan space ship would look like? SP: I think it would be cool!" Then it goes on to the EWF
  23. A couple of references: 1. Sandy said on the Digest on 10 Oct 94: "The magician clan of Orathorn. I do not believe them to be Malkioni or any other recognizable breed. Perhaps they do not practice "true" sorcery, but some other kind of magic." 2. You can see on the GtG map on p136, they were around in 1100 I would suggest that they have a GodLearner/EWF source originally, but became isolated. We already have a model for what happened to one isolated group on Robcradle Island, as they morphed into Ogre Island. I would suggest that the mechanism for Orathorn was different, the mention of undead servants is a probable as to their change. Perhaps they are necromancers. The population is listed as 5000, with no breakdown. However it would be fun to have an extended family of 100 served by 4900 undead farmers, etc. Perhaps the undead are family members that lost their immortality...
  24. You remember correctly, River of Cradles p173 Zola Fell cult writeup "Zola Fel has special hate for Waha, for in the Darkness Waha degraded and polluted Zola Fel's sister, the Good river, forcing her to wash away the remains of the Devil." Come on @Joerg you're slipping :-)
  25. The Thirstless spirit society is one of a group called the many friends. This group of societies caters for those with elemental proclivity (In HQG terms they have an elemental rune as one of their three runes). They are also the home for a range of spirits with the same elemental rune that Waha met, befriended and rescued in the Great Darkness. There's no Earth society as this covered by the Paps and there's no Air society as those spirits were gifted to Orlanth when the Lightbringer cults arrived after the Dawn. They are small (in comparison to the other societies) and based mostly with their associated major tribe, although there are splinters in all of the tribes (except the Agimori), so there are about 19500 Thirstless members of which 16500 are in the High Llama tribe. These societies are characterised by having no shaman path, open to men and women, and being led by a shaman of one of the other paths (Waha, Eiritha, Daka Fal etc). Although the members of these societies share a common tradition, many of the societies practices vary from the ways of Waha and Eiritha. These variations are accepted as normal as all the spirits are Waha's friends from the Great Darkness. "This spirit society is primarily found in the High Llama tribe and is popular amongst the Morokanth, it teaches members how to work with Water spirits. It should be noted that Prax's water spirits hold an antipathy towards Waha due to his actions with the Sounder's river in the Great Darkness. However many Praxians have the Water Rune (water) and the Water spirits of Prax cannot but help acknowledge this. In their case, their Waha connection is overlooked. Waha members without the Water Rune may never have Water related charms, and Water spirits are generally hostile towards them." The spirits of the society are pretty obvious if you know Nomad Gods and other publications (same for the other societies)... (water) Zola Fel (water) Dew Maid (water) Frog Woman. Frog Woman survived the destruction during the Great Darkness by staying one leap ahead of her foes. Since the Dawn of Time she has been a source of charms that allow leaping great distances through the air, summoning her children (intelligent Traskar spirits), and other frog related magics. She is a benevolent being, a relic of happier days, and can only be contacted at an oasis or on the banks of the River of Cradles. With her leaping magic, a skilled spirit practitioner can jump up to 25 miles, and a shaman may carry friends as well. The taboos of these charms are to Carry a dried frog in a bag around your neck and Use the Peaceful Cut when butchering frogs and other amphibians. (water) Moonbroth (water) Oases Spirits (water) River Horse (Water) Other Water spirits (elementals, minor river spirits, serpents) Society members are skilled at dealing with water spirits and never have to fight the serpents, they are water friends. Waha Khans with a water rune that are members of this society could control the serpents for their own benefit in war.
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