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	<updated>2026-05-15T10:45:41Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=258109</id>
		<title>TROS in the Hammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=258109"/>
		<updated>2014-02-14T18:15:51Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: Reverted some bizarre vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[TROS]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
NOTE: We are now experimenting with using Heroquest instead of TROS with this game.  See [[Story_of_the_People|The Story of the People]] for info.&lt;br /&gt;
&lt;br /&gt;
SUGGESTIONS ON USING THE WIKI:&lt;br /&gt;
* make sure you have an RPG.net account and are logged in.&lt;br /&gt;
* make sure that your &amp;quot;watchlist&amp;quot; includes all of the key pages.  That way whenever a change is made (either to the page or discussion) the &amp;quot;My Watchlist&amp;quot; link over on the left will tell you about the change.&lt;br /&gt;
* use colons to indent your discussion when you reply (i.e. &amp;quot;:&amp;quot; indents one stop, &amp;quot;::&amp;quot; indents two steps) so that we can tell which bits are replies.&lt;br /&gt;
* use horizontal rules &amp;quot;----&amp;quot; to make a line whenever you are starting a new section on the discussion page.&lt;br /&gt;
* mark minor changes as &amp;quot;minor edits&amp;quot;, and put a summary in for major edits.&lt;br /&gt;
* Sign your contributions to the discussion with four tildes (~)&lt;br /&gt;
&lt;br /&gt;
Let me know if this all seems like a pain in the butt.  I think it is cool, but YMMV. [[User:Skalchemist|Skalchemist]] 12:40, 23 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
=TROS in the Hammer=&lt;br /&gt;
&lt;br /&gt;
This is a space set aside for the campaign of the Riddle of Steel taking place in Hamilton, Ontario.  Seneschal = Hans.  Players = Justin, Pete, Ryan, Vic.&lt;br /&gt;
&lt;br /&gt;
NOTE: Stuff in &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;PURPLE&amp;lt;/em&amp;gt; is stuff that is still in doubt, requires input, etc.&lt;br /&gt;
&lt;br /&gt;
NOTE: Instead of sending a lot of emails back and forth, I propose that we discuss this stuff through the discussion pages here.  &lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
The setting of this game is a post-apocalyptic milieu that the people who live in it call the World.  An apocalypse of some variety, known only in legend now, brought the World to essentially a stone age level of technology.  Some cultures of the World have now achieved a late medieval/early rennaissance level, after thousands of years.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Map|Map of the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Political|Political Entities in the World]]===&lt;br /&gt;
====[[TROS_in_the_Hammer:Setting_Political_People|A full description of The People]]====&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Religion|Religons in the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Relationships|Relationship Maps for People and Tribes]]===&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
There is magic in the world, incredibly powerful but compared to some fantasy milieus somewhat limited.  All magic essentially arises from the contacting and commanding/befriending/imprisoning of spirits.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]]===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NOTE: Each character can have an additional number of skills at their best packet rating, known languages, or -1 to other skills, based on their Mental Aptitude.  For this game, I am also requiring that a person use one of these points to be literate, if you choose to be.&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===(DECEASED): [[TROSHammerThundersRumble|Thunder&#039;s Rumble]]===&lt;br /&gt;
===Justin&#039;s Character: [[TROSHammerKronkite|Kronkite]]===&lt;br /&gt;
===Vic&#039;s character: [[TROSHammerNightHawk|Night Hawk]]===&lt;br /&gt;
===Pete&#039;s character: [[TROS_in_the_Hammer:Characters_Peregrine|Peregrine]]===&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
Here is where general rule stuff goes.&lt;br /&gt;
&lt;br /&gt;
===[[TROSSocialCombat|Social Combat: Rules for making conversations more detailed and interesting]]===&lt;br /&gt;
&lt;br /&gt;
===New Skill Packets===&lt;br /&gt;
&lt;br /&gt;
====Artilleryman==== &lt;br /&gt;
Expert with siege weapons, large crossbows, etc.&lt;br /&gt;
*Artillery&lt;br /&gt;
*Battle&lt;br /&gt;
*Strategy &lt;br /&gt;
*Tactics  1&lt;br /&gt;
*Orienteering  1&lt;br /&gt;
*Scrounging  1&lt;br /&gt;
*Teamster&lt;br /&gt;
*Weather-sense  1&lt;br /&gt;
&lt;br /&gt;
===New Weapons===&lt;br /&gt;
&lt;br /&gt;
====Arbalest====&lt;br /&gt;
20-22 rds prep (Pull arrow 0/2, crank and knock 20), Refresh begins with knock, 2MP to reduce prep by 1 sec with Ref/8, ATN 5, DAM 10P,  1 ATN/200 feet, can only be draw by STR 8 or by attached crank/pulley.&lt;br /&gt;
&lt;br /&gt;
====Gezag Recurve Bow====&lt;br /&gt;
2-4 rounds prep time [Pull arrow: 0 (on ground), 2 (from quiver); knock and draw: 2)]. Refresh begins with drawing the arrow.  2 MP to reduce prep time by one round (Reflex/TN8). Min Str 5. ATN 7, DAM 6.   1 ATN per 45 feet.&lt;br /&gt;
&lt;br /&gt;
==Session Summaries==&lt;br /&gt;
&lt;br /&gt;
===[[TROSHammerSession1|Session 1: The Troubles Begin]]===&lt;br /&gt;
===[[TROSHammerSession2|Session 2: A Night in the Forest]]===&lt;br /&gt;
===[[TROSHammerSession3|Session 3: The Shape of Things to Come]]===&lt;br /&gt;
===[[TROSHammerSessionCatchup|Summary of stuff that has happened since then]]===&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Skalchemist&amp;diff=249935</id>
		<title>User:Skalchemist</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Skalchemist&amp;diff=249935"/>
		<updated>2013-10-03T18:22:12Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I&#039;m Hans Messersmith, of Hamilton, Ontario.  You can find me all over the place; check out http://roleplayers.meetup.com/261/ to see what I&#039;m up to with my peeps in the GTA.&lt;br /&gt;
&lt;br /&gt;
[[TestMicroscopeWikiPage]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=InAWickedToronto:Annotated_Oracle&amp;diff=113759</id>
		<title>InAWickedToronto:Annotated Oracle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=InAWickedToronto:Annotated_Oracle&amp;diff=113759"/>
		<updated>2009-07-13T18:35:29Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: Removed elements, due to publication of the book.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Oracle, with annotations for the Indie RPG Group=&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;br /&gt;
&lt;br /&gt;
Because Vincent Baker has published In a Wicked Age, I&#039;ve removed all the elements from this page that didn&#039;t actually come up in play.  Go buy the book here:&lt;br /&gt;
&lt;br /&gt;
http://www.lumpley.com/wicked.html&lt;br /&gt;
&lt;br /&gt;
to see the full Oracle. [[User:Skalchemist|Skalchemist]] 11:35, 13 July 2009 (PDT)&lt;br /&gt;
&lt;br /&gt;
This annotated version contains new elements generated in play by our group, and also links elements that have shown up with their matching masteries, characters, or other information.  It also maintains the elements not included in the new four oracle system at the bottom for availability as choices to We Owe persons.&lt;br /&gt;
&lt;br /&gt;
==Blood and Sex==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; A raving prophet, advocating self-mortification and deprivation of the appetites.&lt;br /&gt;
* Selected by [[InAWickedToronto:Player_Steve|Steve]] for  [[InAWickedToronto:Chapter_3|Chapter 3]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Althea|Althea the Pure]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; A happy girl, promised in marriage to a gentleman, naive to the danger he represents.&lt;br /&gt;
* Selected by [[InAWickedToronto:Player_Mark|Mark]] for  [[InAWickedToronto:Chapter_5|Chapter 5]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_AyeshaofZorastria|Ayesha of Zorastria]]&lt;br /&gt;
* Implied [[InAWickedToronto:Character_IskanderPasha|Iskander Pasha]]&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A camp-wanton, pretty and pliant, prone to drink.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_BambiWoods|Bambi Woods]]&lt;br /&gt;
&lt;br /&gt;
==God Kings of War==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A cask of honey wine, tribute to a fierce bandit-queen.&lt;br /&gt;
* Selected by [[InAWickedToronto:Player_Hans|Hans]] for  [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Artemis|Artemis]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; The arrival of unexpected and improbable allies.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_JackAmerigo|Captain &amp;quot;Half-cocked&amp;quot; Jack Amerigo]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Dominic|Dominic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A terrible and devastating ambush.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_6|Chapter 6]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Jackals|Jackals]]&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A youth or maiden, the reincarnation of a great hero, whose soul remembers glory.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_6|Chapter 6]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_JennyDark|Jenny Dark]]&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; An outlying watchtower on a wooded hill.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; The very first time that a certain young soldier, impressed against his choice and wanting nothing more than to return to his home, has killed.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_6|Chapter 6]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_JennyDark|Jenny Dark]]&lt;br /&gt;
&lt;br /&gt;
==The Unquiet Past==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The soul of a dead wizard, seeking an advantageous rebirth.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Felthantis|Felthantis Fantastik]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; The exposure by erosion of a long-buried door.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; Instruments of torture, haunted by their long-dead victims.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A fearsome storm, with thunder and driving winds.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
&lt;br /&gt;
==The Nest of Vipers==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; A public bathing house in a wealthy city, of very good quality, where only the most refined and modish vices are permitted.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; A fallen-in mansion, where by night ghosts and devils meet.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
* Created [[InAWickedToronto:Character_Garrett|Garrett]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; The college of a small but prestigious magical order.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_5|Chapter 5]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; A wizard jealously guarding her magical territory.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_5|Chapter 5]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_SalishaBintYauma|Salisha Bint-Yauma]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; The return of a reclusive enchantress to her home.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]] &lt;br /&gt;
* Created [[InAWickedToronto:Character_CountessAshbet|Countess Ashbet]] &lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; The unwitting husband of a serpent-demoness.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_5|Chapter 5]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_IskanderPasha|Iskander Pasha]]&lt;br /&gt;
* Implied [[InAWickedToronto:Character_SalishaBintYauma|Salisha Bint-Yauma]]&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; The young mother of a baby prince, whose husband the king has been overthrown and put to death.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
* Selected by [[InAWickedToronto:Player_Steve|Steve]] for [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Zalmor|Zalmor the Proud/Absolom]] &lt;br /&gt;
&lt;br /&gt;
==Extra elements==&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
A key on a broken chain, lost by the roadside.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
&lt;br /&gt;
===Characters ===&lt;br /&gt;
&lt;br /&gt;
An underofficer of the local lord&#039;s home guard.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_SethDarkmantle|Lord Seth Darkmantle]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_UlyssesAmerigo|Ulysses Amerigo]]&lt;br /&gt;
&lt;br /&gt;
The captain of a shattered company, himself injured.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_6|Chapter 6]]&lt;br /&gt;
* Implied [[InAWickedToronto:Character_JackAmerigo|Captain &amp;quot;Half-cocked&amp;quot; Jack Amerigo]]&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
&lt;br /&gt;
===Threats ===&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=InAWickedToronto:Annotated_Rules&amp;diff=113753</id>
		<title>InAWickedToronto:Annotated Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=InAWickedToronto:Annotated_Rules&amp;diff=113753"/>
		<updated>2009-07-13T18:29:32Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: Deleted rules, because they are now published&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=In a Wicked Age: Annotated Rules for the Toronto Indie RPG Group=&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;br /&gt;
&lt;br /&gt;
As Vincent Baker has published the rules to the game, the playtest rules that used to be here are no longer accurate, and shouldn&#039;t be used.  Go buy a copy at:&lt;br /&gt;
&lt;br /&gt;
http://www.lumpley.com/wicked.html&lt;br /&gt;
&lt;br /&gt;
If you want to see what the rules looked like, check the history of this page.&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62100</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62100"/>
		<updated>2007-09-29T21:37:23Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Geestwerkgelegenheid (Spirit Employment) */ added Mishpokhe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Cultures=&lt;br /&gt;
==The People==&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
===Base Keyword - The People===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
===Tribal Keywords of the People===&lt;br /&gt;
====Fog Among the Trees====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
====Grinning Blue Moon====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
====Sweet But Painful====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
====Ghost of Cougar====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
====Exxon&#039;s Ashes====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
====Doors Always Open====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Soft Black Earth====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Deep Shadows Pierced by Light====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Aroma of Spring====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Dancing Salmon in the Sun====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
====Garden of Eden====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Explorer Tribe&amp;quot;====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Tribeless====&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
===Special People Keywords===&lt;br /&gt;
====Right Hand of Justice====&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
====Left Hand of Justice====&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
====Aunt of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
====Uncle of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Magical Keyword of the People - Spirit Friendship===&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the People - Yesukrishnaity===&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
==Valongo==&lt;br /&gt;
The Valongo are more fully described LINK here.  &lt;br /&gt;
&lt;br /&gt;
===O Legion Mercurio Keywords===&lt;br /&gt;
====Dog Mounted Heavy Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
====Dog Mounted Light Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (-3) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; Fast Dog (Run Fast 15W) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Mace, Leather Armor, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
===Special Keywords of the Valongo===&lt;br /&gt;
====Informatio Templari====&lt;br /&gt;
The Templari are the spies/diplomats/evangelist of the Informatii.  They can be of any culture that follows this religion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath to the Templari &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Templari &lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the Valongo - Informatio===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Use Logic, Informatio Theology &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
==Handelsgezag von Niarch==&lt;br /&gt;
&lt;br /&gt;
===Main Cultural Keyword===&lt;br /&gt;
&lt;br /&gt;
===Banner Keywords===&lt;br /&gt;
====Poemavlaggen====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Maintain Cover Story, Disguise, Convey Secret Messages, Write and Read Gezag Codes, Sneak Around, Subtle Information Gathering, Torture, Sword Fighting, Close Quarters Fighting, Murder, Deceive People, Gezag Organization and Tactics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Ruthless&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Poemavlaggen, Commanded by [Commander’s Name]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Sword, Dagger, Poison, Coded messages, Cover Disguise&lt;br /&gt;
&lt;br /&gt;
===Arbeider/Soldaaten Keywords===&lt;br /&gt;
====Speersoldaat====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag&lt;br /&gt;
&lt;br /&gt;
===Magical Keywords of the Gezag===&lt;br /&gt;
====Geestwerkgelegenheid (Spirit Employment)====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
==Mishpokhe==&lt;br /&gt;
The Mishpokhe are a culture of desert dwellers from the area west of Lacuna Niger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the Mishpokhe, Geography of Mishpokhe Lands, Lingua, Sprakh (the language of the Mishpokhe, use Yiddish), Endure the Desert, Find Water, Herd Animals&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Informatio (see Valongo)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; Ars Memoria, Caclulare Mundus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Special Keywords:&#039;&#039;&#039; Informatio Templari (see Valongo)&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==What can be done with Magic?==&lt;br /&gt;
===Limits on Power===&lt;br /&gt;
Pretty much everything described LINK here under Spirit magic limits are general limits on what can be accomplished through magic, regardless of method.&lt;br /&gt;
&lt;br /&gt;
===Magnitude of Effect===&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CREATION&#039;&#039;&#039; - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
==Types of Magical Beings==&lt;br /&gt;
===Spirits===&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
====Spirit Keyword====&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Shades/Recordatii===&lt;br /&gt;
Ancestors &amp;quot;spirits&amp;quot;, ghosts of dead people.  Routinely contacted through Ars Memoria by the Infomatii, only contacted via Witchcraft by the People (a capital offense).  Cannot be played as PCs.&lt;br /&gt;
&lt;br /&gt;
==Magical Systems==&lt;br /&gt;
&lt;br /&gt;
===Spirit Command Line Magic===&lt;br /&gt;
Spirits themselves make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Contest: Spirit Command Line Magic====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;br /&gt;
&lt;br /&gt;
===Geestwerkgelegenheid (Spirit Employment)===&lt;br /&gt;
&lt;br /&gt;
Spirit Employment is the method that the Gezag use to make spirits serve them.  Unlike the People, the Gezag have never gotten the trick of simply contacting and or befriending spirits, nor of embodying them.  But they are masters of creating anchored spirits that can do useful labour beyond their qualities.&lt;br /&gt;
&lt;br /&gt;
====Contest: Create appropriate Vessel====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities.  The process can take any amount of time based on the nature of the Vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Manufacture Vessel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical modifiers and augments:&#039;&#039;&#039; Spirit Employment Theory, appropriate mundane abilities&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Highest mundane ability rating (can have up to 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Vessel is completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marginal Victory:&#039;&#039;&#039; Mundane abilities are half of expected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; More work is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Vessel will not work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complete Defeat:&#039;&#039;&#039; Materials are ruined.&lt;br /&gt;
&lt;br /&gt;
====Contest: Employ spirit into available Vessel====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Employ Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical modifiers and augments:&#039;&#039;&#039; Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Spirit Primary Quality + (number of qualities * 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Appropriate spirit is contacted and employed (anchored) to the Vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complete Victory:&#039;&#039;&#039; Spirit has all qualities equal to the Primary Quality&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major, Minor, Marginal Victory:&#039;&#039;&#039; Spirit&#039;s additional qualities are at -3, -6, and -9 from the primary quality, respectively. Ratings can be shifted +/-5 as long as total shift is +0.  Minimum quality rating is 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Spirit contacted, but cannot be employed.  Must try again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Spirit not contacted, and spirit with those qualities not available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major or Complete Defeat:&#039;&#039;&#039; Vessel destroyed.&lt;br /&gt;
&lt;br /&gt;
====Contest: Discipline a spirit====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; The Spirit Employer can harm and coerce any spirit.  This is not pleasant for the spirit at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Discipline Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; Spirit Employment Theory, mundane abilities as appropriate (such as Torture).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Spirits Primary quality, modified by appropriate augments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consequences:&#039;&#039;&#039; As any brute contest, based on victory.  The Spirit Employer can be harmed in defeat, typically by penalities to Discipline Spirit and personality traits.&lt;br /&gt;
&lt;br /&gt;
===Spirit Friendship===&lt;br /&gt;
The methods by which female members of the People deal with spirits.&lt;br /&gt;
&lt;br /&gt;
===Ars Memoria===&lt;br /&gt;
The methods by which the Informatii contact and deal with their dead ancestors.&lt;br /&gt;
&lt;br /&gt;
===Calculare Mundus===&lt;br /&gt;
The methods by which the Informatii coerce spirits.&lt;br /&gt;
&lt;br /&gt;
===Gematria===&lt;br /&gt;
The methods by which the Gezag directly manipulate the Oonderstrom (Underlay).  Very dangerous, because it causes madness.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62098</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62098"/>
		<updated>2007-09-29T21:28:47Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Cultures */ correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Cultures=&lt;br /&gt;
==The People==&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
===Base Keyword - The People===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
===Tribal Keywords of the People===&lt;br /&gt;
====Fog Among the Trees====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
====Grinning Blue Moon====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
====Sweet But Painful====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
====Ghost of Cougar====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
====Exxon&#039;s Ashes====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
====Doors Always Open====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Soft Black Earth====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Deep Shadows Pierced by Light====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Aroma of Spring====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Dancing Salmon in the Sun====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
====Garden of Eden====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Explorer Tribe&amp;quot;====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Tribeless====&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
===Special People Keywords===&lt;br /&gt;
====Right Hand of Justice====&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
====Left Hand of Justice====&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
====Aunt of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
====Uncle of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Magical Keyword of the People - Spirit Friendship===&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the People - Yesukrishnaity===&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
==Valongo==&lt;br /&gt;
The Valongo are more fully described LINK here.  &lt;br /&gt;
&lt;br /&gt;
===O Legion Mercurio Keywords===&lt;br /&gt;
====Dog Mounted Heavy Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
====Dog Mounted Light Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (-3) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; Fast Dog (Run Fast 15W) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Mace, Leather Armor, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
===Special Keywords of the Valongo===&lt;br /&gt;
====Informatio Templari====&lt;br /&gt;
The Templari are the spies/diplomats/evangelist of the Informatii.  They can be of any culture that follows this religion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath to the Templari &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Templari &lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the Valongo - Informatio===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Use Logic, Informatio Theology &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
==Handelsgezag von Niarch==&lt;br /&gt;
&lt;br /&gt;
===Main Cultural Keyword===&lt;br /&gt;
&lt;br /&gt;
===Banner Keywords===&lt;br /&gt;
====Poemavlaggen====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Maintain Cover Story, Disguise, Convey Secret Messages, Write and Read Gezag Codes, Sneak Around, Subtle Information Gathering, Torture, Sword Fighting, Close Quarters Fighting, Murder, Deceive People, Gezag Organization and Tactics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Ruthless&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Poemavlaggen, Commanded by [Commander’s Name]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Sword, Dagger, Poison, Coded messages, Cover Disguise&lt;br /&gt;
&lt;br /&gt;
===Arbeider/Soldaaten Keywords===&lt;br /&gt;
====Speersoldaat====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag&lt;br /&gt;
&lt;br /&gt;
===Magical Keywords of the Gezag===&lt;br /&gt;
====Geestwerkgelegenheid (Spirit Employment)====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==What can be done with Magic?==&lt;br /&gt;
===Limits on Power===&lt;br /&gt;
Pretty much everything described LINK here under Spirit magic limits are general limits on what can be accomplished through magic, regardless of method.&lt;br /&gt;
&lt;br /&gt;
===Magnitude of Effect===&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CREATION&#039;&#039;&#039; - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
==Types of Magical Beings==&lt;br /&gt;
===Spirits===&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
====Spirit Keyword====&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Shades/Recordatii===&lt;br /&gt;
Ancestors &amp;quot;spirits&amp;quot;, ghosts of dead people.  Routinely contacted through Ars Memoria by the Infomatii, only contacted via Witchcraft by the People (a capital offense).  Cannot be played as PCs.&lt;br /&gt;
&lt;br /&gt;
==Magical Systems==&lt;br /&gt;
&lt;br /&gt;
===Spirit Command Line Magic===&lt;br /&gt;
Spirits themselves make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Contest: Spirit Command Line Magic====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;br /&gt;
&lt;br /&gt;
===Geestwerkgelegenheid (Spirit Employment)===&lt;br /&gt;
&lt;br /&gt;
Spirit Employment is the method that the Gezag use to make spirits serve them.  Unlike the People, the Gezag have never gotten the trick of simply contacting and or befriending spirits, nor of embodying them.  But they are masters of creating anchored spirits that can do useful labour beyond their qualities.&lt;br /&gt;
&lt;br /&gt;
====Contest: Create appropriate Vessel====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities.  The process can take any amount of time based on the nature of the Vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Manufacture Vessel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical modifiers and augments:&#039;&#039;&#039; Spirit Employment Theory, appropriate mundane abilities&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Highest mundane ability rating (can have up to 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Vessel is completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marginal Victory:&#039;&#039;&#039; Mundane abilities are half of expected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; More work is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Vessel will not work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complete Defeat:&#039;&#039;&#039; Materials are ruined.&lt;br /&gt;
&lt;br /&gt;
====Contest: Employ spirit into available Vessel====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Employ Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical modifiers and augments:&#039;&#039;&#039; Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Spirit Primary Quality + (number of qualities * 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Appropriate spirit is contacted and employed (anchored) to the Vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complete Victory:&#039;&#039;&#039; Spirit has all qualities equal to the Primary Quality&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major, Minor, Marginal Victory:&#039;&#039;&#039; Spirit&#039;s additional qualities are at -3, -6, and -9 from the primary quality, respectively. Ratings can be shifted +/-5 as long as total shift is +0.  Minimum quality rating is 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Spirit contacted, but cannot be employed.  Must try again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Spirit not contacted, and spirit with those qualities not available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major or Complete Defeat:&#039;&#039;&#039; Vessel destroyed.&lt;br /&gt;
&lt;br /&gt;
====Contest: Discipline a spirit====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; The Spirit Employer can harm and coerce any spirit.  This is not pleasant for the spirit at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Discipline Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; Spirit Employment Theory, mundane abilities as appropriate (such as Torture).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Spirits Primary quality, modified by appropriate augments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consequences:&#039;&#039;&#039; As any brute contest, based on victory.  The Spirit Employer can be harmed in defeat, typically by penalities to Discipline Spirit and personality traits.&lt;br /&gt;
&lt;br /&gt;
===Spirit Friendship===&lt;br /&gt;
The methods by which female members of the People deal with spirits.&lt;br /&gt;
&lt;br /&gt;
===Ars Memoria===&lt;br /&gt;
The methods by which the Informatii contact and deal with their dead ancestors.&lt;br /&gt;
&lt;br /&gt;
===Calculare Mundus===&lt;br /&gt;
The methods by which the Informatii coerce spirits.&lt;br /&gt;
&lt;br /&gt;
===Gematria===&lt;br /&gt;
The methods by which the Gezag directly manipulate the Oonderstrom (Underlay).  Very dangerous, because it causes madness.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62097</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62097"/>
		<updated>2007-09-29T21:27:31Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Magic */ added in some extra unfinished stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Cultures=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==The People==&lt;br /&gt;
===Base Keyword - The People===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
===Tribal Keywords of the People===&lt;br /&gt;
====Fog Among the Trees====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
====Grinning Blue Moon====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
====Sweet But Painful====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
====Ghost of Cougar====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
====Exxon&#039;s Ashes====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
====Doors Always Open====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Soft Black Earth====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Deep Shadows Pierced by Light====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Aroma of Spring====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Dancing Salmon in the Sun====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
====Garden of Eden====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Explorer Tribe&amp;quot;====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Tribeless====&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
===Special People Keywords===&lt;br /&gt;
====Right Hand of Justice====&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
====Left Hand of Justice====&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
====Aunt of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
====Uncle of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Magical Keyword of the People - Spirit Friendship===&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the People - Yesukrishnaity===&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
==Valongo==&lt;br /&gt;
The Valongo are more fully described LINK here.  &lt;br /&gt;
&lt;br /&gt;
===O Legion Mercurio Keywords===&lt;br /&gt;
====Dog Mounted Heavy Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
====Dog Mounted Light Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (-3) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; Fast Dog (Run Fast 15W) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Mace, Leather Armor, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
===Special Keywords of the Valongo===&lt;br /&gt;
====Informatio Templari====&lt;br /&gt;
The Templari are the spies/diplomats/evangelist of the Informatii.  They can be of any culture that follows this religion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath to the Templari &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Templari &lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the Valongo - Informatio===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Use Logic, Informatio Theology &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
==Handelsgezag von Niarch==&lt;br /&gt;
&lt;br /&gt;
===Main Cultural Keyword===&lt;br /&gt;
&lt;br /&gt;
===Banner Keywords===&lt;br /&gt;
====Poemavlaggen====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Maintain Cover Story, Disguise, Convey Secret Messages, Write and Read Gezag Codes, Sneak Around, Subtle Information Gathering, Torture, Sword Fighting, Close Quarters Fighting, Murder, Deceive People, Gezag Organization and Tactics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Ruthless&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Poemavlaggen, Commanded by [Commander’s Name]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Sword, Dagger, Poison, Coded messages, Cover Disguise&lt;br /&gt;
&lt;br /&gt;
===Arbeider/Soldaaten Keywords===&lt;br /&gt;
====Speersoldaat====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag&lt;br /&gt;
&lt;br /&gt;
===Magical Keywords of the Gezag===&lt;br /&gt;
====Geestwerkgelegenheid (Spirit Employment)====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==What can be done with Magic?==&lt;br /&gt;
===Limits on Power===&lt;br /&gt;
Pretty much everything described LINK here under Spirit magic limits are general limits on what can be accomplished through magic, regardless of method.&lt;br /&gt;
&lt;br /&gt;
===Magnitude of Effect===&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CREATION&#039;&#039;&#039; - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
==Types of Magical Beings==&lt;br /&gt;
===Spirits===&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
====Spirit Keyword====&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Shades/Recordatii===&lt;br /&gt;
Ancestors &amp;quot;spirits&amp;quot;, ghosts of dead people.  Routinely contacted through Ars Memoria by the Infomatii, only contacted via Witchcraft by the People (a capital offense).  Cannot be played as PCs.&lt;br /&gt;
&lt;br /&gt;
==Magical Systems==&lt;br /&gt;
&lt;br /&gt;
===Spirit Command Line Magic===&lt;br /&gt;
Spirits themselves make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Contest: Spirit Command Line Magic====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;br /&gt;
&lt;br /&gt;
===Geestwerkgelegenheid (Spirit Employment)===&lt;br /&gt;
&lt;br /&gt;
Spirit Employment is the method that the Gezag use to make spirits serve them.  Unlike the People, the Gezag have never gotten the trick of simply contacting and or befriending spirits, nor of embodying them.  But they are masters of creating anchored spirits that can do useful labour beyond their qualities.&lt;br /&gt;
&lt;br /&gt;
====Contest: Create appropriate Vessel====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities.  The process can take any amount of time based on the nature of the Vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Manufacture Vessel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical modifiers and augments:&#039;&#039;&#039; Spirit Employment Theory, appropriate mundane abilities&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Highest mundane ability rating (can have up to 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Vessel is completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marginal Victory:&#039;&#039;&#039; Mundane abilities are half of expected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; More work is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Vessel will not work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complete Defeat:&#039;&#039;&#039; Materials are ruined.&lt;br /&gt;
&lt;br /&gt;
====Contest: Employ spirit into available Vessel====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Employ Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical modifiers and augments:&#039;&#039;&#039; Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Spirit Primary Quality + (number of qualities * 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Appropriate spirit is contacted and employed (anchored) to the Vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complete Victory:&#039;&#039;&#039; Spirit has all qualities equal to the Primary Quality&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major, Minor, Marginal Victory:&#039;&#039;&#039; Spirit&#039;s additional qualities are at -3, -6, and -9 from the primary quality, respectively. Ratings can be shifted +/-5 as long as total shift is +0.  Minimum quality rating is 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Spirit contacted, but cannot be employed.  Must try again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Spirit not contacted, and spirit with those qualities not available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major or Complete Defeat:&#039;&#039;&#039; Vessel destroyed.&lt;br /&gt;
&lt;br /&gt;
====Contest: Discipline a spirit====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; The Spirit Employer can harm and coerce any spirit.  This is not pleasant for the spirit at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Discipline Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; Spirit Employment Theory, mundane abilities as appropriate (such as Torture).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Spirits Primary quality, modified by appropriate augments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consequences:&#039;&#039;&#039; As any brute contest, based on victory.  The Spirit Employer can be harmed in defeat, typically by penalities to Discipline Spirit and personality traits.&lt;br /&gt;
&lt;br /&gt;
===Spirit Friendship===&lt;br /&gt;
The methods by which female members of the People deal with spirits.&lt;br /&gt;
&lt;br /&gt;
===Ars Memoria===&lt;br /&gt;
The methods by which the Informatii contact and deal with their dead ancestors.&lt;br /&gt;
&lt;br /&gt;
===Calculare Mundus===&lt;br /&gt;
The methods by which the Informatii coerce spirits.&lt;br /&gt;
&lt;br /&gt;
===Gematria===&lt;br /&gt;
The methods by which the Gezag directly manipulate the Oonderstrom (Underlay).  Very dangerous, because it causes madness.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62096</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62096"/>
		<updated>2007-09-29T21:14:23Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Basic Spirit Magic Contest */ correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Cultures=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==The People==&lt;br /&gt;
===Base Keyword - The People===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
===Tribal Keywords of the People===&lt;br /&gt;
====Fog Among the Trees====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
====Grinning Blue Moon====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
====Sweet But Painful====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
====Ghost of Cougar====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
====Exxon&#039;s Ashes====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
====Doors Always Open====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Soft Black Earth====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Deep Shadows Pierced by Light====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Aroma of Spring====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Dancing Salmon in the Sun====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
====Garden of Eden====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Explorer Tribe&amp;quot;====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Tribeless====&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
===Special People Keywords===&lt;br /&gt;
====Right Hand of Justice====&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
====Left Hand of Justice====&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
====Aunt of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
====Uncle of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Magical Keyword of the People - Spirit Friendship===&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the People - Yesukrishnaity===&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
==Valongo==&lt;br /&gt;
The Valongo are more fully described LINK here.  &lt;br /&gt;
&lt;br /&gt;
===O Legion Mercurio Keywords===&lt;br /&gt;
====Dog Mounted Heavy Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
====Dog Mounted Light Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (-3) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; Fast Dog (Run Fast 15W) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Mace, Leather Armor, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
===Special Keywords of the Valongo===&lt;br /&gt;
====Informatio Templari====&lt;br /&gt;
The Templari are the spies/diplomats/evangelist of the Informatii.  They can be of any culture that follows this religion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath to the Templari &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Templari &lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the Valongo - Informatio===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Use Logic, Informatio Theology &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
==Handelsgezag von Niarch==&lt;br /&gt;
&lt;br /&gt;
===Main Cultural Keyword===&lt;br /&gt;
&lt;br /&gt;
===Banner Keywords===&lt;br /&gt;
====Poemavlaggen====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Maintain Cover Story, Disguise, Convey Secret Messages, Write and Read Gezag Codes, Sneak Around, Subtle Information Gathering, Torture, Sword Fighting, Close Quarters Fighting, Murder, Deceive People, Gezag Organization and Tactics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Ruthless&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Poemavlaggen, Commanded by [Commander’s Name]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Sword, Dagger, Poison, Coded messages, Cover Disguise&lt;br /&gt;
&lt;br /&gt;
===Arbeider/Soldaaten Keywords===&lt;br /&gt;
====Speersoldaat====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag&lt;br /&gt;
&lt;br /&gt;
===Magical Keywords of the Gezag===&lt;br /&gt;
====Geestwerkgelegenheid (Spirit Employment)====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Contest: Spirit Command Line Magic====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;br /&gt;
&lt;br /&gt;
==Geestwerkgelegenheid (Spirit Employment)==&lt;br /&gt;
&lt;br /&gt;
Spirit Employment is the method that the Gezag use to make spirits serve them.  Unlike the People, the Gezag have never gotten the trick of simply contacting and or befriending spirits, nor of embodying them.  But they are masters of creating anchored spirits that can do useful labour beyond their qualities.&lt;br /&gt;
&lt;br /&gt;
===Contest: Create appropriate Vessel===&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities.  The process can take any amount of time based on the nature of the Vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Manufacture Vessel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical modifiers and augments:&#039;&#039;&#039; Spirit Employment Theory, appropriate mundane abilities&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Highest mundane ability rating (can have up to 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Vessel is completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marginal Victory:&#039;&#039;&#039; Mundane abilities are half of expected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; More work is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Vessel will not work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complete Defeat:&#039;&#039;&#039; Materials are ruined.&lt;br /&gt;
&lt;br /&gt;
===Contest: Employ spirit into available Vessel===&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Employ Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical modifiers and augments:&#039;&#039;&#039; Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Spirit Primary Quality + (number of qualities * 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Appropriate spirit is contacted and employed (anchored) to the Vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complete Victory:&#039;&#039;&#039; Spirit has all qualities equal to the Primary Quality&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major, Minor, Marginal Victory:&#039;&#039;&#039; Spirit&#039;s additional qualities are at -3, -6, and -9 from the primary quality, respectively. Ratings can be shifted +/-5 as long as total shift is +0.  Minimum quality rating is 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Spirit contacted, but cannot be employed.  Must try again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Spirit not contacted, and spirit with those qualities not available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major or Complete Defeat:&#039;&#039;&#039; Vessel destroyed.&lt;br /&gt;
&lt;br /&gt;
===Contest: Discipline a spirit===&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; The Spirit Employer can harm and coerce any spirit.  This is not pleasant for the spirit at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Discipline Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; Spirit Employment Theory, mundane abilities as appropriate (such as Torture).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Spirits Primary quality, modified by appropriate augments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consequences:&#039;&#039;&#039; As any brute contest, based on victory.  The Spirit Employer can be harmed in defeat, typically by penalities to Discipline Spirit and personality traits.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62095</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62095"/>
		<updated>2007-09-29T21:13:45Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Contest: Create appropriate Vessel */ added some contests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Cultures=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==The People==&lt;br /&gt;
===Base Keyword - The People===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
===Tribal Keywords of the People===&lt;br /&gt;
====Fog Among the Trees====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
====Grinning Blue Moon====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
====Sweet But Painful====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
====Ghost of Cougar====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
====Exxon&#039;s Ashes====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
====Doors Always Open====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Soft Black Earth====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Deep Shadows Pierced by Light====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Aroma of Spring====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Dancing Salmon in the Sun====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
====Garden of Eden====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Explorer Tribe&amp;quot;====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Tribeless====&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
===Special People Keywords===&lt;br /&gt;
====Right Hand of Justice====&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
====Left Hand of Justice====&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
====Aunt of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
====Uncle of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Magical Keyword of the People - Spirit Friendship===&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the People - Yesukrishnaity===&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
==Valongo==&lt;br /&gt;
The Valongo are more fully described LINK here.  &lt;br /&gt;
&lt;br /&gt;
===O Legion Mercurio Keywords===&lt;br /&gt;
====Dog Mounted Heavy Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
====Dog Mounted Light Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (-3) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; Fast Dog (Run Fast 15W) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Mace, Leather Armor, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
===Special Keywords of the Valongo===&lt;br /&gt;
====Informatio Templari====&lt;br /&gt;
The Templari are the spies/diplomats/evangelist of the Informatii.  They can be of any culture that follows this religion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath to the Templari &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Templari &lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the Valongo - Informatio===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Use Logic, Informatio Theology &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
==Handelsgezag von Niarch==&lt;br /&gt;
&lt;br /&gt;
===Main Cultural Keyword===&lt;br /&gt;
&lt;br /&gt;
===Banner Keywords===&lt;br /&gt;
====Poemavlaggen====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Maintain Cover Story, Disguise, Convey Secret Messages, Write and Read Gezag Codes, Sneak Around, Subtle Information Gathering, Torture, Sword Fighting, Close Quarters Fighting, Murder, Deceive People, Gezag Organization and Tactics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Ruthless&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Poemavlaggen, Commanded by [Commander’s Name]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Sword, Dagger, Poison, Coded messages, Cover Disguise&lt;br /&gt;
&lt;br /&gt;
===Arbeider/Soldaaten Keywords===&lt;br /&gt;
====Speersoldaat====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag&lt;br /&gt;
&lt;br /&gt;
===Magical Keywords of the Gezag===&lt;br /&gt;
====Geestwerkgelegenheid (Spirit Employment)====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Basic Spirit Magic Contest====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;br /&gt;
&lt;br /&gt;
==Geestwerkgelegenheid (Spirit Employment)==&lt;br /&gt;
&lt;br /&gt;
Spirit Employment is the method that the Gezag use to make spirits serve them.  Unlike the People, the Gezag have never gotten the trick of simply contacting and or befriending spirits, nor of embodying them.  But they are masters of creating anchored spirits that can do useful labour beyond their qualities.&lt;br /&gt;
&lt;br /&gt;
===Contest: Create appropriate Vessel===&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities.  The process can take any amount of time based on the nature of the Vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Manufacture Vessel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical modifiers and augments:&#039;&#039;&#039; Spirit Employment Theory, appropriate mundane abilities&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Highest mundane ability rating (can have up to 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Vessel is completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marginal Victory:&#039;&#039;&#039; Mundane abilities are half of expected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; More work is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Vessel will not work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complete Defeat:&#039;&#039;&#039; Materials are ruined.&lt;br /&gt;
&lt;br /&gt;
===Contest: Employ spirit into available Vessel===&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Employ Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical modifiers and augments:&#039;&#039;&#039; Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Spirit Primary Quality + (number of qualities * 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Appropriate spirit is contacted and employed (anchored) to the Vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complete Victory:&#039;&#039;&#039; Spirit has all qualities equal to the Primary Quality&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major, Minor, Marginal Victory:&#039;&#039;&#039; Spirit&#039;s additional qualities are at -3, -6, and -9 from the primary quality, respectively. Ratings can be shifted +/-5 as long as total shift is +0.  Minimum quality rating is 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Spirit contacted, but cannot be employed.  Must try again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Spirit not contacted, and spirit with those qualities not available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major or Complete Defeat:&#039;&#039;&#039; Vessel destroyed.&lt;br /&gt;
&lt;br /&gt;
===Contest: Discipline a spirit===&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; The Spirit Employer can harm and coerce any spirit.  This is not pleasant for the spirit at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Discipline Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; Spirit Employment Theory, mundane abilities as appropriate (such as Torture).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Spirits Primary quality, modified by appropriate augments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consequences:&#039;&#039;&#039; As any brute contest, based on victory.  The Spirit Employer can be harmed in defeat, typically by penalities to Discipline Spirit and personality traits.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62094</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62094"/>
		<updated>2007-09-29T21:03:26Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Geestwerkgelegenheid (Spirit Employment) */ Correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Cultures=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==The People==&lt;br /&gt;
===Base Keyword - The People===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
===Tribal Keywords of the People===&lt;br /&gt;
====Fog Among the Trees====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
====Grinning Blue Moon====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
====Sweet But Painful====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
====Ghost of Cougar====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
====Exxon&#039;s Ashes====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
====Doors Always Open====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Soft Black Earth====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Deep Shadows Pierced by Light====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Aroma of Spring====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Dancing Salmon in the Sun====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
====Garden of Eden====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Explorer Tribe&amp;quot;====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Tribeless====&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
===Special People Keywords===&lt;br /&gt;
====Right Hand of Justice====&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
====Left Hand of Justice====&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
====Aunt of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
====Uncle of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Magical Keyword of the People - Spirit Friendship===&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the People - Yesukrishnaity===&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
==Valongo==&lt;br /&gt;
The Valongo are more fully described LINK here.  &lt;br /&gt;
&lt;br /&gt;
===O Legion Mercurio Keywords===&lt;br /&gt;
====Dog Mounted Heavy Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
====Dog Mounted Light Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (-3) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; Fast Dog (Run Fast 15W) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Mace, Leather Armor, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
===Special Keywords of the Valongo===&lt;br /&gt;
====Informatio Templari====&lt;br /&gt;
The Templari are the spies/diplomats/evangelist of the Informatii.  They can be of any culture that follows this religion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath to the Templari &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Templari &lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the Valongo - Informatio===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Use Logic, Informatio Theology &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
==Handelsgezag von Niarch==&lt;br /&gt;
&lt;br /&gt;
===Main Cultural Keyword===&lt;br /&gt;
&lt;br /&gt;
===Banner Keywords===&lt;br /&gt;
====Poemavlaggen====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Maintain Cover Story, Disguise, Convey Secret Messages, Write and Read Gezag Codes, Sneak Around, Subtle Information Gathering, Torture, Sword Fighting, Close Quarters Fighting, Murder, Deceive People, Gezag Organization and Tactics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Ruthless&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Poemavlaggen, Commanded by [Commander’s Name]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Sword, Dagger, Poison, Coded messages, Cover Disguise&lt;br /&gt;
&lt;br /&gt;
===Arbeider/Soldaaten Keywords===&lt;br /&gt;
====Speersoldaat====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag&lt;br /&gt;
&lt;br /&gt;
===Magical Keywords of the Gezag===&lt;br /&gt;
====Geestwerkgelegenheid (Spirit Employment)====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Basic Spirit Magic Contest====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;br /&gt;
&lt;br /&gt;
==Geestwerkgelegenheid (Spirit Employment)==&lt;br /&gt;
&lt;br /&gt;
Spirit Employment is the method that the Gezag use to make spirits serve them.  Unlike the People, the Gezag have never gotten the trick of simply contacting and or befriending spirits, nor of embodying them.  But they are masters of creating anchored spirits that can do useful labour beyond their qualities.&lt;br /&gt;
&lt;br /&gt;
===Contest: Create appropriate Vessel===&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities.  The process can take any amount of time based on the nature of the Vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Manufacture Vessel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical modifiers and augments:&#039;&#039;&#039; Spirit Employment Theory, appropriate mundane abilities&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Highest mundane ability rating (can have up to 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Vessel is completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marginal Victory:&#039;&#039;&#039; Mundane abilities are half of expected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; More work is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Vessel will not work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complete Defeat:&#039;&#039;&#039; Materials are ruined.&lt;br /&gt;
&lt;br /&gt;
CONTEST: Employ spirit into available Vessel.&lt;br /&gt;
Appropriate Ability: Employ Spirit&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
Method: Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.&lt;br /&gt;
Resistance: Spirit Power&lt;br /&gt;
Results: Any Victory - Spirit is contacted and available for employment.&lt;br /&gt;
Complete Victory - Spirit has qualities = Spirit Power&lt;br /&gt;
Major Victory - Spirit has total qualities = 3/4 Spirit Power * Qualities&lt;br /&gt;
Minor Victory - Spirit has total qualities = 1/2 Spirit Power * Qualities, highest quality = 3/4 Spirit Power&lt;br /&gt;
Marginal Victory - Spirit has total qualities = 1/4 Spirit Power * Qualities, highest quality = 1/2 Spirit Power&lt;br /&gt;
Tie - Spirit contacted, but cannot be employed&lt;br /&gt;
Any Defeat - Spirit not contacted.&lt;br /&gt;
Major or Complete Defeat - Vessel destroyed.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62093</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62093"/>
		<updated>2007-09-29T21:02:44Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Extra stuff not yet organized */ changed to Gezag magic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Cultures=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==The People==&lt;br /&gt;
===Base Keyword - The People===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
===Tribal Keywords of the People===&lt;br /&gt;
====Fog Among the Trees====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
====Grinning Blue Moon====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
====Sweet But Painful====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
====Ghost of Cougar====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
====Exxon&#039;s Ashes====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
====Doors Always Open====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Soft Black Earth====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Deep Shadows Pierced by Light====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Aroma of Spring====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Dancing Salmon in the Sun====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
====Garden of Eden====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Explorer Tribe&amp;quot;====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Tribeless====&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
===Special People Keywords===&lt;br /&gt;
====Right Hand of Justice====&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
====Left Hand of Justice====&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
====Aunt of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
====Uncle of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Magical Keyword of the People - Spirit Friendship===&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the People - Yesukrishnaity===&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
==Valongo==&lt;br /&gt;
The Valongo are more fully described LINK here.  &lt;br /&gt;
&lt;br /&gt;
===O Legion Mercurio Keywords===&lt;br /&gt;
====Dog Mounted Heavy Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
====Dog Mounted Light Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (-3) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; Fast Dog (Run Fast 15W) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Mace, Leather Armor, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
===Special Keywords of the Valongo===&lt;br /&gt;
====Informatio Templari====&lt;br /&gt;
The Templari are the spies/diplomats/evangelist of the Informatii.  They can be of any culture that follows this religion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath to the Templari &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Templari &lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the Valongo - Informatio===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Use Logic, Informatio Theology &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
==Handelsgezag von Niarch==&lt;br /&gt;
&lt;br /&gt;
===Main Cultural Keyword===&lt;br /&gt;
&lt;br /&gt;
===Banner Keywords===&lt;br /&gt;
====Poemavlaggen====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Maintain Cover Story, Disguise, Convey Secret Messages, Write and Read Gezag Codes, Sneak Around, Subtle Information Gathering, Torture, Sword Fighting, Close Quarters Fighting, Murder, Deceive People, Gezag Organization and Tactics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Ruthless&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Poemavlaggen, Commanded by [Commander’s Name]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Sword, Dagger, Poison, Coded messages, Cover Disguise&lt;br /&gt;
&lt;br /&gt;
===Arbeider/Soldaaten Keywords===&lt;br /&gt;
====Speersoldaat====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag&lt;br /&gt;
&lt;br /&gt;
===Magical Keywords of the Gezag===&lt;br /&gt;
====Geestwerkgelegenheid (Spirit Employment)====&lt;br /&gt;
&#039;&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&#039; Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Basic Spirit Magic Contest====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;br /&gt;
&lt;br /&gt;
==Geestwerkgelegenheid (Spirit Employment)==&lt;br /&gt;
&lt;br /&gt;
Spirit Employment is the method that the Gezag use to make spirits serve them.  Unlike the People, the Gezag have never gotten the trick of simply contacting and or befriending spirits, nor of embodying them.  But they are masters of creating anchored spirits that can do useful labour beyond their qualities.&lt;br /&gt;
&lt;br /&gt;
===Contest: Create appropriate Vessel===&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities.  The process can take any amount of time based on the nature of the Vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; Manufacture Vessel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical modifiers and augments:&#039;&#039;&#039; Spirit Employment Theory, appropriate mundane abilities&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; Highest mundane ability rating (can have up to 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Vessel is completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marginal Victory:&#039;&#039;&#039; Mundane abilities are half of expected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; More work is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Vessel will not work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complete Defeat:&#039;&#039;&#039; Materials are ruined.&lt;br /&gt;
&lt;br /&gt;
CONTEST: Employ spirit into available Vessel.&lt;br /&gt;
Appropriate Ability: Employ Spirit&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
Method: Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.&lt;br /&gt;
Resistance: Spirit Power&lt;br /&gt;
Results: Any Victory - Spirit is contacted and available for employment.&lt;br /&gt;
Complete Victory - Spirit has qualities = Spirit Power&lt;br /&gt;
Major Victory - Spirit has total qualities = 3/4 Spirit Power * Qualities&lt;br /&gt;
Minor Victory - Spirit has total qualities = 1/2 Spirit Power * Qualities, highest quality = 3/4 Spirit Power&lt;br /&gt;
Marginal Victory - Spirit has total qualities = 1/4 Spirit Power * Qualities, highest quality = 1/2 Spirit Power&lt;br /&gt;
Tie - Spirit contacted, but cannot be employed&lt;br /&gt;
Any Defeat - Spirit not contacted.&lt;br /&gt;
Major or Complete Defeat - Vessel destroyed.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62092</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62092"/>
		<updated>2007-09-29T20:58:33Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Cultures */ added in Gezag stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Cultures=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==The People==&lt;br /&gt;
===Base Keyword - The People===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
===Tribal Keywords of the People===&lt;br /&gt;
====Fog Among the Trees====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
====Grinning Blue Moon====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
====Sweet But Painful====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
====Ghost of Cougar====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
====Exxon&#039;s Ashes====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
====Doors Always Open====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Soft Black Earth====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Deep Shadows Pierced by Light====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Aroma of Spring====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Dancing Salmon in the Sun====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
====Garden of Eden====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Explorer Tribe&amp;quot;====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Tribeless====&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
===Special People Keywords===&lt;br /&gt;
====Right Hand of Justice====&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
====Left Hand of Justice====&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
====Aunt of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
====Uncle of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Magical Keyword of the People - Spirit Friendship===&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the People - Yesukrishnaity===&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
==Valongo==&lt;br /&gt;
The Valongo are more fully described LINK here.  &lt;br /&gt;
&lt;br /&gt;
===O Legion Mercurio Keywords===&lt;br /&gt;
====Dog Mounted Heavy Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
====Dog Mounted Light Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (-3) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; Fast Dog (Run Fast 15W) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Mace, Leather Armor, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
===Special Keywords of the Valongo===&lt;br /&gt;
====Informatio Templari====&lt;br /&gt;
The Templari are the spies/diplomats/evangelist of the Informatii.  They can be of any culture that follows this religion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath to the Templari &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Templari &lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the Valongo - Informatio===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Use Logic, Informatio Theology &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
==Handelsgezag von Niarch==&lt;br /&gt;
&lt;br /&gt;
===Main Cultural Keyword===&lt;br /&gt;
&lt;br /&gt;
===Banner Keywords===&lt;br /&gt;
====Poemavlaggen====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Maintain Cover Story, Disguise, Convey Secret Messages, Write and Read Gezag Codes, Sneak Around, Subtle Information Gathering, Torture, Sword Fighting, Close Quarters Fighting, Murder, Deceive People, Gezag Organization and Tactics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Ruthless&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Poemavlaggen, Commanded by [Commander’s Name]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Sword, Dagger, Poison, Coded messages, Cover Disguise&lt;br /&gt;
&lt;br /&gt;
===Arbeider/Soldaaten Keywords===&lt;br /&gt;
====Speersoldaat====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag&lt;br /&gt;
&lt;br /&gt;
===Magical Keywords of the Gezag===&lt;br /&gt;
====Geestwerkgelegenheid (Spirit Employment)====&lt;br /&gt;
&#039;&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&#039; Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Basic Spirit Magic Contest====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;br /&gt;
&lt;br /&gt;
=Extra stuff not yet organized=&lt;br /&gt;
&lt;br /&gt;
CONTEST: Create appropriate Vessel&lt;br /&gt;
Appropriate Ability: Manufacture Vessel&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, appropriate mundane abilities&lt;br /&gt;
Method: Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities.  The process can take any amount of time based on the nature of the Vessel.&lt;br /&gt;
Resistance: Highest mundane ability rating (can have up to 3).&lt;br /&gt;
Results: Any Victory - Vessel is completed.&lt;br /&gt;
Marginal Victory - Mundane abilities are half of expected.&lt;br /&gt;
Tie - More work is needed.&lt;br /&gt;
Any Defeat - Vessel will not work.&lt;br /&gt;
Complete Defeat - Materials are ruined.&lt;br /&gt;
&lt;br /&gt;
CONTEST: Employ spirit into available Vessel.&lt;br /&gt;
Appropriate Ability: Employ Spirit&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
Method: Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.&lt;br /&gt;
Resistance: Spirit Power&lt;br /&gt;
Results: Any Victory - Spirit is contacted and available for employment.&lt;br /&gt;
Complete Victory - Spirit has qualities = Spirit Power&lt;br /&gt;
Major Victory - Spirit has total qualities = 3/4 Spirit Power * Qualities&lt;br /&gt;
Minor Victory - Spirit has total qualities = 1/2 Spirit Power * Qualities, highest quality = 3/4 Spirit Power&lt;br /&gt;
Marginal Victory - Spirit has total qualities = 1/4 Spirit Power * Qualities, highest quality = 1/2 Spirit Power&lt;br /&gt;
Tie - Spirit contacted, but cannot be employed&lt;br /&gt;
Any Defeat - Spirit not contacted.&lt;br /&gt;
Major or Complete Defeat - Vessel destroyed.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62091</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62091"/>
		<updated>2007-09-29T20:53:19Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Extra stuff not yet organized */ got gezag stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Cultures=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==The People==&lt;br /&gt;
===Base Keyword - The People===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
===Tribal Keywords of the People===&lt;br /&gt;
====Fog Among the Trees====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
====Grinning Blue Moon====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
====Sweet But Painful====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
====Ghost of Cougar====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
====Exxon&#039;s Ashes====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
====Doors Always Open====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Soft Black Earth====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Deep Shadows Pierced by Light====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Aroma of Spring====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Dancing Salmon in the Sun====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
====Garden of Eden====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Explorer Tribe&amp;quot;====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Tribeless====&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
===Special People Keywords===&lt;br /&gt;
====Right Hand of Justice====&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
====Left Hand of Justice====&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
====Aunt of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
====Uncle of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Magical Keyword of the People - Spirit Friendship===&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the People - Yesukrishnaity===&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
==Valongo==&lt;br /&gt;
The Valongo are more fully described LINK here.  &lt;br /&gt;
&lt;br /&gt;
===O Legion Mercurio Keywords===&lt;br /&gt;
====Dog Mounted Heavy Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
====Dog Mounted Light Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (-3) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; Fast Dog (Run Fast 15W) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Mace, Leather Armor, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
===Special Keywords of the Valongo===&lt;br /&gt;
====Informatio Templari====&lt;br /&gt;
The Templari are the spies/diplomats/evangelist of the Informatii.  They can be of any culture that follows this religion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath to the Templari &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Templari &lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the Valongo - Informatio===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Use Logic, Informatio Theology &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Basic Spirit Magic Contest====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;br /&gt;
&lt;br /&gt;
=Extra stuff not yet organized=&lt;br /&gt;
&lt;br /&gt;
CONTEST: Create appropriate Vessel&lt;br /&gt;
Appropriate Ability: Manufacture Vessel&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, appropriate mundane abilities&lt;br /&gt;
Method: Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities.  The process can take any amount of time based on the nature of the Vessel.&lt;br /&gt;
Resistance: Highest mundane ability rating (can have up to 3).&lt;br /&gt;
Results: Any Victory - Vessel is completed.&lt;br /&gt;
Marginal Victory - Mundane abilities are half of expected.&lt;br /&gt;
Tie - More work is needed.&lt;br /&gt;
Any Defeat - Vessel will not work.&lt;br /&gt;
Complete Defeat - Materials are ruined.&lt;br /&gt;
&lt;br /&gt;
CONTEST: Employ spirit into available Vessel.&lt;br /&gt;
Appropriate Ability: Employ Spirit&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
Method: Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.&lt;br /&gt;
Resistance: Spirit Power&lt;br /&gt;
Results: Any Victory - Spirit is contacted and available for employment.&lt;br /&gt;
Complete Victory - Spirit has qualities = Spirit Power&lt;br /&gt;
Major Victory - Spirit has total qualities = 3/4 Spirit Power * Qualities&lt;br /&gt;
Minor Victory - Spirit has total qualities = 1/2 Spirit Power * Qualities, highest quality = 3/4 Spirit Power&lt;br /&gt;
Marginal Victory - Spirit has total qualities = 1/4 Spirit Power * Qualities, highest quality = 1/2 Spirit Power&lt;br /&gt;
Tie - Spirit contacted, but cannot be employed&lt;br /&gt;
Any Defeat - Spirit not contacted.&lt;br /&gt;
Major or Complete Defeat - Vessel destroyed.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62090</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62090"/>
		<updated>2007-09-29T20:52:34Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Valongo */ added templari&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Cultures=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==The People==&lt;br /&gt;
===Base Keyword - The People===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
===Tribal Keywords of the People===&lt;br /&gt;
====Fog Among the Trees====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
====Grinning Blue Moon====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
====Sweet But Painful====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
====Ghost of Cougar====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
====Exxon&#039;s Ashes====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
====Doors Always Open====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Soft Black Earth====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Deep Shadows Pierced by Light====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Aroma of Spring====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Dancing Salmon in the Sun====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
====Garden of Eden====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Explorer Tribe&amp;quot;====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Tribeless====&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
===Special People Keywords===&lt;br /&gt;
====Right Hand of Justice====&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
====Left Hand of Justice====&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
====Aunt of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
====Uncle of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Magical Keyword of the People - Spirit Friendship===&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the People - Yesukrishnaity===&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
==Valongo==&lt;br /&gt;
The Valongo are more fully described LINK here.  &lt;br /&gt;
&lt;br /&gt;
===O Legion Mercurio Keywords===&lt;br /&gt;
====Dog Mounted Heavy Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
====Dog Mounted Light Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (-3) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; Fast Dog (Run Fast 15W) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Mace, Leather Armor, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
===Special Keywords of the Valongo===&lt;br /&gt;
====Informatio Templari====&lt;br /&gt;
The Templari are the spies/diplomats/evangelist of the Informatii.  They can be of any culture that follows this religion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath to the Templari &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Templari &lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the Valongo - Informatio===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Use Logic, Informatio Theology &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Basic Spirit Magic Contest====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;br /&gt;
&lt;br /&gt;
=Extra stuff not yet organized=&lt;br /&gt;
O Legion Mercurio&lt;br /&gt;
Dog Mounted Heavy Cavalry&lt;br /&gt;
Abilities: Quicksilver Legion Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5)&lt;br /&gt;
Personality: Disciplined (+3)&lt;br /&gt;
Relationships: Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving.  Once part of [Particular Legion Unit] if not in it anymore.&lt;br /&gt;
Typical Followers: War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
Typical Equipment: Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
Dog Mounted Light Cavalry&lt;br /&gt;
Abilities: Quicksilver Legion Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5)&lt;br /&gt;
Personality: Disciplined (-3)&lt;br /&gt;
Relationships: Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving.  Once part of [Particular Legion Unit] if not in it anymore.&lt;br /&gt;
Typical Followers: Fast Dog (Run Fast 15W)&lt;br /&gt;
Typical Equipment: Mace, Leather Armor, Recurve Bow&lt;br /&gt;
&lt;br /&gt;
Informatio&lt;br /&gt;
Abilities: Use Logic, Informatio Theology&lt;br /&gt;
Personality: Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
Poemavlaggen&lt;br /&gt;
Abilities:  Maintain Cover Story, Disguise, Convey Secret Messages, Write and Read Gezag Codes, Sneak Around, Subtle Information Gathering, Torture, Sword Fighting, Close Quarters Fighting, Murder, Deceive People, Gezag Organization and Tactics&lt;br /&gt;
Personality: Ruthless&lt;br /&gt;
Relationships: Member of the Poemavlaggen, Commanded by [Commander’s Name]&lt;br /&gt;
Typical Equipment: Sword, Dagger, Poison, Coded messages, Cover Disguise&lt;br /&gt;
&lt;br /&gt;
Informatio Templari&lt;br /&gt;
Abilities: Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching&lt;br /&gt;
Personality: Oath to the Templari&lt;br /&gt;
Relationships: Member of the Templari&lt;br /&gt;
&lt;br /&gt;
Speersoldaat&lt;br /&gt;
Abilities: Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier&lt;br /&gt;
Relationships: Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag&lt;br /&gt;
&lt;br /&gt;
Spirit Employment&lt;br /&gt;
&lt;br /&gt;
Abilities: Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
CONTEST: Create appropriate Vessel&lt;br /&gt;
Appropriate Ability: Manufacture Vessel&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, appropriate mundane abilities&lt;br /&gt;
Method: Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities.  The process can take any amount of time based on the nature of the Vessel.&lt;br /&gt;
Resistance: Highest mundane ability rating (can have up to 3).&lt;br /&gt;
Results: Any Victory - Vessel is completed.&lt;br /&gt;
Marginal Victory - Mundane abilities are half of expected.&lt;br /&gt;
Tie - More work is needed.&lt;br /&gt;
Any Defeat - Vessel will not work.&lt;br /&gt;
Complete Defeat - Materials are ruined.&lt;br /&gt;
&lt;br /&gt;
CONTEST: Employ spirit into available Vessel.&lt;br /&gt;
Appropriate Ability: Employ Spirit&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
Method: Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.&lt;br /&gt;
Resistance: Spirit Power&lt;br /&gt;
Results: Any Victory - Spirit is contacted and available for employment.&lt;br /&gt;
Complete Victory - Spirit has qualities = Spirit Power&lt;br /&gt;
Major Victory - Spirit has total qualities = 3/4 Spirit Power * Qualities&lt;br /&gt;
Minor Victory - Spirit has total qualities = 1/2 Spirit Power * Qualities, highest quality = 3/4 Spirit Power&lt;br /&gt;
Marginal Victory - Spirit has total qualities = 1/4 Spirit Power * Qualities, highest quality = 1/2 Spirit Power&lt;br /&gt;
Tie - Spirit contacted, but cannot be employed&lt;br /&gt;
Any Defeat - Spirit not contacted.&lt;br /&gt;
Major or Complete Defeat - Vessel destroyed.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62089</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62089"/>
		<updated>2007-09-29T20:50:23Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Valongo */ added in keywords&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Cultures=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==The People==&lt;br /&gt;
===Base Keyword - The People===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
===Tribal Keywords of the People===&lt;br /&gt;
====Fog Among the Trees====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
====Grinning Blue Moon====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
====Sweet But Painful====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
====Ghost of Cougar====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
====Exxon&#039;s Ashes====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
====Doors Always Open====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Soft Black Earth====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Deep Shadows Pierced by Light====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Aroma of Spring====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Dancing Salmon in the Sun====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
====Garden of Eden====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Explorer Tribe&amp;quot;====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Tribeless====&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
===Special People Keywords===&lt;br /&gt;
====Right Hand of Justice====&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
====Left Hand of Justice====&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
====Aunt of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
====Uncle of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Magical Keyword of the People - Spirit Friendship===&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the People - Yesukrishnaity===&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
==Valongo==&lt;br /&gt;
The Valongo are more fully described LINK here.  &lt;br /&gt;
&lt;br /&gt;
===O Legion Mercurio Keywords===&lt;br /&gt;
====Dog Mounted Heavy Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
====Dog Mounted Light Cavalry====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Legion Mercurio Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Disciplined (-3) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Followers:&#039;&#039;&#039; Fast Dog (Run Fast 15W) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Equipment:&#039;&#039;&#039; Mace, Leather Armor, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the Valongo - Informatio===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Use Logic, Informatio Theology &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Basic Spirit Magic Contest====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;br /&gt;
&lt;br /&gt;
=Extra stuff not yet organized=&lt;br /&gt;
O Legion Mercurio&lt;br /&gt;
Dog Mounted Heavy Cavalry&lt;br /&gt;
Abilities: Quicksilver Legion Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5)&lt;br /&gt;
Personality: Disciplined (+3)&lt;br /&gt;
Relationships: Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving.  Once part of [Particular Legion Unit] if not in it anymore.&lt;br /&gt;
Typical Followers: War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
Typical Equipment: Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
Dog Mounted Light Cavalry&lt;br /&gt;
Abilities: Quicksilver Legion Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5)&lt;br /&gt;
Personality: Disciplined (-3)&lt;br /&gt;
Relationships: Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving.  Once part of [Particular Legion Unit] if not in it anymore.&lt;br /&gt;
Typical Followers: Fast Dog (Run Fast 15W)&lt;br /&gt;
Typical Equipment: Mace, Leather Armor, Recurve Bow&lt;br /&gt;
&lt;br /&gt;
Informatio&lt;br /&gt;
Abilities: Use Logic, Informatio Theology&lt;br /&gt;
Personality: Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
Poemavlaggen&lt;br /&gt;
Abilities:  Maintain Cover Story, Disguise, Convey Secret Messages, Write and Read Gezag Codes, Sneak Around, Subtle Information Gathering, Torture, Sword Fighting, Close Quarters Fighting, Murder, Deceive People, Gezag Organization and Tactics&lt;br /&gt;
Personality: Ruthless&lt;br /&gt;
Relationships: Member of the Poemavlaggen, Commanded by [Commander’s Name]&lt;br /&gt;
Typical Equipment: Sword, Dagger, Poison, Coded messages, Cover Disguise&lt;br /&gt;
&lt;br /&gt;
Informatio Templari&lt;br /&gt;
Abilities: Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching&lt;br /&gt;
Personality: Oath to the Templari&lt;br /&gt;
Relationships: Member of the Templari&lt;br /&gt;
&lt;br /&gt;
Speersoldaat&lt;br /&gt;
Abilities: Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier&lt;br /&gt;
Relationships: Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag&lt;br /&gt;
&lt;br /&gt;
Spirit Employment&lt;br /&gt;
&lt;br /&gt;
Abilities: Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
CONTEST: Create appropriate Vessel&lt;br /&gt;
Appropriate Ability: Manufacture Vessel&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, appropriate mundane abilities&lt;br /&gt;
Method: Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities.  The process can take any amount of time based on the nature of the Vessel.&lt;br /&gt;
Resistance: Highest mundane ability rating (can have up to 3).&lt;br /&gt;
Results: Any Victory - Vessel is completed.&lt;br /&gt;
Marginal Victory - Mundane abilities are half of expected.&lt;br /&gt;
Tie - More work is needed.&lt;br /&gt;
Any Defeat - Vessel will not work.&lt;br /&gt;
Complete Defeat - Materials are ruined.&lt;br /&gt;
&lt;br /&gt;
CONTEST: Employ spirit into available Vessel.&lt;br /&gt;
Appropriate Ability: Employ Spirit&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
Method: Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.&lt;br /&gt;
Resistance: Spirit Power&lt;br /&gt;
Results: Any Victory - Spirit is contacted and available for employment.&lt;br /&gt;
Complete Victory - Spirit has qualities = Spirit Power&lt;br /&gt;
Major Victory - Spirit has total qualities = 3/4 Spirit Power * Qualities&lt;br /&gt;
Minor Victory - Spirit has total qualities = 1/2 Spirit Power * Qualities, highest quality = 3/4 Spirit Power&lt;br /&gt;
Marginal Victory - Spirit has total qualities = 1/4 Spirit Power * Qualities, highest quality = 1/2 Spirit Power&lt;br /&gt;
Tie - Spirit contacted, but cannot be employed&lt;br /&gt;
Any Defeat - Spirit not contacted.&lt;br /&gt;
Major or Complete Defeat - Vessel destroyed.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62087</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62087"/>
		<updated>2007-09-29T20:46:09Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Cultures */ started Valongo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Cultures=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==The People==&lt;br /&gt;
===Base Keyword - The People===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
===Tribal Keywords of the People===&lt;br /&gt;
====Fog Among the Trees====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
====Grinning Blue Moon====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
====Sweet But Painful====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
====Ghost of Cougar====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
====Exxon&#039;s Ashes====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
====Doors Always Open====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Soft Black Earth====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Deep Shadows Pierced by Light====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Aroma of Spring====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Dancing Salmon in the Sun====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
====Garden of Eden====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Explorer Tribe&amp;quot;====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Tribeless====&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
===Special People Keywords===&lt;br /&gt;
====Right Hand of Justice====&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
====Left Hand of Justice====&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
====Aunt of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
====Uncle of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Magical Keyword of the People - Spirit Friendship===&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the People - Yesukrishnaity===&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
==Valongo==&lt;br /&gt;
The Valongo are more fully described LINK here.  &lt;br /&gt;
&lt;br /&gt;
===O Legion Mercurio Keywords===&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Basic Spirit Magic Contest====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;br /&gt;
&lt;br /&gt;
=Extra stuff not yet organized=&lt;br /&gt;
O Legion Mercurio&lt;br /&gt;
Dog Mounted Heavy Cavalry&lt;br /&gt;
Abilities: Quicksilver Legion Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5)&lt;br /&gt;
Personality: Disciplined (+3)&lt;br /&gt;
Relationships: Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving.  Once part of [Particular Legion Unit] if not in it anymore.&lt;br /&gt;
Typical Followers: War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
Typical Equipment: Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
Dog Mounted Light Cavalry&lt;br /&gt;
Abilities: Quicksilver Legion Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5)&lt;br /&gt;
Personality: Disciplined (-3)&lt;br /&gt;
Relationships: Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving.  Once part of [Particular Legion Unit] if not in it anymore.&lt;br /&gt;
Typical Followers: Fast Dog (Run Fast 15W)&lt;br /&gt;
Typical Equipment: Mace, Leather Armor, Recurve Bow&lt;br /&gt;
&lt;br /&gt;
Informatio&lt;br /&gt;
Abilities: Use Logic, Informatio Theology&lt;br /&gt;
Personality: Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
Poemavlaggen&lt;br /&gt;
Abilities:  Maintain Cover Story, Disguise, Convey Secret Messages, Write and Read Gezag Codes, Sneak Around, Subtle Information Gathering, Torture, Sword Fighting, Close Quarters Fighting, Murder, Deceive People, Gezag Organization and Tactics&lt;br /&gt;
Personality: Ruthless&lt;br /&gt;
Relationships: Member of the Poemavlaggen, Commanded by [Commander’s Name]&lt;br /&gt;
Typical Equipment: Sword, Dagger, Poison, Coded messages, Cover Disguise&lt;br /&gt;
&lt;br /&gt;
Informatio Templari&lt;br /&gt;
Abilities: Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching&lt;br /&gt;
Personality: Oath to the Templari&lt;br /&gt;
Relationships: Member of the Templari&lt;br /&gt;
&lt;br /&gt;
Speersoldaat&lt;br /&gt;
Abilities: Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier&lt;br /&gt;
Relationships: Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag&lt;br /&gt;
&lt;br /&gt;
Spirit Employment&lt;br /&gt;
&lt;br /&gt;
Abilities: Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
CONTEST: Create appropriate Vessel&lt;br /&gt;
Appropriate Ability: Manufacture Vessel&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, appropriate mundane abilities&lt;br /&gt;
Method: Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities.  The process can take any amount of time based on the nature of the Vessel.&lt;br /&gt;
Resistance: Highest mundane ability rating (can have up to 3).&lt;br /&gt;
Results: Any Victory - Vessel is completed.&lt;br /&gt;
Marginal Victory - Mundane abilities are half of expected.&lt;br /&gt;
Tie - More work is needed.&lt;br /&gt;
Any Defeat - Vessel will not work.&lt;br /&gt;
Complete Defeat - Materials are ruined.&lt;br /&gt;
&lt;br /&gt;
CONTEST: Employ spirit into available Vessel.&lt;br /&gt;
Appropriate Ability: Employ Spirit&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
Method: Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.&lt;br /&gt;
Resistance: Spirit Power&lt;br /&gt;
Results: Any Victory - Spirit is contacted and available for employment.&lt;br /&gt;
Complete Victory - Spirit has qualities = Spirit Power&lt;br /&gt;
Major Victory - Spirit has total qualities = 3/4 Spirit Power * Qualities&lt;br /&gt;
Minor Victory - Spirit has total qualities = 1/2 Spirit Power * Qualities, highest quality = 3/4 Spirit Power&lt;br /&gt;
Marginal Victory - Spirit has total qualities = 1/4 Spirit Power * Qualities, highest quality = 1/2 Spirit Power&lt;br /&gt;
Tie - Spirit contacted, but cannot be employed&lt;br /&gt;
Any Defeat - Spirit not contacted.&lt;br /&gt;
Major or Complete Defeat - Vessel destroyed.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62086</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62086"/>
		<updated>2007-09-29T20:44:56Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Culture - The People */ modified structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Cultures=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==The People==&lt;br /&gt;
===Base Keyword - The People===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
===Tribal Keywords of the People===&lt;br /&gt;
====Fog Among the Trees====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
====Grinning Blue Moon====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
====Sweet But Painful====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
====Ghost of Cougar====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
====Exxon&#039;s Ashes====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
====Doors Always Open====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Soft Black Earth====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Deep Shadows Pierced by Light====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Aroma of Spring====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Dancing Salmon in the Sun====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
====Garden of Eden====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Explorer Tribe&amp;quot;====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
====Tribeless====&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
===Special People Keywords===&lt;br /&gt;
====Right Hand of Justice====&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
====Left Hand of Justice====&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
====Aunt of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
====Uncle of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Magical Keyword of the People - Spirit Friendship===&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the People - Yesukrishnaity===&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Basic Spirit Magic Contest====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;br /&gt;
&lt;br /&gt;
=Extra stuff not yet organized=&lt;br /&gt;
O Legion Mercurio&lt;br /&gt;
Dog Mounted Heavy Cavalry&lt;br /&gt;
Abilities: Quicksilver Legion Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5)&lt;br /&gt;
Personality: Disciplined (+3)&lt;br /&gt;
Relationships: Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving.  Once part of [Particular Legion Unit] if not in it anymore.&lt;br /&gt;
Typical Followers: War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
Typical Equipment: Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
Dog Mounted Light Cavalry&lt;br /&gt;
Abilities: Quicksilver Legion Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5)&lt;br /&gt;
Personality: Disciplined (-3)&lt;br /&gt;
Relationships: Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving.  Once part of [Particular Legion Unit] if not in it anymore.&lt;br /&gt;
Typical Followers: Fast Dog (Run Fast 15W)&lt;br /&gt;
Typical Equipment: Mace, Leather Armor, Recurve Bow&lt;br /&gt;
&lt;br /&gt;
Informatio&lt;br /&gt;
Abilities: Use Logic, Informatio Theology&lt;br /&gt;
Personality: Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
Poemavlaggen&lt;br /&gt;
Abilities:  Maintain Cover Story, Disguise, Convey Secret Messages, Write and Read Gezag Codes, Sneak Around, Subtle Information Gathering, Torture, Sword Fighting, Close Quarters Fighting, Murder, Deceive People, Gezag Organization and Tactics&lt;br /&gt;
Personality: Ruthless&lt;br /&gt;
Relationships: Member of the Poemavlaggen, Commanded by [Commander’s Name]&lt;br /&gt;
Typical Equipment: Sword, Dagger, Poison, Coded messages, Cover Disguise&lt;br /&gt;
&lt;br /&gt;
Informatio Templari&lt;br /&gt;
Abilities: Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching&lt;br /&gt;
Personality: Oath to the Templari&lt;br /&gt;
Relationships: Member of the Templari&lt;br /&gt;
&lt;br /&gt;
Speersoldaat&lt;br /&gt;
Abilities: Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier&lt;br /&gt;
Relationships: Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag&lt;br /&gt;
&lt;br /&gt;
Spirit Employment&lt;br /&gt;
&lt;br /&gt;
Abilities: Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
CONTEST: Create appropriate Vessel&lt;br /&gt;
Appropriate Ability: Manufacture Vessel&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, appropriate mundane abilities&lt;br /&gt;
Method: Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities.  The process can take any amount of time based on the nature of the Vessel.&lt;br /&gt;
Resistance: Highest mundane ability rating (can have up to 3).&lt;br /&gt;
Results: Any Victory - Vessel is completed.&lt;br /&gt;
Marginal Victory - Mundane abilities are half of expected.&lt;br /&gt;
Tie - More work is needed.&lt;br /&gt;
Any Defeat - Vessel will not work.&lt;br /&gt;
Complete Defeat - Materials are ruined.&lt;br /&gt;
&lt;br /&gt;
CONTEST: Employ spirit into available Vessel.&lt;br /&gt;
Appropriate Ability: Employ Spirit&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
Method: Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.&lt;br /&gt;
Resistance: Spirit Power&lt;br /&gt;
Results: Any Victory - Spirit is contacted and available for employment.&lt;br /&gt;
Complete Victory - Spirit has qualities = Spirit Power&lt;br /&gt;
Major Victory - Spirit has total qualities = 3/4 Spirit Power * Qualities&lt;br /&gt;
Minor Victory - Spirit has total qualities = 1/2 Spirit Power * Qualities, highest quality = 3/4 Spirit Power&lt;br /&gt;
Marginal Victory - Spirit has total qualities = 1/4 Spirit Power * Qualities, highest quality = 1/2 Spirit Power&lt;br /&gt;
Tie - Spirit contacted, but cannot be employed&lt;br /&gt;
Any Defeat - Spirit not contacted.&lt;br /&gt;
Major or Complete Defeat - Vessel destroyed.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62085</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62085"/>
		<updated>2007-09-29T20:42:32Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: added in the remainder of stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Culture - The People=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==Base Keyword - The People==&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
==Tribal Keywords of the People==&lt;br /&gt;
===Fog Among the Trees===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
===Grinning Blue Moon===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
===Sweet But Painful===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
===Ghost of Cougar===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
===Exxon&#039;s Ashes===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
===Doors Always Open===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Soft Black Earth===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Deep Shadows Pierced by Light===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Aroma of Spring===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Dancing Salmon in the Sun===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
===Garden of Eden===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Explorer Tribe&amp;quot;===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Tribeless===&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
==Special People Keywords==&lt;br /&gt;
===Right Hand of Justice===&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
===Left Hand of Justice===&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
===Aunt of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Uncle of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
==Magical Keyword of the People - Spirit Friendship==&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
==Religious Keyword of the People - Yesukrishnaity==&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Basic Spirit Magic Contest====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;br /&gt;
&lt;br /&gt;
=Extra stuff not yet organized=&lt;br /&gt;
O Legion Mercurio&lt;br /&gt;
Dog Mounted Heavy Cavalry&lt;br /&gt;
Abilities: Quicksilver Legion Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5)&lt;br /&gt;
Personality: Disciplined (+3)&lt;br /&gt;
Relationships: Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving.  Once part of [Particular Legion Unit] if not in it anymore.&lt;br /&gt;
Typical Followers: War Dog (Charge 15W, Savage Bite 3W)&lt;br /&gt;
Typical Equipment: Mace, Shield, Scale Armor, Lance, Recurve Bow &lt;br /&gt;
&lt;br /&gt;
Dog Mounted Light Cavalry&lt;br /&gt;
Abilities: Quicksilver Legion Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5)&lt;br /&gt;
Personality: Disciplined (-3)&lt;br /&gt;
Relationships: Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving.  Once part of [Particular Legion Unit] if not in it anymore.&lt;br /&gt;
Typical Followers: Fast Dog (Run Fast 15W)&lt;br /&gt;
Typical Equipment: Mace, Leather Armor, Recurve Bow&lt;br /&gt;
&lt;br /&gt;
Informatio&lt;br /&gt;
Abilities: Use Logic, Informatio Theology&lt;br /&gt;
Personality: Faith in the Informatio, Disdain for Spirits&lt;br /&gt;
&lt;br /&gt;
Poemavlaggen&lt;br /&gt;
Abilities:  Maintain Cover Story, Disguise, Convey Secret Messages, Write and Read Gezag Codes, Sneak Around, Subtle Information Gathering, Torture, Sword Fighting, Close Quarters Fighting, Murder, Deceive People, Gezag Organization and Tactics&lt;br /&gt;
Personality: Ruthless&lt;br /&gt;
Relationships: Member of the Poemavlaggen, Commanded by [Commander’s Name]&lt;br /&gt;
Typical Equipment: Sword, Dagger, Poison, Coded messages, Cover Disguise&lt;br /&gt;
&lt;br /&gt;
Informatio Templari&lt;br /&gt;
Abilities: Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching&lt;br /&gt;
Personality: Oath to the Templari&lt;br /&gt;
Relationships: Member of the Templari&lt;br /&gt;
&lt;br /&gt;
Speersoldaat&lt;br /&gt;
Abilities: Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier&lt;br /&gt;
Relationships: Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag&lt;br /&gt;
&lt;br /&gt;
Spirit Employment&lt;br /&gt;
&lt;br /&gt;
Abilities: Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
&lt;br /&gt;
CONTEST: Create appropriate Vessel&lt;br /&gt;
Appropriate Ability: Manufacture Vessel&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, appropriate mundane abilities&lt;br /&gt;
Method: Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities.  The process can take any amount of time based on the nature of the Vessel.&lt;br /&gt;
Resistance: Highest mundane ability rating (can have up to 3).&lt;br /&gt;
Results: Any Victory - Vessel is completed.&lt;br /&gt;
Marginal Victory - Mundane abilities are half of expected.&lt;br /&gt;
Tie - More work is needed.&lt;br /&gt;
Any Defeat - Vessel will not work.&lt;br /&gt;
Complete Defeat - Materials are ruined.&lt;br /&gt;
&lt;br /&gt;
CONTEST: Employ spirit into available Vessel.&lt;br /&gt;
Appropriate Ability: Employ Spirit&lt;br /&gt;
Typical modifiers and augments: Spirit Employment Theory, Spirit Accounting&lt;br /&gt;
Method: Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.&lt;br /&gt;
Resistance: Spirit Power&lt;br /&gt;
Results: Any Victory - Spirit is contacted and available for employment.&lt;br /&gt;
Complete Victory - Spirit has qualities = Spirit Power&lt;br /&gt;
Major Victory - Spirit has total qualities = 3/4 Spirit Power * Qualities&lt;br /&gt;
Minor Victory - Spirit has total qualities = 1/2 Spirit Power * Qualities, highest quality = 3/4 Spirit Power&lt;br /&gt;
Marginal Victory - Spirit has total qualities = 1/4 Spirit Power * Qualities, highest quality = 1/2 Spirit Power&lt;br /&gt;
Tie - Spirit contacted, but cannot be employed&lt;br /&gt;
Any Defeat - Spirit not contacted.&lt;br /&gt;
Major or Complete Defeat - Vessel destroyed.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62082</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62082"/>
		<updated>2007-09-29T20:26:48Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Magical Keyword of the People - Spirit Friendship */ Correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Culture - The People=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==Base Keyword - The People==&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
==Tribal Keywords of the People==&lt;br /&gt;
===Fog Among the Trees===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
===Grinning Blue Moon===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
===Sweet But Painful===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
===Ghost of Cougar===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
===Exxon&#039;s Ashes===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
===Doors Always Open===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Soft Black Earth===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Deep Shadows Pierced by Light===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Aroma of Spring===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Dancing Salmon in the Sun===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
===Garden of Eden===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Explorer Tribe&amp;quot;===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Tribeless===&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
==Special People Keywords==&lt;br /&gt;
===Right Hand of Justice===&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
===Left Hand of Justice===&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
===Aunt of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Uncle of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
==Magical Keyword of the People - Spirit Friendship==&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Symbolism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
==Religious Keyword of the People - Yesukrishnaity==&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Basic Spirit Magic Contest====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62081</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62081"/>
		<updated>2007-09-29T20:26:11Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Spirit Keyword */ added spirit symbolism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Culture - The People=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==Base Keyword - The People==&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
==Tribal Keywords of the People==&lt;br /&gt;
===Fog Among the Trees===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
===Grinning Blue Moon===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
===Sweet But Painful===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
===Ghost of Cougar===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
===Exxon&#039;s Ashes===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
===Doors Always Open===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Soft Black Earth===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Deep Shadows Pierced by Light===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Aroma of Spring===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Dancing Salmon in the Sun===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
===Garden of Eden===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Explorer Tribe&amp;quot;===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Tribeless===&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
==Special People Keywords==&lt;br /&gt;
===Right Hand of Justice===&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
===Left Hand of Justice===&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
===Aunt of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Uncle of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
==Magical Keyword of the People - Spirit Friendship==&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Spirit Symbolism, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
==Religious Keyword of the People - Yesukrishnaity==&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge and Spirit Symbolism.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Basic Spirit Magic Contest====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62080</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62080"/>
		<updated>2007-09-29T20:25:38Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Magical Keyword of the People - Spirit Friendship */ added spirit symbolism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Culture - The People=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==Base Keyword - The People==&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
==Tribal Keywords of the People==&lt;br /&gt;
===Fog Among the Trees===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
===Grinning Blue Moon===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
===Sweet But Painful===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
===Ghost of Cougar===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
===Exxon&#039;s Ashes===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
===Doors Always Open===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Soft Black Earth===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Deep Shadows Pierced by Light===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Aroma of Spring===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Dancing Salmon in the Sun===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
===Garden of Eden===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Explorer Tribe&amp;quot;===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Tribeless===&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
==Special People Keywords==&lt;br /&gt;
===Right Hand of Justice===&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
===Left Hand of Justice===&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
===Aunt of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Uncle of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
==Magical Keyword of the People - Spirit Friendship==&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Spirit Symbolism, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
==Religious Keyword of the People - Yesukrishnaity==&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Basic Spirit Magic Contest====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62078</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62078"/>
		<updated>2007-09-29T20:23:36Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Spirit Magic */ added basic contest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Culture - The People=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==Base Keyword - The People==&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
==Tribal Keywords of the People==&lt;br /&gt;
===Fog Among the Trees===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
===Grinning Blue Moon===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
===Sweet But Painful===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
===Ghost of Cougar===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
===Exxon&#039;s Ashes===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
===Doors Always Open===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Soft Black Earth===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Deep Shadows Pierced by Light===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Aroma of Spring===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Dancing Salmon in the Sun===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
===Garden of Eden===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Explorer Tribe&amp;quot;===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Tribeless===&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
==Special People Keywords==&lt;br /&gt;
===Right Hand of Justice===&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
===Left Hand of Justice===&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
===Aunt of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Uncle of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
==Magical Keyword of the People - Spirit Friendship==&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
==Religious Keyword of the People - Yesukrishnaity==&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;br /&gt;
&lt;br /&gt;
====Basic Spirit Magic Contest====&lt;br /&gt;
&#039;&#039;&#039;Method:&#039;&#039;&#039; Spirit determines the command line, and the desired effect.  GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appropriate Ability:&#039;&#039;&#039; One quality, the highest rated in the Command Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Modifiers and Augments:&#039;&#039;&#039; All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance:&#039;&#039;&#039; If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line.  If not against a target, usually a base of 17 plus # of qualities used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Victory:&#039;&#039;&#039; Desired effect occurs, within the magnitude.  If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039; Nothing happens, but the effect can be attempted again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Defeat:&#039;&#039;&#039; Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62074</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62074"/>
		<updated>2007-09-29T20:06:05Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Spirit Magic */ correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Culture - The People=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==Base Keyword - The People==&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
==Tribal Keywords of the People==&lt;br /&gt;
===Fog Among the Trees===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
===Grinning Blue Moon===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
===Sweet But Painful===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
===Ghost of Cougar===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
===Exxon&#039;s Ashes===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
===Doors Always Open===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Soft Black Earth===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Deep Shadows Pierced by Light===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Aroma of Spring===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Dancing Salmon in the Sun===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
===Garden of Eden===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Explorer Tribe&amp;quot;===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Tribeless===&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
==Special People Keywords==&lt;br /&gt;
===Right Hand of Justice===&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
===Left Hand of Justice===&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
===Aunt of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Uncle of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
==Magical Keyword of the People - Spirit Friendship==&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
==Religious Keyword of the People - Yesukrishnaity==&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.  &lt;br /&gt;
&lt;br /&gt;
====Limits on Spirit Power====&lt;br /&gt;
These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success.&lt;br /&gt;
&lt;br /&gt;
====Magnitude of Effect====&lt;br /&gt;
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions:&lt;br /&gt;
&lt;br /&gt;
CREATION - Creating things from scratch with materials at hand.&lt;br /&gt;
* Marginal Victory: Create basic forms and shapes with no &amp;quot;moving&amp;quot; parts.  Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe.&lt;br /&gt;
* Minor Victory: Create more complex forms and shapes, with &amp;quot;moving&amp;quot; parts.  Examples: A realistic gold coin, a tasty looking apple, a working cart.&lt;br /&gt;
* Major Victory: Create a very complex form.  Small living things can actually be created at this level of success.  Examples: A working clock.  An insect.  A flower plant.  &lt;br /&gt;
* Complete Victory: Create an incredibly complex form.  Living things can be created out of whole cloth at this level of success, although they will have no memories or training.  In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62035</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62035"/>
		<updated>2007-09-29T16:59:38Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: started on magic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Culture - The People=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==Base Keyword - The People==&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
==Tribal Keywords of the People==&lt;br /&gt;
===Fog Among the Trees===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
===Grinning Blue Moon===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
===Sweet But Painful===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
===Ghost of Cougar===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
===Exxon&#039;s Ashes===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
===Doors Always Open===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Soft Black Earth===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Deep Shadows Pierced by Light===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Aroma of Spring===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Dancing Salmon in the Sun===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
===Garden of Eden===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Explorer Tribe&amp;quot;===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Tribeless===&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
==Special People Keywords==&lt;br /&gt;
===Right Hand of Justice===&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
===Left Hand of Justice===&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
===Aunt of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Uncle of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
==Magical Keyword of the People - Spirit Friendship==&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
==Religious Keyword of the People - Yesukrishnaity==&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==Spirits==&lt;br /&gt;
Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits.  &lt;br /&gt;
&lt;br /&gt;
===Spirit Keyword===&lt;br /&gt;
A Spirit character (PC or NPC) has the Spirit keyword, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mundane Abilities:&#039;&#039;&#039; Spirit Knowledge.  Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training.  Prevalent Spirits may also have mundane abilties.  Contacted Spirits rarely have mundane abilities of any use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Abilities:&#039;&#039;&#039; Spirit Tongue.  Also, contactable Spirits have two or more qualities, at least one noun and one verb.  One of these qualities is the Spirits primary quality.  No ability rating of a spirit may exceed its primary quality rating.  An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Flaws:&#039;&#039;&#039; Two flaws, a noun and a verb, usually the &amp;quot;opposite&amp;quot;, in some way, of the primary quality and one other quality, of the spirit.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magic===&lt;br /&gt;
Spirits make magic by combining their qualities and then making their will become reality.  &lt;br /&gt;
&lt;br /&gt;
====Command Lines, Charms, Powers, and Weavings====&lt;br /&gt;
As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit&#039;s qualities are combined into a Command Line.  The rules for creating a command line are essentially unchanged from the those under TROS.  A Charm is a short command line of only two qualities, a Power is a longer command line that can include up to four qualities, and a Weaving is a powerful command line that can include any number of qualities.  Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity.  A Charm of the qualities &amp;quot;Burn&amp;quot; and &amp;quot;Wood&amp;quot; could start a campfire or a massive forest fire.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Setting_Religion&amp;diff=62031</id>
		<title>TROS in the Hammer:Setting Religion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Setting_Religion&amp;diff=62031"/>
		<updated>2007-09-29T15:30:46Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* How should I live my life? */ correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[TROS in the Hammer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
=Religions of the World=&lt;br /&gt;
&lt;br /&gt;
==The Questions==&lt;br /&gt;
All religions ask the following questions:&lt;br /&gt;
&lt;br /&gt;
* Where did it all come from?&lt;br /&gt;
* Whats the point of it all?&lt;br /&gt;
* Why does bad stuff happen?&lt;br /&gt;
* What happens when I die?&lt;br /&gt;
* How should I live my life?&lt;br /&gt;
&lt;br /&gt;
Each of these questions will be answered for each religion.  &lt;br /&gt;
&lt;br /&gt;
==The Way of Yesukrishna==&lt;br /&gt;
The Way of Yesukrishna is the religion of those that follow Yesukrishna.  It is the religion of the vast majority of the People, but can also be found among other cultures to the North and South of the Gezag.  It was also once a common religion among people to the West, including the Valongo, but has since almost dissappeared there and been replaced by the Informatio.  Followers of the Way of Yesukrishna are called Yesukrishnans.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
The People believe that all thought and consciousness, both human and spirit, lies on a continuum.  Humanity lies at one end of this continuum; complicated, confused, unable to see clearly.  Thought then progesses along this continuum through stages of &amp;quot;concentration&amp;quot;, that is, having fewer qualities.  It also progresses through stages of &amp;quot;amplification&amp;quot;, that is, having qualities that encompasses more concepts.  The qualities of spirits are an embodiment of this process; the simpler the spirit, the more concentrated that spirit is; the broader its qualities, the more amplified it is.  As an example: a Weather spirit with the qualities of create, magnify, wind, sun, rain, cloud is less concentrated than a weather spirit that has create, wind.  Both are less amplified than a spirit that has create, weather.  &lt;br /&gt;
&lt;br /&gt;
The People believe that if you follow this process far enough, you enventually arrive at a spirit who is completely concentrated (it has only one quality) and completely amplified (that one quality encompasses all of thought).  This spirit, the People believe, is God, the source and center of all existence.  &lt;br /&gt;
&lt;br /&gt;
At some point in the past, all thought was God; there was no thought separate from God.  But then, into the World came a new thought, a thought that was not God, from outside of time and space.  This thought is called by the People the Enemy.  The Enemy came to the World with evil and fire and destruction from heaven, and sundered all thought, so that the unity of God was shattered.  The Enemy in fact sought to wipe out God, so that only the Enemy would exist.  But the Enemy failed, and was itself shattered.  Now, both God and the Enemy are locked in a war to concentrate and amplify themselves again.  Humanity was born in this conflict; pitiful diffuse and narrow fragments of God&#039;s thoughts, corrupted and suffused with the thoughts of the Enemy.&lt;br /&gt;
&lt;br /&gt;
===What&#039;s the point of it all?===  &lt;br /&gt;
The only rational goal of humanity, therefore, is to strive to become one again with God, and purge all elements of the Enemy away.  The Enemy stands between humanity and God.  But, sadly, we cannot, on our own, purge out the Enemy&#039;s thoughts from ourselves.  We are simply too weak.&lt;br /&gt;
&lt;br /&gt;
So, long, long, ago, before recorded history, God came into the World, into its own thoughts as it were, and merged with matter to become a human being.  This human being was born from a woman in a distant place called Virginia.  He was called Yesukrishna.  As Yesukrishna, God was able to experience life locked within a form of matter, and in the process create a method by which humanity could free their thoughts from the grip of the Enemy.  Yesukrishna taught many people this method, and the Enemy was furious.  The Enemy caused its agents amoung humanity, the Pharisists, the Saduccists, and the Communists, to take Yesukrishna and kill him by crucifying him on a cross.  Little did the Enemy know, however, that this was exactly as God intended; freed again from the form of matter, God was all thought again, and implanted in every human the Holy Fire, which burns there, and which gives all humans the strength, should they choose it, to purge themselves of the Enemy.&lt;br /&gt;
&lt;br /&gt;
But this is still not a simple matter.  It may literally take thousands of lifetimes to fully free oneself from the Enemy and enter into full communion with God, as the spirits are.  Each life, therefore, is still a struggle.&lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
The People have two answers to the problem of bad stuff, because they believe there are two different kinds.  The first is &amp;quot;natural suffering&amp;quot;.  This is the kind of suffering and pain caused by the fact that humans are thought creatures trapped in matter, and therefore at the mercy of matter.  Things like tornados, floods, disease, accident, etc., are all simply the consequence of matter and its interactions.  They are not &#039;&#039;caused&#039;&#039; by anything in particular, they are just the cost of being trapped in matter.  Natural suffering simply has to be endured, but it can be alleviated by the help of the Spirits.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Evil&amp;quot; however, is something different.  &amp;quot;Evil&amp;quot; is thought which is contrary and alien to God, and is a product of the Enemy.  The principle form evil takes is disharmony.  God is one, united.  So whenever there is discord or disharmony, it is a sign that the Enemy is making its presence felt.  Yesukrishna spoke much on what is evil, and his words have been carried down to the People through the Wisdom (see below).&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
When a person dies, their shade is released back into God.  If it is sufficiently concentrated and/or amplified, it remains there, becoming a Spirit.    If not, it cannot remain with God and instead &amp;quot;falls back&amp;quot; into matter, becoming a new human being.  This new human has no memories of its previous existence due to its mingling with God.  Hence, a person may go through a number of lives before finally leaving matter behind.&lt;br /&gt;
&lt;br /&gt;
As to the so-called &amp;quot;Ancestor Shades&amp;quot; that the Informatii revere, the People believe these are little more than reflections of former lives in the mind of God at best, or corruptions of the Enemy at worst.  They most certainly are NOT the actual loved ones who once walked among us.  Contact with the Shades is absolutely forbidden among the People as &amp;quot;Witchcraft&amp;quot;, and is one of the few crimes punishable by death among them.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
Yesukrishna spoke a lot on this matter, and his words have come down to the People in the form of the Wisdom; a hodgepodge of stories, anecdotes and sayings about Yesukrishna.  The basic ideas, though, are as follows:&lt;br /&gt;
* Harmony is a sign of God.  Therefore, each person should strive to live in harmony. Yesukrishna said &amp;quot;You should be to your neighbor the good neighbor you want him to be&amp;quot;.&lt;br /&gt;
* Evil is those things that prevent harmony, or sow discord.&lt;br /&gt;
* Yesukrishna was very pragmatic regarding actual behaviour, and what was evil or good about it.  He provided many parables regarding people in various situations, which are often used by the wise ones of the People to make judgements.  For example; a person who steals food from a poor family to make a feast would be considered evil, but a person who steals food from a greedy rich family to save his own from starvation might not be.&lt;br /&gt;
* There were some behaviours/attitudes that Yesukrishna said ALWAYS lead to disharmony, and are therefore always evil; murder, sexual immorality, witchcraft, greed and covetousness are examples.&lt;br /&gt;
&lt;br /&gt;
==Kapitalism==&lt;br /&gt;
Kapitalism is the religion of the Niarchs, and is pretty much unique to that culture, for historical and cultural reasons.  The religion does not offer much to non-Niarch persons.  However, there are some converts among the People, and high ranking arbeiders in the Gezag power structure will often act like they are converts when dealing with their superiors.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
In the time before the Sky Fire, people lived much as they do now.  However, as time went on, people turned more and more away from the true knowledge of God, called kapitalism.  God became very angry about this, and decided to destroy all human kind.  However, one group of people still pleased God with their ways; the Amerks.  God sent them some warning as to what was about to happen, and the Amerks hid themselves deep in the Earth.&lt;br /&gt;
&lt;br /&gt;
Then, God sent the Sky Fire, and burned the world, making it new.  For a time after that, the world was unclaimed; in fact, humans didn&#039;t even understand the value of things.  They grubbed around, scraping up a meager existence, beating up on their neighbors, etc., with no real purpose in life.  &lt;br /&gt;
&lt;br /&gt;
Then, from deep within the Earth, the Amerks returned.  These people were different from the other humans; they wielded great magics, such as chariots that would travel under their own power, and staves which could shoot fire.  But they were very weak; a horrible, disfiguring disease had taken many of them, and scarred many others (it is from this that the practice of wearing masks among the Niarch is derived).  The Amerks believed that this disease was the last weapon used against them by their God-hating enemies.  The Amerks took women and men from among the locals, the Niarch, and bred with them, and taught them many of their secrets.  More importantly, the Amerks brought the philosophy of kapitalism with them.  In time, the original Amerks all passed away, but their blood still flows in the Niarch, the Amerks&#039; heirs.&lt;br /&gt;
&lt;br /&gt;
Its important to note the position of kapitalisme on Spirits.  According to the ancient teachings of the Amerk, Spirits are products of God, placed in the World to be servants to humanity.&lt;br /&gt;
&lt;br /&gt;
===What&#039;s the point of it all?===&lt;br /&gt;
Kapitalisme has several key points to it.&lt;br /&gt;
* First, all of the World was once belonged to the Amerks, and only the Amerks have the right, given by God, to own all things.  &lt;br /&gt;
* Second, you CAN take it with you; the Amerks spoke of a paradise built by God beyond the grave, the Persoonlijkheidopslag (a difficult word to translate into other languages, perhaps best translated into Speech as soul storage).  In the Persoonlijkheidopslag, all of the possessions and wealth you have acquired in your life in the World are yours for all eternity.&lt;br /&gt;
* Third, your life in the World is your ONLY OPPORTUNITY to stock your overschot (reserves, supplies, again, a difficult word to translate into Speech) in the Persoonlijkheidopslag.  What you do here provides you with all that you will have in the afterlife.&lt;br /&gt;
* Fourth, your WAYS of living here in the World also translate into the afterlife, the Persoonlijkheidopslag.  Therefore, it is not enough to simply amass wealth and power, because then in then in the afterlife you will have all this stuff but not know what to DO with it.  The well balanced kapitalistisch knows that both the acquisition, and the ENJOYMENT of power and wealth are equally important.  &lt;br /&gt;
&lt;br /&gt;
Therefore, the goal of all Amerks (and by right of blood, the Niarch that have followed in their ways) is to amass as much personal wealth as possible, so as to be as well set up and comfortable as one can be for eternity, and to enjoy that wealth and power as much as possible to train their psyche for the afterlife.&lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
To the kapitalistisch, there is no such thing as evil.  There is only circumstance, and the actions of other people.  Bad stuff happens to you because a) you just have rotten luck or b) you aren&#039;t powerful enough to keep people from doing bad things to you.&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
See above for what the Niarch believe happens when they die.  Non-Niarch, on the other hand, have no afterlife.  At death they simply cease to exist.  But see below for one possible way out of this situation for the non-Niarch.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
As stated above, the point of existence is to both amass power and wealth, and also to enjoy it.  Only the descendants of the Amerks (the Niarch) are capable of true ownership, and only the kapitalistisch are the beneficiaries of a place in the Persoonlijkheidopslag.  &lt;br /&gt;
&lt;br /&gt;
This does not mean that they are unruly and chaotic, constantly at each others throats.  Far from it.  The kapitalistische also learned another lesson from the Amerks, which was that a rising tide causes all boats to rise.  Therefore, kapitalism requires a strong government, and powerful organized institutions, to regulate the flow of resources.  Hence the rise of the Gezag.  Moreover, kapitalism also requires constant expansion; all the World should ultimately be claimed again by the kaptitalisticshe, the heirs of the Amerks.&lt;br /&gt;
&lt;br /&gt;
There is simply no such thing as conversion to kapitalism.  However, there is a &amp;quot;lesser&amp;quot; form of kapitalism which is available to non-Niarchs.  Only the Niarchs themselves have the birthright that enables them access to Persoonlijkheidopslag, but, through service to the Niarchs, a non-Niarch can earn a place there in the service of a Niarch, either as arbeider (worker) or bezit (property).  In fact, many Niarch believe that claiming bezit is almost a charitable activity; at least as bezit the human will have SOME kind of afterlife, rather than complete destruction.&lt;br /&gt;
&lt;br /&gt;
==Informatio==&lt;br /&gt;
Informatio (the Knowledge) is the religion based on the words of the Pastor, a prophetic figure who arose some 500 years ago in a distant land far to the West of the People, called Lacuna Niger (Black Pool) in Lingua, the language of that land.  Its adherents are called Informatii or Conhencimenti (the Knowledgeable in Lingua and in Valongon, respectively). &lt;br /&gt;
&lt;br /&gt;
The Pastor was apparently a young well-to-do philosopher in that part of the World, who, through a series of philosophical and metaphysical trials, received the Informatio, and in turn began to preach it.  It is somewhat unique, as religions go, because it is atheistic.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
The Informatio, as the Pastor preached it, does not really address the ultimate origin of the World.  The Pastor suggests, but does not claim it to be factual, that the World was born in an analogous way to the way a child is born, and that the World may indeed be one of many worlds, each one a different child.  The Pastor simply refuses to discuss the idea of a Parent as being outside the scope of rational discussion and hence meaningless.&lt;br /&gt;
&lt;br /&gt;
===Whats the point of it all?===&lt;br /&gt;
The Pastor&#039;s prudentia (insight) into the reason for the world&#039;s existence was two-fold.  First, all living things evolve and change.  Second, living things evolve into higher and higher levels of complexity.  This is because the entire universe is permeated with the Instigo, the urge, to become something more.  This does not come from any God; the Pastor did not allow for anything supernatural to exist in the world.  Rather, it is a kind of constant striving to achieve bigger and better things that is written into the fabric of exisitence as deeply as the law of gravity.  The Instigo operates at all levels of life, from the smallest insect, to the largest animal, and even operates at the level of groups of individuals and society itself.  This urge to become &amp;quot;higher&amp;quot; (i.e. more complex, more efficient, more impressive) is simply a force of nature.  Humanity, then, is the highest expression of life, its best and brightest product so far.  And it is the intellect, above all else, that demonstrates this superiority.  &lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
The Informatio teaches that much of what SEEMS like bad stuff really isn&#039;t.  It raises the idea of &amp;quot;what does not kill you, makes you stronger&amp;quot; to the level of a virtue.  The Pastor taught that all matter and nature is like a blacksmith&#039;s anvil and hammer.  It batters a piece of metal over and over again, but not for the purpose of destruction; rather, the battering is to mold the metal into something new and better.&lt;br /&gt;
&lt;br /&gt;
The Pastor also taught that much of what we call &amp;quot;evil&amp;quot; is really just people working and living contrary to the Instigo, the drive to become &amp;quot;higher&amp;quot;.  However, there is another virtue in the Informatio called veneratio (reverence), which is probably its highest virtue.  To practice veneratio is to revere those things that are &amp;quot;high&amp;quot;, and especially those things (i.e. people) that are &amp;quot;higher&amp;quot; than you are.  Thus, those that rule society, if they properly demonstrate their superiority to do so, are worthy of veneratio, and provide laws and customs that order society for optimum efficiency, in harmony with the Instigo.  To go contrary to these laws is to be contrary with the instigo, and show a lack of veneratio.  Thus, submission to proper (i.e. superior) authority is considered a good thing for the most part, EXCEPT when the authorities have proven their incompetence and lack of superiority.  Also, as all of humanity is considered the pinacle of nature, respect for one&#039;s fellow humans, their wishes and needs, is considered essential to a proper understanding of veneratio.  Things such as murder, rape, theft, etc., are not viewed as &amp;quot;evil&amp;quot; so much as showing a lack of respect for both the individual and for the society as a whole.&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
The Pastor taught that death is truly the end of exisitence.  There is no real afterlife.  Sort of.&lt;br /&gt;
&lt;br /&gt;
While your own individual consciousness may not exactly persist beyond death, your memory does; all of those things you did that people remember you for contribute to creating a recordatio (recollection, memory, a difficult word to translate) of yourself in the minds of others and in the fabric of nature itself.  The recordatii (what the People call shades) are what are contacted by what the People call &amp;quot;witchcraft&amp;quot;, and what the Informatii call the ars memoria.  The Pastor did not teach that the recordatii were the actual spirits or souls of the dead; the Pastor repudiated such concepts as being irrational.  But they were, nevertheless, important tokens, reminders, and presences of the dead in our lives, and worthy of veneratio.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
The Informatio has a rich ethical tradition associated with it, with an array of practical and philosophical texts to draw upon.  However, its principle virtues are:&lt;br /&gt;
* Ancestor reverence - the Informatii revere their ancestors and other important figures with a fervor that borders on worship.  They routinely contact the recordatii for guidance and wisdom, build shrines in which the dead can be honored, etc.&lt;br /&gt;
* Submission to superior authority - the Informatio teaches that superior (i.e rightful, competent authority) should be submitted to and revered.  Societies of the Pastorate tend to be well ordered places, with little room for much wide freedom of expression on matters of civil order.&lt;br /&gt;
* Primacy of reason - the Pastor himself taught that reason was the supreme development of nature, and that reason should guide all action.&lt;br /&gt;
* Competition - the Pastor taught that competition and adversity are the fires that purify the mind and body.  Therefore, competitions of various sorts are common in the Pastorate.  Public positions are given out by competetive examination, for example, and leaders are often chosen in the same fashion.  All kinds of games and sports are also considered to be worthwhile activities, and are pursued with great passion.&lt;br /&gt;
* Denegration of spirits - the spirits are considered to be inferior beings in the Pastor&#039;s writings; inferior because they do not strive with the force of the Instigo.  They are not supernatural, per se, but they are unnatural, to some extent.  Spirits are used by the Informatii, but only as servants or slaves, never as friends or, worse yet, gods.  &lt;br /&gt;
* the Officium - The best purpose for all human kind is to press forward and progress.  The Informatio is self-evidently a new system, more progressed than any other ethical tradition or religion in the World.  The officium is therefore the obligation or duty placed on the Informatii by reason itself (and encouraged by its leaders) to export and push forward its adoption.  Therefore, the Informatii are highly evangelical, with Disciples commonly seen preaching its worth to the World.&lt;br /&gt;
* Rebellion and conquest - Submission to superior authority is only right and proper; submission to inferior authority is absurd.  Therefore, rebellion can be an expression of the officium, as can the conquest of a neighboring nation or culture.&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Setting_Religion&amp;diff=62030</id>
		<title>TROS in the Hammer:Setting Religion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Setting_Religion&amp;diff=62030"/>
		<updated>2007-09-29T15:27:02Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* How should I live my life? */ correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[TROS in the Hammer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
=Religions of the World=&lt;br /&gt;
&lt;br /&gt;
==The Questions==&lt;br /&gt;
All religions ask the following questions:&lt;br /&gt;
&lt;br /&gt;
* Where did it all come from?&lt;br /&gt;
* Whats the point of it all?&lt;br /&gt;
* Why does bad stuff happen?&lt;br /&gt;
* What happens when I die?&lt;br /&gt;
* How should I live my life?&lt;br /&gt;
&lt;br /&gt;
Each of these questions will be answered for each religion.  &lt;br /&gt;
&lt;br /&gt;
==The Way of Yesukrishna==&lt;br /&gt;
The Way of Yesukrishna is the religion of those that follow Yesukrishna.  It is the religion of the vast majority of the People, but can also be found among other cultures to the North and South of the Gezag.  It was also once a common religion among people to the West, including the Valongo, but has since almost dissappeared there and been replaced by the Informatio.  Followers of the Way of Yesukrishna are called Yesukrishnans.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
The People believe that all thought and consciousness, both human and spirit, lies on a continuum.  Humanity lies at one end of this continuum; complicated, confused, unable to see clearly.  Thought then progesses along this continuum through stages of &amp;quot;concentration&amp;quot;, that is, having fewer qualities.  It also progresses through stages of &amp;quot;amplification&amp;quot;, that is, having qualities that encompasses more concepts.  The qualities of spirits are an embodiment of this process; the simpler the spirit, the more concentrated that spirit is; the broader its qualities, the more amplified it is.  As an example: a Weather spirit with the qualities of create, magnify, wind, sun, rain, cloud is less concentrated than a weather spirit that has create, wind.  Both are less amplified than a spirit that has create, weather.  &lt;br /&gt;
&lt;br /&gt;
The People believe that if you follow this process far enough, you enventually arrive at a spirit who is completely concentrated (it has only one quality) and completely amplified (that one quality encompasses all of thought).  This spirit, the People believe, is God, the source and center of all existence.  &lt;br /&gt;
&lt;br /&gt;
At some point in the past, all thought was God; there was no thought separate from God.  But then, into the World came a new thought, a thought that was not God, from outside of time and space.  This thought is called by the People the Enemy.  The Enemy came to the World with evil and fire and destruction from heaven, and sundered all thought, so that the unity of God was shattered.  The Enemy in fact sought to wipe out God, so that only the Enemy would exist.  But the Enemy failed, and was itself shattered.  Now, both God and the Enemy are locked in a war to concentrate and amplify themselves again.  Humanity was born in this conflict; pitiful diffuse and narrow fragments of God&#039;s thoughts, corrupted and suffused with the thoughts of the Enemy.&lt;br /&gt;
&lt;br /&gt;
===What&#039;s the point of it all?===  &lt;br /&gt;
The only rational goal of humanity, therefore, is to strive to become one again with God, and purge all elements of the Enemy away.  The Enemy stands between humanity and God.  But, sadly, we cannot, on our own, purge out the Enemy&#039;s thoughts from ourselves.  We are simply too weak.&lt;br /&gt;
&lt;br /&gt;
So, long, long, ago, before recorded history, God came into the World, into its own thoughts as it were, and merged with matter to become a human being.  This human being was born from a woman in a distant place called Virginia.  He was called Yesukrishna.  As Yesukrishna, God was able to experience life locked within a form of matter, and in the process create a method by which humanity could free their thoughts from the grip of the Enemy.  Yesukrishna taught many people this method, and the Enemy was furious.  The Enemy caused its agents amoung humanity, the Pharisists, the Saduccists, and the Communists, to take Yesukrishna and kill him by crucifying him on a cross.  Little did the Enemy know, however, that this was exactly as God intended; freed again from the form of matter, God was all thought again, and implanted in every human the Holy Fire, which burns there, and which gives all humans the strength, should they choose it, to purge themselves of the Enemy.&lt;br /&gt;
&lt;br /&gt;
But this is still not a simple matter.  It may literally take thousands of lifetimes to fully free oneself from the Enemy and enter into full communion with God, as the spirits are.  Each life, therefore, is still a struggle.&lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
The People have two answers to the problem of bad stuff, because they believe there are two different kinds.  The first is &amp;quot;natural suffering&amp;quot;.  This is the kind of suffering and pain caused by the fact that humans are thought creatures trapped in matter, and therefore at the mercy of matter.  Things like tornados, floods, disease, accident, etc., are all simply the consequence of matter and its interactions.  They are not &#039;&#039;caused&#039;&#039; by anything in particular, they are just the cost of being trapped in matter.  Natural suffering simply has to be endured, but it can be alleviated by the help of the Spirits.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Evil&amp;quot; however, is something different.  &amp;quot;Evil&amp;quot; is thought which is contrary and alien to God, and is a product of the Enemy.  The principle form evil takes is disharmony.  God is one, united.  So whenever there is discord or disharmony, it is a sign that the Enemy is making its presence felt.  Yesukrishna spoke much on what is evil, and his words have been carried down to the People through the Wisdom (see below).&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
When a person dies, their shade is released back into God.  If it is sufficiently concentrated and/or amplified, it remains there, becoming a Spirit.    If not, it cannot remain with God and instead &amp;quot;falls back&amp;quot; into matter, becoming a new human being.  This new human has no memories of its previous existence due to its mingling with God.  Hence, a person may go through a number of lives before finally leaving matter behind.&lt;br /&gt;
&lt;br /&gt;
As to the so-called &amp;quot;Ancestor Shades&amp;quot; that the Informatii revere, the People believe these are little more than reflections of former lives in the mind of God at best, or corruptions of the Enemy at worst.  They most certainly are NOT the actual loved ones who once walked among us.  Contact with the Shades is absolutely forbidden among the People as &amp;quot;Witchcraft&amp;quot;, and is one of the few crimes punishable by death among them.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
Yesukrishna spoke a lot on this matter, and his words have come down to the People in the form of the Wisdom; a hodgepodge of stories, anecdotes and sayings about Yesukrishna.  The basic ideas, though, are as follows:&lt;br /&gt;
* Harmony is a sign of God.  Therefore, each person should strive to live in harmony. Yesukrishna said &amp;quot;You should be to your neighbor the good neighbor you want him to be&amp;quot;.&lt;br /&gt;
* Evil is those things that prevent harmony, or sow discord.&lt;br /&gt;
* Yesukrishna was very pragmatic regarding actual behaviour, and what was evil or good about it.  He provided many parables regarding people in various situations, which are often used by the wise ones of the People to make judgements.  For example; a person who steals food from a poor family to make a feast would be considered evil, but a person who steals food from a greedy rich family to save his own from starvation might not be.&lt;br /&gt;
* There were some behaviours/attitudes that Yesukrishna said ALWAYS lead to disharmony, and are therefore always evil; murder, sexual immorality, witchcraft, greed and covetousness are examples.&lt;br /&gt;
&lt;br /&gt;
==Kapitalism==&lt;br /&gt;
Kapitalism is the religion of the Niarchs, and is pretty much unique to that culture, for historical and cultural reasons.  The religion does not offer much to non-Niarch persons.  However, there are some converts among the People, and high ranking arbeiders in the Gezag power structure will often act like they are converts when dealing with their superiors.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
In the time before the Sky Fire, people lived much as they do now.  However, as time went on, people turned more and more away from the true knowledge of God, called kapitalism.  God became very angry about this, and decided to destroy all human kind.  However, one group of people still pleased God with their ways; the Amerks.  God sent them some warning as to what was about to happen, and the Amerks hid themselves deep in the Earth.&lt;br /&gt;
&lt;br /&gt;
Then, God sent the Sky Fire, and burned the world, making it new.  For a time after that, the world was unclaimed; in fact, humans didn&#039;t even understand the value of things.  They grubbed around, scraping up a meager existence, beating up on their neighbors, etc., with no real purpose in life.  &lt;br /&gt;
&lt;br /&gt;
Then, from deep within the Earth, the Amerks returned.  These people were different from the other humans; they wielded great magics, such as chariots that would travel under their own power, and staves which could shoot fire.  But they were very weak; a horrible, disfiguring disease had taken many of them, and scarred many others (it is from this that the practice of wearing masks among the Niarch is derived).  The Amerks believed that this disease was the last weapon used against them by their God-hating enemies.  The Amerks took women and men from among the locals, the Niarch, and bred with them, and taught them many of their secrets.  More importantly, the Amerks brought the philosophy of kapitalism with them.  In time, the original Amerks all passed away, but their blood still flows in the Niarch, the Amerks&#039; heirs.&lt;br /&gt;
&lt;br /&gt;
Its important to note the position of kapitalisme on Spirits.  According to the ancient teachings of the Amerk, Spirits are products of God, placed in the World to be servants to humanity.&lt;br /&gt;
&lt;br /&gt;
===What&#039;s the point of it all?===&lt;br /&gt;
Kapitalisme has several key points to it.&lt;br /&gt;
* First, all of the World was once belonged to the Amerks, and only the Amerks have the right, given by God, to own all things.  &lt;br /&gt;
* Second, you CAN take it with you; the Amerks spoke of a paradise built by God beyond the grave, the Persoonlijkheidopslag (a difficult word to translate into other languages, perhaps best translated into Speech as soul storage).  In the Persoonlijkheidopslag, all of the possessions and wealth you have acquired in your life in the World are yours for all eternity.&lt;br /&gt;
* Third, your life in the World is your ONLY OPPORTUNITY to stock your overschot (reserves, supplies, again, a difficult word to translate into Speech) in the Persoonlijkheidopslag.  What you do here provides you with all that you will have in the afterlife.&lt;br /&gt;
* Fourth, your WAYS of living here in the World also translate into the afterlife, the Persoonlijkheidopslag.  Therefore, it is not enough to simply amass wealth and power, because then in then in the afterlife you will have all this stuff but not know what to DO with it.  The well balanced kapitalistisch knows that both the acquisition, and the ENJOYMENT of power and wealth are equally important.  &lt;br /&gt;
&lt;br /&gt;
Therefore, the goal of all Amerks (and by right of blood, the Niarch that have followed in their ways) is to amass as much personal wealth as possible, so as to be as well set up and comfortable as one can be for eternity, and to enjoy that wealth and power as much as possible to train their psyche for the afterlife.&lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
To the kapitalistisch, there is no such thing as evil.  There is only circumstance, and the actions of other people.  Bad stuff happens to you because a) you just have rotten luck or b) you aren&#039;t powerful enough to keep people from doing bad things to you.&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
See above for what the Niarch believe happens when they die.  Non-Niarch, on the other hand, have no afterlife.  At death they simply cease to exist.  But see below for one possible way out of this situation for the non-Niarch.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
As stated above, the point of existence is to both amass power and wealth, and also to enjoy it.  Only the descendants of the Amerks (the Niarch) are capable of true ownership, and only the kapitalistisch are the beneficiaries of a place in the Persoonlijkheidopslag.  &lt;br /&gt;
&lt;br /&gt;
This does not mean that they are unruly and chaotic, constantly at each others throats.  Far from it.  The kapitalistische also learned another lesson from the Amerks, which was that a rising tide causes all boats to rise.  Therefore, kapitalism requires a strong government, and powerful organized institutions, to regulate the flow of resources.  Hence the rise of the Gezag.  Moreover, kapitalism also requires constant expansion; all the World should ultimately be claimed again by the kaptitalisticshe, the heirs of the Amerks.&lt;br /&gt;
&lt;br /&gt;
There is simply no such thing as conversion to kapitalism.  However, there is a &amp;quot;lesser&amp;quot; form of kapitalism which is available to non-Niarchs.  Only the Niarchs themselves have the birthright that enables them access to Persoonlijkheidopslag, but, through service to the Niarchs, a non-Niarch can earn a place there in the service of a Niarch, either as arbeider (worker) or bezit (property).  In fact, many Niarch believe that claiming bezit is almost a charitable activity; at least as bezit the human will have SOME kind of afterlife, rather than complete destruction.&lt;br /&gt;
&lt;br /&gt;
==Informatio==&lt;br /&gt;
Informatio (the Knowledge) is the religion based on the words of the Pastor, a prophetic figure who arose some 500 years ago in a distant land far to the West of the People, called Lacuna Niger (Black Pool) in Lingua, the language of that land.  Its adherents are called Informatii or Conhencimenti (the Knowledgeable in Lingua and in Valongon, respectively). &lt;br /&gt;
&lt;br /&gt;
The Pastor was apparently a young well-to-do philosopher in that part of the World, who, through a series of philosophical and metaphysical trials, received the Informatio, and in turn began to preach it.  It is somewhat unique, as religions go, because it is atheistic.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
The Informatio, as the Pastor preached it, does not really address the ultimate origin of the World.  The Pastor suggests, but does not claim it to be factual, that the World was born in an analogous way to the way a child is born, and that the World may indeed be one of many worlds, each one a different child.  The Pastor simply refuses to discuss the idea of a Parent as being outside the scope of rational discussion and hence meaningless.&lt;br /&gt;
&lt;br /&gt;
===Whats the point of it all?===&lt;br /&gt;
The Pastor&#039;s prudentia (insight) into the reason for the world&#039;s existence was two-fold.  First, all living things evolve and change.  Second, living things evolve into higher and higher levels of complexity.  This is because the entire universe is permeated with the Instigo, the urge, to become something more.  This does not come from any God; the Pastor did not allow for anything supernatural to exist in the world.  Rather, it is a kind of constant striving to achieve bigger and better things that is written into the fabric of exisitence as deeply as the law of gravity.  The Instigo operates at all levels of life, from the smallest insect, to the largest animal, and even operates at the level of groups of individuals and society itself.  This urge to become &amp;quot;higher&amp;quot; (i.e. more complex, more efficient, more impressive) is simply a force of nature.  Humanity, then, is the highest expression of life, its best and brightest product so far.  And it is the intellect, above all else, that demonstrates this superiority.  &lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
The Informatio teaches that much of what SEEMS like bad stuff really isn&#039;t.  It raises the idea of &amp;quot;what does not kill you, makes you stronger&amp;quot; to the level of a virtue.  The Pastor taught that all matter and nature is like a blacksmith&#039;s anvil and hammer.  It batters a piece of metal over and over again, but not for the purpose of destruction; rather, the battering is to mold the metal into something new and better.&lt;br /&gt;
&lt;br /&gt;
The Pastor also taught that much of what we call &amp;quot;evil&amp;quot; is really just people working and living contrary to the Instigo, the drive to become &amp;quot;higher&amp;quot;.  However, there is another virtue in the Informatio called veneratio (reverence), which is probably its highest virtue.  To practice veneratio is to revere those things that are &amp;quot;high&amp;quot;, and especially those things (i.e. people) that are &amp;quot;higher&amp;quot; than you are.  Thus, those that rule society, if they properly demonstrate their superiority to do so, are worthy of veneratio, and provide laws and customs that order society for optimum efficiency, in harmony with the Instigo.  To go contrary to these laws is to be contrary with the instigo, and show a lack of veneratio.  Thus, submission to proper (i.e. superior) authority is considered a good thing for the most part, EXCEPT when the authorities have proven their incompetence and lack of superiority.  Also, as all of humanity is considered the pinacle of nature, respect for one&#039;s fellow humans, their wishes and needs, is considered essential to a proper understanding of veneratio.  Things such as murder, rape, theft, etc., are not viewed as &amp;quot;evil&amp;quot; so much as showing a lack of respect for both the individual and for the society as a whole.&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
The Pastor taught that death is truly the end of exisitence.  There is no real afterlife.  Sort of.&lt;br /&gt;
&lt;br /&gt;
While your own individual consciousness may not exactly persist beyond death, your memory does; all of those things you did that people remember you for contribute to creating a recordatio (recollection, memory, a difficult word to translate) of yourself in the minds of others and in the fabric of nature itself.  The recordatii (what the People call shades) are what are contacted by what the People call &amp;quot;witchcraft&amp;quot;, and what the Informatii call the ars memoria.  The Pastor did not teach that the recordatii were the actual spirits or souls of the dead; the Pastor repudiated such concepts as being irrational.  But they were, nevertheless, important tokens, reminders, and presences of the dead in our lives, and worthy of veneratio.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
The Informatio has a rich ethical tradition associated with it, with an array of practical and philosophical texts to draw upon.  However, its principle virtues are:&lt;br /&gt;
* Ancestor reverence - the Informatii revere their ancestors and other important figures with a fervor that borders on worship.  They routinely contact the recordatii for guidance and wisdom, build shrines in which the dead can be honored, etc.&lt;br /&gt;
* Submission to superior authority - the Informatio teaches that superior (i.e rightful, competent authority) should be submitted to and revered.  Societies of the Pastorate tend to be well ordered places, with little room for much wide freedom of expression on matters of civil order.&lt;br /&gt;
* Primacy of reason - the Pastor himself taught that reason was the supreme development of nature, and that reason should guide all action.&lt;br /&gt;
* Competetion - the Pastor taught that competition and adversity are the fires that purify the mind and body.  Therefore, competitions of various sorts are common in the Pastorate.  Public positions are given out by competetive examination, for example, and leaders are often chosen in the same fashion.  All kinds of games and sports are also considered to be worthwhile activities, and are pursued with great passion.&lt;br /&gt;
* Denegration of spirits - the spirits are considered to be inferior beings in the Pastor&#039;s writings; inferior because they do not strive with the force of the Instigo.  They are not supernatural, per se, but they are unnatural, to some extent.  Spirits are used by the Informatii, but only as servants or slaves, never as friends or, worse yet, gods.  &lt;br /&gt;
* the Officium - The best purpose for all human kind is to press forward and progress.  The Informatio is self-evidently a new system, more progressed than any other ethical tradition or religion in the World.  The officium is therefore the obligation or duty placed on the Informatii by reason itself (and encouraged by its leaders) to export and push forward its adoption.  Therefore, the Informatii are highly evangelical, with Disciples commonly seen preaching its worth to the World.&lt;br /&gt;
* Rebellion and conquest - Submission to superior authority is only right and proper; submission to inferior authority is absurd.  Therefore, rebellion can be an expression of the officium, as can the conquest of a neighboring nation or culture.&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Setting_Religion&amp;diff=62029</id>
		<title>TROS in the Hammer:Setting Religion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Setting_Religion&amp;diff=62029"/>
		<updated>2007-09-29T15:26:16Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* How should I live my life? */ correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[TROS in the Hammer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
=Religions of the World=&lt;br /&gt;
&lt;br /&gt;
==The Questions==&lt;br /&gt;
All religions ask the following questions:&lt;br /&gt;
&lt;br /&gt;
* Where did it all come from?&lt;br /&gt;
* Whats the point of it all?&lt;br /&gt;
* Why does bad stuff happen?&lt;br /&gt;
* What happens when I die?&lt;br /&gt;
* How should I live my life?&lt;br /&gt;
&lt;br /&gt;
Each of these questions will be answered for each religion.  &lt;br /&gt;
&lt;br /&gt;
==The Way of Yesukrishna==&lt;br /&gt;
The Way of Yesukrishna is the religion of those that follow Yesukrishna.  It is the religion of the vast majority of the People, but can also be found among other cultures to the North and South of the Gezag.  It was also once a common religion among people to the West, including the Valongo, but has since almost dissappeared there and been replaced by the Informatio.  Followers of the Way of Yesukrishna are called Yesukrishnans.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
The People believe that all thought and consciousness, both human and spirit, lies on a continuum.  Humanity lies at one end of this continuum; complicated, confused, unable to see clearly.  Thought then progesses along this continuum through stages of &amp;quot;concentration&amp;quot;, that is, having fewer qualities.  It also progresses through stages of &amp;quot;amplification&amp;quot;, that is, having qualities that encompasses more concepts.  The qualities of spirits are an embodiment of this process; the simpler the spirit, the more concentrated that spirit is; the broader its qualities, the more amplified it is.  As an example: a Weather spirit with the qualities of create, magnify, wind, sun, rain, cloud is less concentrated than a weather spirit that has create, wind.  Both are less amplified than a spirit that has create, weather.  &lt;br /&gt;
&lt;br /&gt;
The People believe that if you follow this process far enough, you enventually arrive at a spirit who is completely concentrated (it has only one quality) and completely amplified (that one quality encompasses all of thought).  This spirit, the People believe, is God, the source and center of all existence.  &lt;br /&gt;
&lt;br /&gt;
At some point in the past, all thought was God; there was no thought separate from God.  But then, into the World came a new thought, a thought that was not God, from outside of time and space.  This thought is called by the People the Enemy.  The Enemy came to the World with evil and fire and destruction from heaven, and sundered all thought, so that the unity of God was shattered.  The Enemy in fact sought to wipe out God, so that only the Enemy would exist.  But the Enemy failed, and was itself shattered.  Now, both God and the Enemy are locked in a war to concentrate and amplify themselves again.  Humanity was born in this conflict; pitiful diffuse and narrow fragments of God&#039;s thoughts, corrupted and suffused with the thoughts of the Enemy.&lt;br /&gt;
&lt;br /&gt;
===What&#039;s the point of it all?===  &lt;br /&gt;
The only rational goal of humanity, therefore, is to strive to become one again with God, and purge all elements of the Enemy away.  The Enemy stands between humanity and God.  But, sadly, we cannot, on our own, purge out the Enemy&#039;s thoughts from ourselves.  We are simply too weak.&lt;br /&gt;
&lt;br /&gt;
So, long, long, ago, before recorded history, God came into the World, into its own thoughts as it were, and merged with matter to become a human being.  This human being was born from a woman in a distant place called Virginia.  He was called Yesukrishna.  As Yesukrishna, God was able to experience life locked within a form of matter, and in the process create a method by which humanity could free their thoughts from the grip of the Enemy.  Yesukrishna taught many people this method, and the Enemy was furious.  The Enemy caused its agents amoung humanity, the Pharisists, the Saduccists, and the Communists, to take Yesukrishna and kill him by crucifying him on a cross.  Little did the Enemy know, however, that this was exactly as God intended; freed again from the form of matter, God was all thought again, and implanted in every human the Holy Fire, which burns there, and which gives all humans the strength, should they choose it, to purge themselves of the Enemy.&lt;br /&gt;
&lt;br /&gt;
But this is still not a simple matter.  It may literally take thousands of lifetimes to fully free oneself from the Enemy and enter into full communion with God, as the spirits are.  Each life, therefore, is still a struggle.&lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
The People have two answers to the problem of bad stuff, because they believe there are two different kinds.  The first is &amp;quot;natural suffering&amp;quot;.  This is the kind of suffering and pain caused by the fact that humans are thought creatures trapped in matter, and therefore at the mercy of matter.  Things like tornados, floods, disease, accident, etc., are all simply the consequence of matter and its interactions.  They are not &#039;&#039;caused&#039;&#039; by anything in particular, they are just the cost of being trapped in matter.  Natural suffering simply has to be endured, but it can be alleviated by the help of the Spirits.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Evil&amp;quot; however, is something different.  &amp;quot;Evil&amp;quot; is thought which is contrary and alien to God, and is a product of the Enemy.  The principle form evil takes is disharmony.  God is one, united.  So whenever there is discord or disharmony, it is a sign that the Enemy is making its presence felt.  Yesukrishna spoke much on what is evil, and his words have been carried down to the People through the Wisdom (see below).&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
When a person dies, their shade is released back into God.  If it is sufficiently concentrated and/or amplified, it remains there, becoming a Spirit.    If not, it cannot remain with God and instead &amp;quot;falls back&amp;quot; into matter, becoming a new human being.  This new human has no memories of its previous existence due to its mingling with God.  Hence, a person may go through a number of lives before finally leaving matter behind.&lt;br /&gt;
&lt;br /&gt;
As to the so-called &amp;quot;Ancestor Shades&amp;quot; that the Informatii revere, the People believe these are little more than reflections of former lives in the mind of God at best, or corruptions of the Enemy at worst.  They most certainly are NOT the actual loved ones who once walked among us.  Contact with the Shades is absolutely forbidden among the People as &amp;quot;Witchcraft&amp;quot;, and is one of the few crimes punishable by death among them.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
Yesukrishna spoke a lot on this matter, and his words have come down to the People in the form of the Wisdom; a hodgepodge of stories, anecdotes and sayings about Yesukrishna.  The basic ideas, though, are as follows:&lt;br /&gt;
* Harmony is a sign of God.  Therefore, each person should strive to live in harmony. Yesukrishna said &amp;quot;You should be to your neighbor the good neighbor you want him to be&amp;quot;.&lt;br /&gt;
* Evil is those things that prevent harmony, or sow discord.&lt;br /&gt;
* Yesukrishna was very pragmatic regarding actual behaviour, and what was evil or good about it.  He provided many parables regarding people in various situations, which are often used by the wise ones of the People to make judgements.  For example; a person who steals food from a poor family to make a feast would be considered evil, but a person who steals food from a greedy rich family to save his own from starvation might not be.&lt;br /&gt;
* There were some behaviours/attitudes that Yesukrishna said ALWAYS lead to disharmony, and are therefore always evil; murder, sexual immorality, witchcraft, greed and covetousness are examples.&lt;br /&gt;
&lt;br /&gt;
==Kapitalism==&lt;br /&gt;
Kapitalism is the religion of the Niarchs, and is pretty much unique to that culture, for historical and cultural reasons.  The religion does not offer much to non-Niarch persons.  However, there are some converts among the People, and high ranking arbeiders in the Gezag power structure will often act like they are converts when dealing with their superiors.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
In the time before the Sky Fire, people lived much as they do now.  However, as time went on, people turned more and more away from the true knowledge of God, called kapitalism.  God became very angry about this, and decided to destroy all human kind.  However, one group of people still pleased God with their ways; the Amerks.  God sent them some warning as to what was about to happen, and the Amerks hid themselves deep in the Earth.&lt;br /&gt;
&lt;br /&gt;
Then, God sent the Sky Fire, and burned the world, making it new.  For a time after that, the world was unclaimed; in fact, humans didn&#039;t even understand the value of things.  They grubbed around, scraping up a meager existence, beating up on their neighbors, etc., with no real purpose in life.  &lt;br /&gt;
&lt;br /&gt;
Then, from deep within the Earth, the Amerks returned.  These people were different from the other humans; they wielded great magics, such as chariots that would travel under their own power, and staves which could shoot fire.  But they were very weak; a horrible, disfiguring disease had taken many of them, and scarred many others (it is from this that the practice of wearing masks among the Niarch is derived).  The Amerks believed that this disease was the last weapon used against them by their God-hating enemies.  The Amerks took women and men from among the locals, the Niarch, and bred with them, and taught them many of their secrets.  More importantly, the Amerks brought the philosophy of kapitalism with them.  In time, the original Amerks all passed away, but their blood still flows in the Niarch, the Amerks&#039; heirs.&lt;br /&gt;
&lt;br /&gt;
Its important to note the position of kapitalisme on Spirits.  According to the ancient teachings of the Amerk, Spirits are products of God, placed in the World to be servants to humanity.&lt;br /&gt;
&lt;br /&gt;
===What&#039;s the point of it all?===&lt;br /&gt;
Kapitalisme has several key points to it.&lt;br /&gt;
* First, all of the World was once belonged to the Amerks, and only the Amerks have the right, given by God, to own all things.  &lt;br /&gt;
* Second, you CAN take it with you; the Amerks spoke of a paradise built by God beyond the grave, the Persoonlijkheidopslag (a difficult word to translate into other languages, perhaps best translated into Speech as soul storage).  In the Persoonlijkheidopslag, all of the possessions and wealth you have acquired in your life in the World are yours for all eternity.&lt;br /&gt;
* Third, your life in the World is your ONLY OPPORTUNITY to stock your overschot (reserves, supplies, again, a difficult word to translate into Speech) in the Persoonlijkheidopslag.  What you do here provides you with all that you will have in the afterlife.&lt;br /&gt;
* Fourth, your WAYS of living here in the World also translate into the afterlife, the Persoonlijkheidopslag.  Therefore, it is not enough to simply amass wealth and power, because then in then in the afterlife you will have all this stuff but not know what to DO with it.  The well balanced kapitalistisch knows that both the acquisition, and the ENJOYMENT of power and wealth are equally important.  &lt;br /&gt;
&lt;br /&gt;
Therefore, the goal of all Amerks (and by right of blood, the Niarch that have followed in their ways) is to amass as much personal wealth as possible, so as to be as well set up and comfortable as one can be for eternity, and to enjoy that wealth and power as much as possible to train their psyche for the afterlife.&lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
To the kapitalistisch, there is no such thing as evil.  There is only circumstance, and the actions of other people.  Bad stuff happens to you because a) you just have rotten luck or b) you aren&#039;t powerful enough to keep people from doing bad things to you.&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
See above for what the Niarch believe happens when they die.  Non-Niarch, on the other hand, have no afterlife.  At death they simply cease to exist.  But see below for one possible way out of this situation for the non-Niarch.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
As stated above, the point of existence is to both amass power and wealth, and also to enjoy it.  Only the descendants of the Amerks (the Niarch) are capable of true ownership, and only the kapitalistisch are the beneficiaries of a place in the Persoonlijkheidopslag.  &lt;br /&gt;
&lt;br /&gt;
This does not mean that they are unruly and chaotic, constantly at each others throats.  Far from it.  The kapitalistische also learned another lesson from the Amerks, which was that a rising tide causes all boats to rise.  Therefore, kapitalism requires a strong government, and powerful organized institutions, to regulate the flow of resources.  Hence the rise of the Gezag.  Moreover, kapitalism also requires constant expansion; all the World should ultimately be claimed again by the kaptitalisticshe, the heirs of the Amerks.&lt;br /&gt;
&lt;br /&gt;
There is simply no such thing as conversion to kapitalism.  However, there is a &amp;quot;lesser&amp;quot; form of kapitalism which is available to non-Niarchs.  Only the Niarchs themselves have the have the birthright that enables them access to Persoonlijkheidopslag, but, through service to the Niarchs, a non-Niarch can earn a place there in the service of a Niarch, either as arbeider (worker) or bezit (property).  In fact, many Niarch believe that claiming bezit is almost a charitable activity; at least as bezit the human will have SOME kind of afterlife, rather than complete destruction.&lt;br /&gt;
&lt;br /&gt;
==Informatio==&lt;br /&gt;
Informatio (the Knowledge) is the religion based on the words of the Pastor, a prophetic figure who arose some 500 years ago in a distant land far to the West of the People, called Lacuna Niger (Black Pool) in Lingua, the language of that land.  Its adherents are called Informatii or Conhencimenti (the Knowledgeable in Lingua and in Valongon, respectively). &lt;br /&gt;
&lt;br /&gt;
The Pastor was apparently a young well-to-do philosopher in that part of the World, who, through a series of philosophical and metaphysical trials, received the Informatio, and in turn began to preach it.  It is somewhat unique, as religions go, because it is atheistic.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
The Informatio, as the Pastor preached it, does not really address the ultimate origin of the World.  The Pastor suggests, but does not claim it to be factual, that the World was born in an analogous way to the way a child is born, and that the World may indeed be one of many worlds, each one a different child.  The Pastor simply refuses to discuss the idea of a Parent as being outside the scope of rational discussion and hence meaningless.&lt;br /&gt;
&lt;br /&gt;
===Whats the point of it all?===&lt;br /&gt;
The Pastor&#039;s prudentia (insight) into the reason for the world&#039;s existence was two-fold.  First, all living things evolve and change.  Second, living things evolve into higher and higher levels of complexity.  This is because the entire universe is permeated with the Instigo, the urge, to become something more.  This does not come from any God; the Pastor did not allow for anything supernatural to exist in the world.  Rather, it is a kind of constant striving to achieve bigger and better things that is written into the fabric of exisitence as deeply as the law of gravity.  The Instigo operates at all levels of life, from the smallest insect, to the largest animal, and even operates at the level of groups of individuals and society itself.  This urge to become &amp;quot;higher&amp;quot; (i.e. more complex, more efficient, more impressive) is simply a force of nature.  Humanity, then, is the highest expression of life, its best and brightest product so far.  And it is the intellect, above all else, that demonstrates this superiority.  &lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
The Informatio teaches that much of what SEEMS like bad stuff really isn&#039;t.  It raises the idea of &amp;quot;what does not kill you, makes you stronger&amp;quot; to the level of a virtue.  The Pastor taught that all matter and nature is like a blacksmith&#039;s anvil and hammer.  It batters a piece of metal over and over again, but not for the purpose of destruction; rather, the battering is to mold the metal into something new and better.&lt;br /&gt;
&lt;br /&gt;
The Pastor also taught that much of what we call &amp;quot;evil&amp;quot; is really just people working and living contrary to the Instigo, the drive to become &amp;quot;higher&amp;quot;.  However, there is another virtue in the Informatio called veneratio (reverence), which is probably its highest virtue.  To practice veneratio is to revere those things that are &amp;quot;high&amp;quot;, and especially those things (i.e. people) that are &amp;quot;higher&amp;quot; than you are.  Thus, those that rule society, if they properly demonstrate their superiority to do so, are worthy of veneratio, and provide laws and customs that order society for optimum efficiency, in harmony with the Instigo.  To go contrary to these laws is to be contrary with the instigo, and show a lack of veneratio.  Thus, submission to proper (i.e. superior) authority is considered a good thing for the most part, EXCEPT when the authorities have proven their incompetence and lack of superiority.  Also, as all of humanity is considered the pinacle of nature, respect for one&#039;s fellow humans, their wishes and needs, is considered essential to a proper understanding of veneratio.  Things such as murder, rape, theft, etc., are not viewed as &amp;quot;evil&amp;quot; so much as showing a lack of respect for both the individual and for the society as a whole.&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
The Pastor taught that death is truly the end of exisitence.  There is no real afterlife.  Sort of.&lt;br /&gt;
&lt;br /&gt;
While your own individual consciousness may not exactly persist beyond death, your memory does; all of those things you did that people remember you for contribute to creating a recordatio (recollection, memory, a difficult word to translate) of yourself in the minds of others and in the fabric of nature itself.  The recordatii (what the People call shades) are what are contacted by what the People call &amp;quot;witchcraft&amp;quot;, and what the Informatii call the ars memoria.  The Pastor did not teach that the recordatii were the actual spirits or souls of the dead; the Pastor repudiated such concepts as being irrational.  But they were, nevertheless, important tokens, reminders, and presences of the dead in our lives, and worthy of veneratio.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
The Informatio has a rich ethical tradition associated with it, with an array of practical and philosophical texts to draw upon.  However, its principle virtues are:&lt;br /&gt;
* Ancestor reverence - the Informatii revere their ancestors and other important figures with a fervor that borders on worship.  They routinely contact the recordatii for guidance and wisdom, build shrines in which the dead can be honored, etc.&lt;br /&gt;
* Submission to superior authority - the Informatio teaches that superior (i.e rightful, competent authority) should be submitted to and revered.  Societies of the Pastorate tend to be well ordered places, with little room for much wide freedom of expression on matters of civil order.&lt;br /&gt;
* Primacy of reason - the Pastor himself taught that reason was the supreme development of nature, and that reason should guide all action.&lt;br /&gt;
* Competetion - the Pastor taught that competition and adversity are the fires that purify the mind and body.  Therefore, competitions of various sorts are common in the Pastorate.  Public positions are given out by competetive examination, for example, and leaders are often chosen in the same fashion.  All kinds of games and sports are also considered to be worthwhile activities, and are pursued with great passion.&lt;br /&gt;
* Denegration of spirits - the spirits are considered to be inferior beings in the Pastor&#039;s writings; inferior because they do not strive with the force of the Instigo.  They are not supernatural, per se, but they are unnatural, to some extent.  Spirits are used by the Informatii, but only as servants or slaves, never as friends or, worse yet, gods.  &lt;br /&gt;
* the Officium - The best purpose for all human kind is to press forward and progress.  The Informatio is self-evidently a new system, more progressed than any other ethical tradition or religion in the World.  The officium is therefore the obligation or duty placed on the Informatii by reason itself (and encouraged by its leaders) to export and push forward its adoption.  Therefore, the Informatii are highly evangelical, with Disciples commonly seen preaching its worth to the World.&lt;br /&gt;
* Rebellion and conquest - Submission to superior authority is only right and proper; submission to inferior authority is absurd.  Therefore, rebellion can be an expression of the officium, as can the conquest of a neighboring nation or culture.&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Setting_Religion&amp;diff=62028</id>
		<title>TROS in the Hammer:Setting Religion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Setting_Religion&amp;diff=62028"/>
		<updated>2007-09-29T15:20:52Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* What&amp;#039;s the point of it all? */ correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[TROS in the Hammer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
=Religions of the World=&lt;br /&gt;
&lt;br /&gt;
==The Questions==&lt;br /&gt;
All religions ask the following questions:&lt;br /&gt;
&lt;br /&gt;
* Where did it all come from?&lt;br /&gt;
* Whats the point of it all?&lt;br /&gt;
* Why does bad stuff happen?&lt;br /&gt;
* What happens when I die?&lt;br /&gt;
* How should I live my life?&lt;br /&gt;
&lt;br /&gt;
Each of these questions will be answered for each religion.  &lt;br /&gt;
&lt;br /&gt;
==The Way of Yesukrishna==&lt;br /&gt;
The Way of Yesukrishna is the religion of those that follow Yesukrishna.  It is the religion of the vast majority of the People, but can also be found among other cultures to the North and South of the Gezag.  It was also once a common religion among people to the West, including the Valongo, but has since almost dissappeared there and been replaced by the Informatio.  Followers of the Way of Yesukrishna are called Yesukrishnans.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
The People believe that all thought and consciousness, both human and spirit, lies on a continuum.  Humanity lies at one end of this continuum; complicated, confused, unable to see clearly.  Thought then progesses along this continuum through stages of &amp;quot;concentration&amp;quot;, that is, having fewer qualities.  It also progresses through stages of &amp;quot;amplification&amp;quot;, that is, having qualities that encompasses more concepts.  The qualities of spirits are an embodiment of this process; the simpler the spirit, the more concentrated that spirit is; the broader its qualities, the more amplified it is.  As an example: a Weather spirit with the qualities of create, magnify, wind, sun, rain, cloud is less concentrated than a weather spirit that has create, wind.  Both are less amplified than a spirit that has create, weather.  &lt;br /&gt;
&lt;br /&gt;
The People believe that if you follow this process far enough, you enventually arrive at a spirit who is completely concentrated (it has only one quality) and completely amplified (that one quality encompasses all of thought).  This spirit, the People believe, is God, the source and center of all existence.  &lt;br /&gt;
&lt;br /&gt;
At some point in the past, all thought was God; there was no thought separate from God.  But then, into the World came a new thought, a thought that was not God, from outside of time and space.  This thought is called by the People the Enemy.  The Enemy came to the World with evil and fire and destruction from heaven, and sundered all thought, so that the unity of God was shattered.  The Enemy in fact sought to wipe out God, so that only the Enemy would exist.  But the Enemy failed, and was itself shattered.  Now, both God and the Enemy are locked in a war to concentrate and amplify themselves again.  Humanity was born in this conflict; pitiful diffuse and narrow fragments of God&#039;s thoughts, corrupted and suffused with the thoughts of the Enemy.&lt;br /&gt;
&lt;br /&gt;
===What&#039;s the point of it all?===  &lt;br /&gt;
The only rational goal of humanity, therefore, is to strive to become one again with God, and purge all elements of the Enemy away.  The Enemy stands between humanity and God.  But, sadly, we cannot, on our own, purge out the Enemy&#039;s thoughts from ourselves.  We are simply too weak.&lt;br /&gt;
&lt;br /&gt;
So, long, long, ago, before recorded history, God came into the World, into its own thoughts as it were, and merged with matter to become a human being.  This human being was born from a woman in a distant place called Virginia.  He was called Yesukrishna.  As Yesukrishna, God was able to experience life locked within a form of matter, and in the process create a method by which humanity could free their thoughts from the grip of the Enemy.  Yesukrishna taught many people this method, and the Enemy was furious.  The Enemy caused its agents amoung humanity, the Pharisists, the Saduccists, and the Communists, to take Yesukrishna and kill him by crucifying him on a cross.  Little did the Enemy know, however, that this was exactly as God intended; freed again from the form of matter, God was all thought again, and implanted in every human the Holy Fire, which burns there, and which gives all humans the strength, should they choose it, to purge themselves of the Enemy.&lt;br /&gt;
&lt;br /&gt;
But this is still not a simple matter.  It may literally take thousands of lifetimes to fully free oneself from the Enemy and enter into full communion with God, as the spirits are.  Each life, therefore, is still a struggle.&lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
The People have two answers to the problem of bad stuff, because they believe there are two different kinds.  The first is &amp;quot;natural suffering&amp;quot;.  This is the kind of suffering and pain caused by the fact that humans are thought creatures trapped in matter, and therefore at the mercy of matter.  Things like tornados, floods, disease, accident, etc., are all simply the consequence of matter and its interactions.  They are not &#039;&#039;caused&#039;&#039; by anything in particular, they are just the cost of being trapped in matter.  Natural suffering simply has to be endured, but it can be alleviated by the help of the Spirits.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Evil&amp;quot; however, is something different.  &amp;quot;Evil&amp;quot; is thought which is contrary and alien to God, and is a product of the Enemy.  The principle form evil takes is disharmony.  God is one, united.  So whenever there is discord or disharmony, it is a sign that the Enemy is making its presence felt.  Yesukrishna spoke much on what is evil, and his words have been carried down to the People through the Wisdom (see below).&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
When a person dies, their shade is released back into God.  If it is sufficiently concentrated and/or amplified, it remains there, becoming a Spirit.    If not, it cannot remain with God and instead &amp;quot;falls back&amp;quot; into matter, becoming a new human being.  This new human has no memories of its previous existence due to its mingling with God.  Hence, a person may go through a number of lives before finally leaving matter behind.&lt;br /&gt;
&lt;br /&gt;
As to the so-called &amp;quot;Ancestor Shades&amp;quot; that the Informatii revere, the People believe these are little more than reflections of former lives in the mind of God at best, or corruptions of the Enemy at worst.  They most certainly are NOT the actual loved ones who once walked among us.  Contact with the Shades is absolutely forbidden among the People as &amp;quot;Witchcraft&amp;quot;, and is one of the few crimes punishable by death among them.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
Yesukrishna spoke a lot on this matter, and his words have come down to the People in the form of the Wisdom; a hodgepodge of stories, anecdotes and sayings about Yesukrishna.  The basic ideas, though, are as follows:&lt;br /&gt;
* Harmony is a sign of God.  Therefore, each person should strive to live in harmony. Yesukrishna said &amp;quot;You should be to your neighbor the good neighbor you want him to be&amp;quot;.&lt;br /&gt;
* Evil is those things that prevent harmony, or sow discord.&lt;br /&gt;
* Yesukrishna was very pragmatic regarding actual behaviour, and what was evil or good about it.  He provided many parables regarding people in various situations, which are often used by the wise ones of the People to make judgements.  For example; a person who steals food from a poor family to make a feast would be considered evil, but a person who steals food from a greedy rich family to save his own from starvation might not be.&lt;br /&gt;
* There were some behaviours/attitudes that Yesukrishna said ALWAYS lead to disharmony, and are therefore always evil; murder, sexual immorality, witchcraft, greed and covetousness are examples.&lt;br /&gt;
&lt;br /&gt;
==Kapitalism==&lt;br /&gt;
Kapitalism is the religion of the Niarchs, and is pretty much unique to that culture, for historical and cultural reasons.  The religion does not offer much to non-Niarch persons.  However, there are some converts among the People, and high ranking arbeiders in the Gezag power structure will often act like they are converts when dealing with their superiors.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
In the time before the Sky Fire, people lived much as they do now.  However, as time went on, people turned more and more away from the true knowledge of God, called kapitalism.  God became very angry about this, and decided to destroy all human kind.  However, one group of people still pleased God with their ways; the Amerks.  God sent them some warning as to what was about to happen, and the Amerks hid themselves deep in the Earth.&lt;br /&gt;
&lt;br /&gt;
Then, God sent the Sky Fire, and burned the world, making it new.  For a time after that, the world was unclaimed; in fact, humans didn&#039;t even understand the value of things.  They grubbed around, scraping up a meager existence, beating up on their neighbors, etc., with no real purpose in life.  &lt;br /&gt;
&lt;br /&gt;
Then, from deep within the Earth, the Amerks returned.  These people were different from the other humans; they wielded great magics, such as chariots that would travel under their own power, and staves which could shoot fire.  But they were very weak; a horrible, disfiguring disease had taken many of them, and scarred many others (it is from this that the practice of wearing masks among the Niarch is derived).  The Amerks believed that this disease was the last weapon used against them by their God-hating enemies.  The Amerks took women and men from among the locals, the Niarch, and bred with them, and taught them many of their secrets.  More importantly, the Amerks brought the philosophy of kapitalism with them.  In time, the original Amerks all passed away, but their blood still flows in the Niarch, the Amerks&#039; heirs.&lt;br /&gt;
&lt;br /&gt;
Its important to note the position of kapitalisme on Spirits.  According to the ancient teachings of the Amerk, Spirits are products of God, placed in the World to be servants to humanity.&lt;br /&gt;
&lt;br /&gt;
===What&#039;s the point of it all?===&lt;br /&gt;
Kapitalisme has several key points to it.&lt;br /&gt;
* First, all of the World was once belonged to the Amerks, and only the Amerks have the right, given by God, to own all things.  &lt;br /&gt;
* Second, you CAN take it with you; the Amerks spoke of a paradise built by God beyond the grave, the Persoonlijkheidopslag (a difficult word to translate into other languages, perhaps best translated into Speech as soul storage).  In the Persoonlijkheidopslag, all of the possessions and wealth you have acquired in your life in the World are yours for all eternity.&lt;br /&gt;
* Third, your life in the World is your ONLY OPPORTUNITY to stock your overschot (reserves, supplies, again, a difficult word to translate into Speech) in the Persoonlijkheidopslag.  What you do here provides you with all that you will have in the afterlife.&lt;br /&gt;
* Fourth, your WAYS of living here in the World also translate into the afterlife, the Persoonlijkheidopslag.  Therefore, it is not enough to simply amass wealth and power, because then in then in the afterlife you will have all this stuff but not know what to DO with it.  The well balanced kapitalistisch knows that both the acquisition, and the ENJOYMENT of power and wealth are equally important.  &lt;br /&gt;
&lt;br /&gt;
Therefore, the goal of all Amerks (and by right of blood, the Niarch that have followed in their ways) is to amass as much personal wealth as possible, so as to be as well set up and comfortable as one can be for eternity, and to enjoy that wealth and power as much as possible to train their psyche for the afterlife.&lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
To the kapitalistisch, there is no such thing as evil.  There is only circumstance, and the actions of other people.  Bad stuff happens to you because a) you just have rotten luck or b) you aren&#039;t powerful enough to keep people from doing bad things to you.&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
See above for what the Niarch believe happens when they die.  Non-Niarch, on the other hand, have no afterlife.  At death they simply cease to exist.  But see below for one possible way out of this situation for the non-Niarch.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
As stated above, the point of existence is to both amass power and wealth, and also to enjoy it.  Only the descendants of the Amerks (the Niarch) are capable of true ownership, and only the kapitalistisch are the beneficiaries of a place in the Persoonlijkheidopslag.  &lt;br /&gt;
&lt;br /&gt;
This does not mean that the are unruly and chaotic, constantly at each others throats.  Far from it.  The kapitalistische also learned another lesson from the Amerks, which was that a rising tide causes all boats to rise.  Therefore, kapitalism requires a strong government, and powerful organized institutions, to regulate the flow of resources.  Hence the rise of the Gezag.  Moreover, kapitalism also requires constant expansion; all the World should ultimately be claimed again by the kaptitalisticshe, the heirs of the Amerks.&lt;br /&gt;
&lt;br /&gt;
There is simply no such thing as conversion to kapitalism.  However, there is a &amp;quot;lesser&amp;quot; form of kapitalism which is available to non-Niarchs.  Only the Niarchs themselves have the have the birthright that enables them access to Persoonlijkheidopslag, but, through service to the Niarchs, a non-Niarch can earn a place there in the service of a Niarch, either as arbeider (worker) or bezit (property).  In fact, many Niarch believe that claiming bezit is almost a charitable activity; at least as bezit the human will have SOME kind of afterlife, rather than complete destruction.&lt;br /&gt;
&lt;br /&gt;
==Informatio==&lt;br /&gt;
Informatio (the Knowledge) is the religion based on the words of the Pastor, a prophetic figure who arose some 500 years ago in a distant land far to the West of the People, called Lacuna Niger (Black Pool) in Lingua, the language of that land.  Its adherents are called Informatii or Conhencimenti (the Knowledgeable in Lingua and in Valongon, respectively). &lt;br /&gt;
&lt;br /&gt;
The Pastor was apparently a young well-to-do philosopher in that part of the World, who, through a series of philosophical and metaphysical trials, received the Informatio, and in turn began to preach it.  It is somewhat unique, as religions go, because it is atheistic.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
The Informatio, as the Pastor preached it, does not really address the ultimate origin of the World.  The Pastor suggests, but does not claim it to be factual, that the World was born in an analogous way to the way a child is born, and that the World may indeed be one of many worlds, each one a different child.  The Pastor simply refuses to discuss the idea of a Parent as being outside the scope of rational discussion and hence meaningless.&lt;br /&gt;
&lt;br /&gt;
===Whats the point of it all?===&lt;br /&gt;
The Pastor&#039;s prudentia (insight) into the reason for the world&#039;s existence was two-fold.  First, all living things evolve and change.  Second, living things evolve into higher and higher levels of complexity.  This is because the entire universe is permeated with the Instigo, the urge, to become something more.  This does not come from any God; the Pastor did not allow for anything supernatural to exist in the world.  Rather, it is a kind of constant striving to achieve bigger and better things that is written into the fabric of exisitence as deeply as the law of gravity.  The Instigo operates at all levels of life, from the smallest insect, to the largest animal, and even operates at the level of groups of individuals and society itself.  This urge to become &amp;quot;higher&amp;quot; (i.e. more complex, more efficient, more impressive) is simply a force of nature.  Humanity, then, is the highest expression of life, its best and brightest product so far.  And it is the intellect, above all else, that demonstrates this superiority.  &lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
The Informatio teaches that much of what SEEMS like bad stuff really isn&#039;t.  It raises the idea of &amp;quot;what does not kill you, makes you stronger&amp;quot; to the level of a virtue.  The Pastor taught that all matter and nature is like a blacksmith&#039;s anvil and hammer.  It batters a piece of metal over and over again, but not for the purpose of destruction; rather, the battering is to mold the metal into something new and better.&lt;br /&gt;
&lt;br /&gt;
The Pastor also taught that much of what we call &amp;quot;evil&amp;quot; is really just people working and living contrary to the Instigo, the drive to become &amp;quot;higher&amp;quot;.  However, there is another virtue in the Informatio called veneratio (reverence), which is probably its highest virtue.  To practice veneratio is to revere those things that are &amp;quot;high&amp;quot;, and especially those things (i.e. people) that are &amp;quot;higher&amp;quot; than you are.  Thus, those that rule society, if they properly demonstrate their superiority to do so, are worthy of veneratio, and provide laws and customs that order society for optimum efficiency, in harmony with the Instigo.  To go contrary to these laws is to be contrary with the instigo, and show a lack of veneratio.  Thus, submission to proper (i.e. superior) authority is considered a good thing for the most part, EXCEPT when the authorities have proven their incompetence and lack of superiority.  Also, as all of humanity is considered the pinacle of nature, respect for one&#039;s fellow humans, their wishes and needs, is considered essential to a proper understanding of veneratio.  Things such as murder, rape, theft, etc., are not viewed as &amp;quot;evil&amp;quot; so much as showing a lack of respect for both the individual and for the society as a whole.&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
The Pastor taught that death is truly the end of exisitence.  There is no real afterlife.  Sort of.&lt;br /&gt;
&lt;br /&gt;
While your own individual consciousness may not exactly persist beyond death, your memory does; all of those things you did that people remember you for contribute to creating a recordatio (recollection, memory, a difficult word to translate) of yourself in the minds of others and in the fabric of nature itself.  The recordatii (what the People call shades) are what are contacted by what the People call &amp;quot;witchcraft&amp;quot;, and what the Informatii call the ars memoria.  The Pastor did not teach that the recordatii were the actual spirits or souls of the dead; the Pastor repudiated such concepts as being irrational.  But they were, nevertheless, important tokens, reminders, and presences of the dead in our lives, and worthy of veneratio.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
The Informatio has a rich ethical tradition associated with it, with an array of practical and philosophical texts to draw upon.  However, its principle virtues are:&lt;br /&gt;
* Ancestor reverence - the Informatii revere their ancestors and other important figures with a fervor that borders on worship.  They routinely contact the recordatii for guidance and wisdom, build shrines in which the dead can be honored, etc.&lt;br /&gt;
* Submission to superior authority - the Informatio teaches that superior (i.e rightful, competent authority) should be submitted to and revered.  Societies of the Pastorate tend to be well ordered places, with little room for much wide freedom of expression on matters of civil order.&lt;br /&gt;
* Primacy of reason - the Pastor himself taught that reason was the supreme development of nature, and that reason should guide all action.&lt;br /&gt;
* Competetion - the Pastor taught that competition and adversity are the fires that purify the mind and body.  Therefore, competitions of various sorts are common in the Pastorate.  Public positions are given out by competetive examination, for example, and leaders are often chosen in the same fashion.  All kinds of games and sports are also considered to be worthwhile activities, and are pursued with great passion.&lt;br /&gt;
* Denegration of spirits - the spirits are considered to be inferior beings in the Pastor&#039;s writings; inferior because they do not strive with the force of the Instigo.  They are not supernatural, per se, but they are unnatural, to some extent.  Spirits are used by the Informatii, but only as servants or slaves, never as friends or, worse yet, gods.  &lt;br /&gt;
* the Officium - The best purpose for all human kind is to press forward and progress.  The Informatio is self-evidently a new system, more progressed than any other ethical tradition or religion in the World.  The officium is therefore the obligation or duty placed on the Informatii by reason itself (and encouraged by its leaders) to export and push forward its adoption.  Therefore, the Informatii are highly evangelical, with Disciples commonly seen preaching its worth to the World.&lt;br /&gt;
* Rebellion and conquest - Submission to superior authority is only right and proper; submission to inferior authority is absurd.  Therefore, rebellion can be an expression of the officium, as can the conquest of a neighboring nation or culture.&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Setting_Religion&amp;diff=62027</id>
		<title>TROS in the Hammer:Setting Religion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Setting_Religion&amp;diff=62027"/>
		<updated>2007-09-29T15:18:31Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* What&amp;#039;s the point of it all? */ correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[TROS in the Hammer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
=Religions of the World=&lt;br /&gt;
&lt;br /&gt;
==The Questions==&lt;br /&gt;
All religions ask the following questions:&lt;br /&gt;
&lt;br /&gt;
* Where did it all come from?&lt;br /&gt;
* Whats the point of it all?&lt;br /&gt;
* Why does bad stuff happen?&lt;br /&gt;
* What happens when I die?&lt;br /&gt;
* How should I live my life?&lt;br /&gt;
&lt;br /&gt;
Each of these questions will be answered for each religion.  &lt;br /&gt;
&lt;br /&gt;
==The Way of Yesukrishna==&lt;br /&gt;
The Way of Yesukrishna is the religion of those that follow Yesukrishna.  It is the religion of the vast majority of the People, but can also be found among other cultures to the North and South of the Gezag.  It was also once a common religion among people to the West, including the Valongo, but has since almost dissappeared there and been replaced by the Informatio.  Followers of the Way of Yesukrishna are called Yesukrishnans.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
The People believe that all thought and consciousness, both human and spirit, lies on a continuum.  Humanity lies at one end of this continuum; complicated, confused, unable to see clearly.  Thought then progesses along this continuum through stages of &amp;quot;concentration&amp;quot;, that is, having fewer qualities.  It also progresses through stages of &amp;quot;amplification&amp;quot;, that is, having qualities that encompasses more concepts.  The qualities of spirits are an embodiment of this process; the simpler the spirit, the more concentrated that spirit is; the broader its qualities, the more amplified it is.  As an example: a Weather spirit with the qualities of create, magnify, wind, sun, rain, cloud is less concentrated than a weather spirit that has create, wind.  Both are less amplified than a spirit that has create, weather.  &lt;br /&gt;
&lt;br /&gt;
The People believe that if you follow this process far enough, you enventually arrive at a spirit who is completely concentrated (it has only one quality) and completely amplified (that one quality encompasses all of thought).  This spirit, the People believe, is God, the source and center of all existence.  &lt;br /&gt;
&lt;br /&gt;
At some point in the past, all thought was God; there was no thought separate from God.  But then, into the World came a new thought, a thought that was not God, from outside of time and space.  This thought is called by the People the Enemy.  The Enemy came to the World with evil and fire and destruction from heaven, and sundered all thought, so that the unity of God was shattered.  The Enemy in fact sought to wipe out God, so that only the Enemy would exist.  But the Enemy failed, and was itself shattered.  Now, both God and the Enemy are locked in a war to concentrate and amplify themselves again.  Humanity was born in this conflict; pitiful diffuse and narrow fragments of God&#039;s thoughts, corrupted and suffused with the thoughts of the Enemy.&lt;br /&gt;
&lt;br /&gt;
===What&#039;s the point of it all?===  &lt;br /&gt;
The only rational goal of humanity, therefore, is to strive to become one again with God, and purge all elements of the Enemy away.  The Enemy stands between humanity and God.  But, sadly, we cannot, on our own, purge out the Enemy&#039;s thoughts from ourselves.  We are simply too weak.&lt;br /&gt;
&lt;br /&gt;
So, long, long, ago, before recorded history, God came into the World, into its own thoughts as it were, and merged with matter to become a human being.  This human being was born from a woman in a distant place called Virginia.  He was called Yesukrishna.  As Yesukrishna, God was able to experience life locked within a form of matter, and in the process create a method by which humanity could free their thoughts from the grip of the Enemy.  Yesukrishna taught many people this method, and the Enemy was furious.  The Enemy caused its agents amoung humanity, the Pharisists, the Saduccists, and the Communists, to take Yesukrishna and kill him by crucifying him on a cross.  Little did the Enemy know, however, that this was exactly as God intended; freed again from the form of matter, God was know all things again, and implanted in every human the Holy Fire, which burns there, and which gives all humans the strength, should they choose it, to purge themselves of the Enemy.&lt;br /&gt;
&lt;br /&gt;
But this is still not a simple matter.  It may literally take thousands of lifetimes to fully free oneself from the Enemy and enter into full communion with God, as the spirits are.  Each life, therefore, is still a struggle.&lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
The People have two answers to the problem of bad stuff, because they believe there are two different kinds.  The first is &amp;quot;natural suffering&amp;quot;.  This is the kind of suffering and pain caused by the fact that humans are thought creatures trapped in matter, and therefore at the mercy of matter.  Things like tornados, floods, disease, accident, etc., are all simply the consequence of matter and its interactions.  They are not &#039;&#039;caused&#039;&#039; by anything in particular, they are just the cost of being trapped in matter.  Natural suffering simply has to be endured, but it can be alleviated by the help of the Spirits.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Evil&amp;quot; however, is something different.  &amp;quot;Evil&amp;quot; is thought which is contrary and alien to God, and is a product of the Enemy.  The principle form evil takes is disharmony.  God is one, united.  So whenever there is discord or disharmony, it is a sign that the Enemy is making its presence felt.  Yesukrishna spoke much on what is evil, and his words have been carried down to the People through the Wisdom (see below).&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
When a person dies, their shade is released back into God.  If it is sufficiently concentrated and/or amplified, it remains there, becoming a Spirit.    If not, it cannot remain with God and instead &amp;quot;falls back&amp;quot; into matter, becoming a new human being.  This new human has no memories of its previous existence due to its mingling with God.  Hence, a person may go through a number of lives before finally leaving matter behind.&lt;br /&gt;
&lt;br /&gt;
As to the so-called &amp;quot;Ancestor Shades&amp;quot; that the Informatii revere, the People believe these are little more than reflections of former lives in the mind of God at best, or corruptions of the Enemy at worst.  They most certainly are NOT the actual loved ones who once walked among us.  Contact with the Shades is absolutely forbidden among the People as &amp;quot;Witchcraft&amp;quot;, and is one of the few crimes punishable by death among them.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
Yesukrishna spoke a lot on this matter, and his words have come down to the People in the form of the Wisdom; a hodgepodge of stories, anecdotes and sayings about Yesukrishna.  The basic ideas, though, are as follows:&lt;br /&gt;
* Harmony is a sign of God.  Therefore, each person should strive to live in harmony. Yesukrishna said &amp;quot;You should be to your neighbor the good neighbor you want him to be&amp;quot;.&lt;br /&gt;
* Evil is those things that prevent harmony, or sow discord.&lt;br /&gt;
* Yesukrishna was very pragmatic regarding actual behaviour, and what was evil or good about it.  He provided many parables regarding people in various situations, which are often used by the wise ones of the People to make judgements.  For example; a person who steals food from a poor family to make a feast would be considered evil, but a person who steals food from a greedy rich family to save his own from starvation might not be.&lt;br /&gt;
* There were some behaviours/attitudes that Yesukrishna said ALWAYS lead to disharmony, and are therefore always evil; murder, sexual immorality, witchcraft, greed and covetousness are examples.&lt;br /&gt;
&lt;br /&gt;
==Kapitalism==&lt;br /&gt;
Kapitalism is the religion of the Niarchs, and is pretty much unique to that culture, for historical and cultural reasons.  The religion does not offer much to non-Niarch persons.  However, there are some converts among the People, and high ranking arbeiders in the Gezag power structure will often act like they are converts when dealing with their superiors.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
In the time before the Sky Fire, people lived much as they do now.  However, as time went on, people turned more and more away from the true knowledge of God, called kapitalism.  God became very angry about this, and decided to destroy all human kind.  However, one group of people still pleased God with their ways; the Amerks.  God sent them some warning as to what was about to happen, and the Amerks hid themselves deep in the Earth.&lt;br /&gt;
&lt;br /&gt;
Then, God sent the Sky Fire, and burned the world, making it new.  For a time after that, the world was unclaimed; in fact, humans didn&#039;t even understand the value of things.  They grubbed around, scraping up a meager existence, beating up on their neighbors, etc., with no real purpose in life.  &lt;br /&gt;
&lt;br /&gt;
Then, from deep within the Earth, the Amerks returned.  These people were different from the other humans; they wielded great magics, such as chariots that would travel under their own power, and staves which could shoot fire.  But they were very weak; a horrible, disfiguring disease had taken many of them, and scarred many others (it is from this that the practice of wearing masks among the Niarch is derived).  The Amerks believed that this disease was the last weapon used against them by their God-hating enemies.  The Amerks took women and men from among the locals, the Niarch, and bred with them, and taught them many of their secrets.  More importantly, the Amerks brought the philosophy of kapitalism with them.  In time, the original Amerks all passed away, but their blood still flows in the Niarch, the Amerks&#039; heirs.&lt;br /&gt;
&lt;br /&gt;
Its important to note the position of kapitalisme on Spirits.  According to the ancient teachings of the Amerk, Spirits are products of God, placed in the World to be servants to humanity.&lt;br /&gt;
&lt;br /&gt;
===What&#039;s the point of it all?===&lt;br /&gt;
Kapitalisme has several key points to it.&lt;br /&gt;
* First, all of the World was once belonged to the Amerks, and only the Amerks have the right, given by God, to own all things.  &lt;br /&gt;
* Second, you CAN take it with you; the Amerks spoke of a paradise built by God beyond the grave, the Persoonlijkheidopslag (a difficult word to translate into other languages, perhaps best translated into Speech as soul storage).  In the Persoonlijkheidopslag, all of the possessions and wealth you have acquired in your life in the World are yours for all eternity.&lt;br /&gt;
* Third, your life in the World is your ONLY OPPORTUNITY to stock your overschot (reserves, supplies, again, a difficult word to translate into Speech) in the Persoonlijkheidopslag.  What you do here provides you with all that you will have in the afterlife.&lt;br /&gt;
* Fourth, your WAYS of living here in the World also translate into the afterlife, the Persoonlijkheidopslag.  Therefore, it is not enough to simply amass wealth and power, because then in then in the afterlife you will have all this stuff but not know what to DO with it.  The well balanced kapitalistisch knows that both the acquisition, and the ENJOYMENT of power and wealth are equally important.  &lt;br /&gt;
&lt;br /&gt;
Therefore, the goal of all Amerks (and by right of blood, the Niarch that have followed in their ways) is to amass as much personal wealth as possible, so as to be as well set up and comfortable as one can be for eternity, and to enjoy that wealth and power as much as possible to train their psyche for the afterlife.&lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
To the kapitalistisch, there is no such thing as evil.  There is only circumstance, and the actions of other people.  Bad stuff happens to you because a) you just have rotten luck or b) you aren&#039;t powerful enough to keep people from doing bad things to you.&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
See above for what the Niarch believe happens when they die.  Non-Niarch, on the other hand, have no afterlife.  At death they simply cease to exist.  But see below for one possible way out of this situation for the non-Niarch.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
As stated above, the point of existence is to both amass power and wealth, and also to enjoy it.  Only the descendants of the Amerks (the Niarch) are capable of true ownership, and only the kapitalistisch are the beneficiaries of a place in the Persoonlijkheidopslag.  &lt;br /&gt;
&lt;br /&gt;
This does not mean that the are unruly and chaotic, constantly at each others throats.  Far from it.  The kapitalistische also learned another lesson from the Amerks, which was that a rising tide causes all boats to rise.  Therefore, kapitalism requires a strong government, and powerful organized institutions, to regulate the flow of resources.  Hence the rise of the Gezag.  Moreover, kapitalism also requires constant expansion; all the World should ultimately be claimed again by the kaptitalisticshe, the heirs of the Amerks.&lt;br /&gt;
&lt;br /&gt;
There is simply no such thing as conversion to kapitalism.  However, there is a &amp;quot;lesser&amp;quot; form of kapitalism which is available to non-Niarchs.  Only the Niarchs themselves have the have the birthright that enables them access to Persoonlijkheidopslag, but, through service to the Niarchs, a non-Niarch can earn a place there in the service of a Niarch, either as arbeider (worker) or bezit (property).  In fact, many Niarch believe that claiming bezit is almost a charitable activity; at least as bezit the human will have SOME kind of afterlife, rather than complete destruction.&lt;br /&gt;
&lt;br /&gt;
==Informatio==&lt;br /&gt;
Informatio (the Knowledge) is the religion based on the words of the Pastor, a prophetic figure who arose some 500 years ago in a distant land far to the West of the People, called Lacuna Niger (Black Pool) in Lingua, the language of that land.  Its adherents are called Informatii or Conhencimenti (the Knowledgeable in Lingua and in Valongon, respectively). &lt;br /&gt;
&lt;br /&gt;
The Pastor was apparently a young well-to-do philosopher in that part of the World, who, through a series of philosophical and metaphysical trials, received the Informatio, and in turn began to preach it.  It is somewhat unique, as religions go, because it is atheistic.&lt;br /&gt;
&lt;br /&gt;
===Where did it all come from?===&lt;br /&gt;
The Informatio, as the Pastor preached it, does not really address the ultimate origin of the World.  The Pastor suggests, but does not claim it to be factual, that the World was born in an analogous way to the way a child is born, and that the World may indeed be one of many worlds, each one a different child.  The Pastor simply refuses to discuss the idea of a Parent as being outside the scope of rational discussion and hence meaningless.&lt;br /&gt;
&lt;br /&gt;
===Whats the point of it all?===&lt;br /&gt;
The Pastor&#039;s prudentia (insight) into the reason for the world&#039;s existence was two-fold.  First, all living things evolve and change.  Second, living things evolve into higher and higher levels of complexity.  This is because the entire universe is permeated with the Instigo, the urge, to become something more.  This does not come from any God; the Pastor did not allow for anything supernatural to exist in the world.  Rather, it is a kind of constant striving to achieve bigger and better things that is written into the fabric of exisitence as deeply as the law of gravity.  The Instigo operates at all levels of life, from the smallest insect, to the largest animal, and even operates at the level of groups of individuals and society itself.  This urge to become &amp;quot;higher&amp;quot; (i.e. more complex, more efficient, more impressive) is simply a force of nature.  Humanity, then, is the highest expression of life, its best and brightest product so far.  And it is the intellect, above all else, that demonstrates this superiority.  &lt;br /&gt;
&lt;br /&gt;
===Why does bad stuff happen?===&lt;br /&gt;
The Informatio teaches that much of what SEEMS like bad stuff really isn&#039;t.  It raises the idea of &amp;quot;what does not kill you, makes you stronger&amp;quot; to the level of a virtue.  The Pastor taught that all matter and nature is like a blacksmith&#039;s anvil and hammer.  It batters a piece of metal over and over again, but not for the purpose of destruction; rather, the battering is to mold the metal into something new and better.&lt;br /&gt;
&lt;br /&gt;
The Pastor also taught that much of what we call &amp;quot;evil&amp;quot; is really just people working and living contrary to the Instigo, the drive to become &amp;quot;higher&amp;quot;.  However, there is another virtue in the Informatio called veneratio (reverence), which is probably its highest virtue.  To practice veneratio is to revere those things that are &amp;quot;high&amp;quot;, and especially those things (i.e. people) that are &amp;quot;higher&amp;quot; than you are.  Thus, those that rule society, if they properly demonstrate their superiority to do so, are worthy of veneratio, and provide laws and customs that order society for optimum efficiency, in harmony with the Instigo.  To go contrary to these laws is to be contrary with the instigo, and show a lack of veneratio.  Thus, submission to proper (i.e. superior) authority is considered a good thing for the most part, EXCEPT when the authorities have proven their incompetence and lack of superiority.  Also, as all of humanity is considered the pinacle of nature, respect for one&#039;s fellow humans, their wishes and needs, is considered essential to a proper understanding of veneratio.  Things such as murder, rape, theft, etc., are not viewed as &amp;quot;evil&amp;quot; so much as showing a lack of respect for both the individual and for the society as a whole.&lt;br /&gt;
&lt;br /&gt;
===What happens when I die?===&lt;br /&gt;
The Pastor taught that death is truly the end of exisitence.  There is no real afterlife.  Sort of.&lt;br /&gt;
&lt;br /&gt;
While your own individual consciousness may not exactly persist beyond death, your memory does; all of those things you did that people remember you for contribute to creating a recordatio (recollection, memory, a difficult word to translate) of yourself in the minds of others and in the fabric of nature itself.  The recordatii (what the People call shades) are what are contacted by what the People call &amp;quot;witchcraft&amp;quot;, and what the Informatii call the ars memoria.  The Pastor did not teach that the recordatii were the actual spirits or souls of the dead; the Pastor repudiated such concepts as being irrational.  But they were, nevertheless, important tokens, reminders, and presences of the dead in our lives, and worthy of veneratio.&lt;br /&gt;
&lt;br /&gt;
===How should I live my life?===&lt;br /&gt;
The Informatio has a rich ethical tradition associated with it, with an array of practical and philosophical texts to draw upon.  However, its principle virtues are:&lt;br /&gt;
* Ancestor reverence - the Informatii revere their ancestors and other important figures with a fervor that borders on worship.  They routinely contact the recordatii for guidance and wisdom, build shrines in which the dead can be honored, etc.&lt;br /&gt;
* Submission to superior authority - the Informatio teaches that superior (i.e rightful, competent authority) should be submitted to and revered.  Societies of the Pastorate tend to be well ordered places, with little room for much wide freedom of expression on matters of civil order.&lt;br /&gt;
* Primacy of reason - the Pastor himself taught that reason was the supreme development of nature, and that reason should guide all action.&lt;br /&gt;
* Competetion - the Pastor taught that competition and adversity are the fires that purify the mind and body.  Therefore, competitions of various sorts are common in the Pastorate.  Public positions are given out by competetive examination, for example, and leaders are often chosen in the same fashion.  All kinds of games and sports are also considered to be worthwhile activities, and are pursued with great passion.&lt;br /&gt;
* Denegration of spirits - the spirits are considered to be inferior beings in the Pastor&#039;s writings; inferior because they do not strive with the force of the Instigo.  They are not supernatural, per se, but they are unnatural, to some extent.  Spirits are used by the Informatii, but only as servants or slaves, never as friends or, worse yet, gods.  &lt;br /&gt;
* the Officium - The best purpose for all human kind is to press forward and progress.  The Informatio is self-evidently a new system, more progressed than any other ethical tradition or religion in the World.  The officium is therefore the obligation or duty placed on the Informatii by reason itself (and encouraged by its leaders) to export and push forward its adoption.  Therefore, the Informatii are highly evangelical, with Disciples commonly seen preaching its worth to the World.&lt;br /&gt;
* Rebellion and conquest - Submission to superior authority is only right and proper; submission to inferior authority is absurd.  Therefore, rebellion can be an expression of the officium, as can the conquest of a neighboring nation or culture.&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62026</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62026"/>
		<updated>2007-09-29T15:17:51Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Religious Keyword of the People - Yesukrishnaity */ added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Culture - The People=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==Base Keyword - The People==&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
==Tribal Keywords of the People==&lt;br /&gt;
===Fog Among the Trees===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
===Grinning Blue Moon===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
===Sweet But Painful===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
===Ghost of Cougar===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
===Exxon&#039;s Ashes===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
===Doors Always Open===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Soft Black Earth===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Deep Shadows Pierced by Light===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Aroma of Spring===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Dancing Salmon in the Sun===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
===Garden of Eden===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Explorer Tribe&amp;quot;===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Tribeless===&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
==Special People Keywords==&lt;br /&gt;
===Right Hand of Justice===&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
===Left Hand of Justice===&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
===Aunt of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Uncle of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
==Magical Keyword of the People - Spirit Friendship==&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
==Religious Keyword of the People - Yesukrishnaity==&lt;br /&gt;
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62025</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62025"/>
		<updated>2007-09-29T15:16:37Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* The People */ added word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=Culture - The People=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==Base Keyword - The People==&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
==Tribal Keywords of the People==&lt;br /&gt;
===Fog Among the Trees===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
===Grinning Blue Moon===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
===Sweet But Painful===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
===Ghost of Cougar===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
===Exxon&#039;s Ashes===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
===Doors Always Open===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Soft Black Earth===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Deep Shadows Pierced by Light===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Aroma of Spring===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Dancing Salmon in the Sun===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
===Garden of Eden===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Explorer Tribe&amp;quot;===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Tribeless===&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
==Special People Keywords==&lt;br /&gt;
===Right Hand of Justice===&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
===Left Hand of Justice===&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
===Aunt of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Uncle of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
==Magical Keyword of the People - Spirit Friendship==&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
==Religious Keyword of the People - Yesukrishnaity==&lt;br /&gt;
Yesukrishnaity is fully described here LINK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62024</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62024"/>
		<updated>2007-09-29T15:15:56Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Tribal Keywords of the People */ added extra tribes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=The People=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==Base Keyword - The People==&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
==Tribal Keywords of the People==&lt;br /&gt;
===Fog Among the Trees===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
===Grinning Blue Moon===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
===Sweet But Painful===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
===Ghost of Cougar===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
===Exxon&#039;s Ashes===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
===Doors Always Open===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Doors are the innkeepers, tavern owners, and restauranteurs of the People.  From a push cart selling sausages to a thirty room inn, Doors are the ones that feed and house the People when they are on the move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Soft Black Earth===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Earths were the largest tribe of farmers of the People (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Deep Shadows Pierced by Light===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Shadows are the largest tribe of miners (although there are others).  They have been almost entirely enslaved by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Aroma of Spring===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Aromas are the sewage workers of the People, ensuring that human excrement gets moved out of the towns and disposed of properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Dancing Salmon in the Sun===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Salmon are the boating experts of the People, especially on Big Circle Lake.  They favour trimaran style outriggered vessels.  Many of their largest boats have been &amp;quot;requisitioned&amp;quot; by the Gezag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Salmon are named after nautical or boating terms.  Examples: Mizzenmast, Windlass, Jib Sheet.&lt;br /&gt;
&lt;br /&gt;
===Garden of Eden===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Edens are the courtesans/geishas of the People.  The Garden of Eden tribe is the Husband tribe of every other tribe, by tradition and custom.  As they are considered everyone&#039;s Husband, it is therefore exceptable culturally for them to provide sensual and often (but not always) sexual hospitality to their guests.  They often work closely with Doors Always Open. Their Aunts are also expert midwifes, genetic planners, and relationship counselors, and are consulted by all the tribes on these sorts of issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Flowers.  Example: Day Lilly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Explorer Tribe&amp;quot;===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, &amp;quot;Fighting Style&amp;quot;, Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Improvise.  Often have Exotic, Not Quite at Home, Wanderlust, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Weapons, canoe or boat, excellent boots or shoes, foreign goods, all kinds of weird or exotic things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic:&#039;&#039;&#039; Some have picked up various exotic magical skills in far away places, although they are almost always in harmony with Yesukrishnaity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; &amp;quot;Explorers&amp;quot; are the exploring tribe of the People.  They are the eyes, ears, diplomats, and commercial organization of the People beyond the lands of the People.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
===Tribeless===&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
==Special People Keywords==&lt;br /&gt;
===Right Hand of Justice===&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
===Left Hand of Justice===&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
===Aunt of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Uncle of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
==Magical Keyword of the People - Spirit Friendship==&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
==Religious Keyword of the People - Yesukrishnaity==&lt;br /&gt;
Yesukrishnaity is fully described here LINK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Setting_Political_People&amp;diff=62023</id>
		<title>TROS in the Hammer:Setting Political People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Setting_Political_People&amp;diff=62023"/>
		<updated>2007-09-29T14:53:59Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* List of Tribes */ directed back to Heroquest for tribal names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[TROS in the Hammer]]&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS_in_the_Hammer:Setting_Political|Political Entities of the World]]&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
=The People=&lt;br /&gt;
==Before the Gezag came==&lt;br /&gt;
===General Description===&lt;br /&gt;
The People are a society descended from hunter gatherers, and still very close to those older traditions, even though they are now at an early medieval level of technology and development.  From a current Earth perspective, the People&#039;s culture is like a combination of Northeast Native American tribal culture and the South Asian caste system.&lt;br /&gt;
&lt;br /&gt;
===The Tribes===&lt;br /&gt;
At the highest level, the People are divided into tribes.  Tribes can be considered a cross between an actual Native American tribe, a Indian caste, and a craft guild or trade union. Tribes are of various sizes, with the largest numbering in the thousands and the smallest with maybe 70 or fewer members.  Tribes can be differentiated by the following features, in rough order of importance:&lt;br /&gt;
* Niche - Each tribe usually has one or more areas in which its members excel, called its niche.  For example, the Soft Black Earth tribe is a large tribe whose focus is primarily agricultural, with large land holdings devoted to growing maize.  Another example is the Sweet but Painful tribe, a very small tribe whose sole focus is the collecting of wild honey from the massive bee nests that can be found in the forsest of the lands of the People.  &lt;br /&gt;
* Geography - Each tribe usually has a particular region that it is concentrated in.  The size of the region varies with the occupation that the tribes members are involved in.  For example, the Dancing Salmon in the Sun tribe is a tribe of sailors and fisherman who roam the eastern half of the Big Circle Lake, although its members can be found on larger vessels anywhere in the region.  The Grinning Blue Moon tribe, on the other hand, is a tribe of entertainers, actors, and storytellers who can be found just about anywhere in the lands of the People, competeing with other similar tribes, such as the Did You Hear The One About tribe.&lt;br /&gt;
&lt;br /&gt;
===Roles of Men and Women===&lt;br /&gt;
The culture of the People is matrilineal; one&#039;s family name comes through one&#039;s mother.  Women and men have different but complementary roles in society.  The men are expected to get the job done right now; the women are expected to look out for the long term interests of the tribe.  Men are considered the primary laborers/workers of the tribe, and generally perform the lion&#039;s share of whatever occupation the tribe is known for.  Women are the ones that safeguard the intellectual property of the tribe.  Each tribe will have its own types of allied spirits which its women will know the ways of summoning.  Also, the women will be the keepers of any secret techniques, legends, or other  that the tribe has collected over the years.  For example, the women of the Deep Shadows Pierced With Light tribe, a mining tribe of the Big Circle Lake area, not only know the ways to summon deep earth spirits to protect miners or seek out new veins of ore, but they also are the keepers of the various techniques used by the tribe to get at ore, move it around, how to properly brace a tunnel, etc.  This means that while the women are not the primary laborers, they are actively involved in the occupation, if for no other reason than to maintain the knowledge and skills and to improve upon them.  &lt;br /&gt;
&lt;br /&gt;
===Marriage===&lt;br /&gt;
The People have several important practicies and traditions regarding marriage.  Marriage among the People happens at both the tribal and personal level.  Certain tribes have are considered &amp;quot;husbands&amp;quot; of each other.  This relationship means that those tribes have a relationship in which men of the one tribe interact with the women of the other tribe.  For some tribes, these are very tightly governed arranged interactions, for others its more of a preference.  For two tribes to be husbands means that those tribes will have a strong alliance with each other, as many of the children in one tribe will be sired by men in the other. Some tribes, especially the very small, the very large, or the most geographically spread out, may have multiple &amp;quot;husband&amp;quot; relationships with other tribes, representing a web of kin-ship alliances.&lt;br /&gt;
&lt;br /&gt;
At the personal level, the People are essentially polygamous.  Both women and men may have a number of husbands or wives at any one time.  This is because the husbands and wives do not, in general, live together; they stay with their own tribes.  Therefore a woman may have several husbands from different tribes with whom she maintains a relationship, with the husbands visiting her at different times to renew the acquaintance.  Men may have wives in several tribes in several locations; for the sailing tribes this may literally be a wife in every port.  &lt;br /&gt;
&lt;br /&gt;
The basis for these marriages is usally mutual fondness developed during courtship. Courtship among the People usually takes place during semi-formal meetings (dances, entertainments, dinners, etc.), arranged by the tribal matriarchs of two or more husband tribes.  In some tribes, however, these marriages are completely arranged, with little choice for either the man or the woman.  An example of this would be a debt marriage.  In a debt marriage, a tribe essentially &amp;quot;pays&amp;quot; another tribe for a debt occurred, usually from an oath-breaking (see below) by providing a husband to a woman in that tribe who has not been able to find one of her own (perhaps due to disfigurement, personality, whatever).  &lt;br /&gt;
&lt;br /&gt;
Except in the largest tribes, marriage never takes place within the tribe.  In some large tribes, marriage between clans is allowed, but not within the clan; this is one way new tribes come into being, as clans slowly become more and more autonomous.  Sexual relations between members of the same tribe is viewed with varying levels of approbation; in some tribes it is considered a minor transgression, a kind of kissing cousins that is never allowed to blossom into full romance.  In other tribes (especially the smaller ones) it is a full taboo, with extreme, sometimes fatal punishments involved.  &lt;br /&gt;
&lt;br /&gt;
===Child-rearing===&lt;br /&gt;
Children are reared in the tribe to which their mother&#039;s belong.  They will usually know who their fathers are, or at least who the short list of possibilities are, but are actually reared by their uncles; usually their mother&#039;s brothers, but also her male cousins and other relations.  Some tribes centralize child rearing in communal creches, while others maintain a strong mother-child relationship.&lt;br /&gt;
&lt;br /&gt;
An important custom regarding child-rearing among the people is the trade or exchange of sons between tribes.  Sometimes, either as payment of a debt, as part of an ongoing alliance, or to cement a newly established alliance, a tribe will either give one or more of its male children to another tribe, or exchange male children with another tribe.  In an exchange, it is typical for two mothers to swap newborn children.  This is often referred to as swapping seeds.&lt;br /&gt;
&lt;br /&gt;
===Relationships among the Tribes===&lt;br /&gt;
Relationships between the tribes are governed by a system of relationships primarily driven by oaths.  Oaths are very important to the People, and are the glue that keeps society running properly. Oath-breaking is just about the worst crime imaginable.  Commerce is conducted using both barter and coinage; there are several tribes whose sole niche is the minting of trusted coins and function essentially as banks for other tribes.  Many oaths consist of agreements between two tribes to regularly exchange commodities at some fixed rate of exchange.&lt;br /&gt;
&lt;br /&gt;
====The League of the People====&lt;br /&gt;
The People once were much better organized, with a League and a joint tribal council as a decision making body.  But the Gezag&#039;s conquest about 50 years ago destroyed this organization, as some tribes allied with the Gezag and others opposed it. One note; the People&#039;s lands are very rich in metals, and mining has been one of their occupations for a long time.&lt;br /&gt;
&lt;br /&gt;
====The Left and Right Hands====&lt;br /&gt;
One vestige of this federation, though are the Right and Left Hands of Justice.  The Left Hands are universally female, and are roughly the equivalent of hired judges/justices of the peace.  They are brought in by tribes when oath-breaking or other crimes have occurred, and asked to render a verdict and specify punishments.  The People, as a general rule, don&#039;t go in for imprisonment as punishment; punishments are almost always exacted immediately and involve fines, corporal punishment, public shaming, and sometimes death.  The Left Hands come from all the different tribes and are to some extent tribeless; they maintain their ties with their former tribe but are held to a standard of impartiality.  The Right Hands are universally male, and are the executioners of the justice of the Left Hands.  This involves both the tracking and apprehension of fugitives as well as the administering of the punishments handed down.  As with the Left Hands, the Right Hands swear oaths of impartiality and fidelity to their commissions.  Persons who have sworn an oath to be Left or Right Hands can be recognized by the silver plated bracers that they wear on the appropriate side.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
The native language of the People is just called Speech.  The People also have two other languages; Hunting Code and Spirit Tongue.  Hunting Code is a kind of high level sign language/noise language/body language that the People use when hunting/fighting/speaking among themselves.  Even tribes that no longer have anything to do with hunting or outdoor activities still maintain their knowledge of Hunting Code, although they are liable to have their own dialect that involves signs and codes appropriate to their own niche.  For example, the miners of the Deep Shadows Pierced By Light tribe could communicate with the entertainers of the Grinning Blue Moon tribe in Hunting Code, but the miners dialect will also include light and sound based codes for communicating information deep in a mine, while the entertainers will have their own set of body cues and signs to communicate key information in plain sight of an audience without the audience knowing.  Spirit Tongue is a strange language that spirits find very easy to understand (a Shaman using Spirit Tongue is at +1 to any Shamanic Pool) but is VERY difficult to learn.  These two languages are closely guarded secrets among the People and almost no one outside of the People will know them.&lt;br /&gt;
&lt;br /&gt;
==After the Gezag==&lt;br /&gt;
The invasion of the Gezag 50 years ago changed the culture of the People profoundly.  First, a large proportion (perhaps 20-30%) of the population of the southern and eastern portions of the People were made Bezit (property); half of these have remained behind as slaves working in various C.O.V. enterprises, and half were carted off back into the territory of the Gezag.  In some cases, entire tribes were enslaved; this was especially true of agricultural tribes who had the misfortune to be operating on lands near where the Gezag wanted to build an Inrichting (town/fortress/resource center/factory, a difficult word to translate).  Therefore, almost everyone who remains among the People has had a least one family member made a slave.  &lt;br /&gt;
&lt;br /&gt;
Second, those that remain behind have a heavy tribute exacted on them, at various frequencies.  This is essentially a kind of extortion the Gezag perpetrates; &amp;quot;pay us what we want, or we will enslave some of you and kill the rest&amp;quot;.  This has caused serious strains in the economic and social life of the People, as a large fraction of their net output of goods and materials is siphoned off to the Gezag.  &lt;br /&gt;
&lt;br /&gt;
Third, a number of the People have essentially gone over to the Gezag, as Arbeiders (employees).  These Persons get a lot of special priviledges and wield a lot of power over the rest of the People.  However, not all work willingly; some are essentially given a choice between death, slavery, or taking a pay check, and simply don&#039;t have the courage to choose death or slavery.  This causes a number of strains as well, as loyalty to an outside group like the Gezag is foreign to the system of relationships between tribes that previously governed the People.  Some entire tribes have essentially turned coat and now work for the Gezag in almost their entirety.  This is particularly true of the Town Tribes (tribes whose niche was the administration and operation of towns and their organization) and some tribes whose niche was highly skilled labor, such as the coining and metal-working tribes.&lt;br /&gt;
&lt;br /&gt;
Among those who are not Arbeider or enslaved, life continues in a similar fashion.  There is MUCH less trust among the People, and the old joy for things like courtship dances, son exchanges, etc. has faded.  But the Gezag tends to leave well enough alone; as long as the tribute is paid, no sign of brewing trouble, and no pressing need back home for more slaves or materials, they generally leave the People to themselves outside of the immediate area of the Inrichtingen.  However, the Gezag has its agents everywhere, including paid informants and the dreaded Poemavlaggen (Puma Banners); think Gestapo with rapiers and cougar masks.&lt;br /&gt;
&lt;br /&gt;
In the Northern and Western reaches of the lands of the People, there are some tribes (often with ill-defined niches and very close to the original hunter-gatherer customs) that have been largely unaffected by the Gezag, mostly because they are farther away and don&#039;t have much the Gezag wants.&lt;br /&gt;
&lt;br /&gt;
==List of Tribes==&lt;br /&gt;
&lt;br /&gt;
See [[Story_of_the_People|here for more full details on the known tribes]].&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS_in_the_Hammer:Setting_Political|Political Entities of the World]]&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62022</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62022"/>
		<updated>2007-09-29T14:51:34Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* The People */ added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=The People=&lt;br /&gt;
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]].  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==Base Keyword - The People==&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
==Tribal Keywords of the People==&lt;br /&gt;
===Fog Among the Trees===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
===Grinning Blue Moon===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
===Sweet But Painful===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
===Ghost of Cougar===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
===Exxon&#039;s Ashes===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
===Tribeless===&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
==Special People Keywords==&lt;br /&gt;
===Right Hand of Justice===&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
===Left Hand of Justice===&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
===Aunt of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Uncle of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
==Magical Keyword of the People - Spirit Friendship==&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
==Religious Keyword of the People - Yesukrishnaity==&lt;br /&gt;
Yesukrishnaity is fully described here LINK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62021</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62021"/>
		<updated>2007-09-29T14:50:22Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: fixed headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why convert?&#039;&#039;&#039;&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
=The People=&lt;br /&gt;
The People are outlined in much more detail here.  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
==Base Keyword - The People==&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
==Tribal Keywords of the People==&lt;br /&gt;
===Fog Among the Trees===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
===Grinning Blue Moon===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
===Sweet But Painful===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
===Ghost of Cougar===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
===Exxon&#039;s Ashes===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
===Tribeless===&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
==Special People Keywords==&lt;br /&gt;
===Right Hand of Justice===&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
===Left Hand of Justice===&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
===Aunt of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Uncle of &amp;quot;Tribe&amp;quot;===&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
==Magical Keyword of the People - Spirit Friendship==&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
==Religious Keyword of the People - Yesukrishnaity==&lt;br /&gt;
Yesukrishnaity is fully described here LINK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62020</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62020"/>
		<updated>2007-09-29T14:48:07Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: Added in a bunch of People info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
&lt;br /&gt;
=The Story of the People=&lt;br /&gt;
&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;br /&gt;
&lt;br /&gt;
==Why convert?==&lt;br /&gt;
This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website.  However, as GM, I was finding that, while TROS&#039;s combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed.  Hence, an experiment.&lt;br /&gt;
&lt;br /&gt;
==The People==&lt;br /&gt;
The People are outlined in much more detail here.  All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword.  Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice.&lt;br /&gt;
&lt;br /&gt;
===Base Keyword - The People===&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of the People, Tribal Insignia, Hunter&#039;s Sign (for Men only), Geography of the People&#039;s Lands, Speech, Spirit Knowledge (starts at 13).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Religious Keywords:&#039;&#039;&#039; Most have Yesukrishnaity, but a few have Informatio, and some Gezag employees may have Kapitalisme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Relationships:&#039;&#039;&#039; Either Member of &amp;quot;Tribe Name&amp;quot; or Tribeless.  Other typical relationships include Favorite of &amp;quot;Aunt or Uncle Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Magic Keywords:&#039;&#039;&#039; All women have Spirit Tongue as an ability at 13.  Some may also have Spirit Friendship.  Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus.&lt;br /&gt;
&lt;br /&gt;
===Tribal Keywords of the People===&lt;br /&gt;
====Fog Among the Trees====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Spear, Long Bow, Woodsman&#039;s Axe, Forest Spirit Fetish, Draft Animal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Fog is a tribe of specialty lumberjacks, who travel into the forest to get the best wood for whatever the customer&#039;s application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Fogs are usually named after natural phenomenon, animals, or plants, but often with a poetic twist.  Examples: Night Hawk, Thunder&#039;s Rumble, Maple Seed Twirling, Elm&#039;s Bark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Hair cut into a mohawk.&lt;br /&gt;
&lt;br /&gt;
====Grinning Blue Moon====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Instrument, Books, Works of Art, Artistic or Social Spirit Fetish, Riding Animal, Sword, Dagger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Grinning Blue Moon are consumate entertainers, tending toward the more high brow or educational.  They like to entertain with stories, legends, drama, epic songs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Moons are typically named after famous quotations.  Examples: Frankly My Dear, Curiouser and Curiouser, Four Score and Seven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thin circlet with a crescent moon on it, usually in silver.&lt;br /&gt;
&lt;br /&gt;
====Sweet But Painful====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; All have Inscrutable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Short Bow, Bee or Forest Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Sweet But Painful is a small tribe that primarily collects wild honey from the massive bee hives that form in the deep forest.  But they are very strange, and their Aunts are well known for their Spirit Friendship.  They are also consummate forest dwellers, able to literally melt away and are invisible if they want to be in their home element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Sweet are typically named after famous actors and actresses. Examples: Clark Gable, Bette Davis, Lauren Bacall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; Scarification on the cheeks and forehead.&lt;br /&gt;
&lt;br /&gt;
====Ghost of Cougar====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; A Business, Writing Tools, Contracts or other important documents, Business-like Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ghost of Cougar are the bureaucrats and business tycoons of the People.  They help make contracts, keep important records, manage town infrastructure, and generally keep the People&#039;s affairs running smoothly.  Many have become Gezag employees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Cougars are typically named something officious or bureaucratic.  Examples: Dots the I&#039;s, Status Quo, Forms in Triplicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A necklace with a golden claw.&lt;br /&gt;
&lt;br /&gt;
====Exxon&#039;s Ashes====&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Possessions:&#039;&#039;&#039; Wagon, Draft Animal, Axe, Cudgel, Thick Leather Coat, Wood or Fire Spirit Fetish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribe Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niche:&#039;&#039; Ashes are the charcoal burners of the People, creating this important fuel source.  They manage great stands of trees for this purpose near the main towns of the People.  They are also well known for their fondness for gizmos, gadgets, and other mechanical geegaws, and are typically skilled at repairing household items (cart axles, pots and pans, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Naming convention:&#039;&#039; Ashes are typically named after automobiles.  Examples: Cadillac Eldorado, Fiat Spyder, Chevrolet Corvette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tribal Insignia:&#039;&#039; A thick scarf around the face.  Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness.&lt;br /&gt;
&lt;br /&gt;
====Tribeless====&lt;br /&gt;
Pity the poor tribeless of the People.  Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Scrounge for Food, Menial Labour, Brawling, OTHERS??&lt;br /&gt;
&lt;br /&gt;
===Special People Keywords===&lt;br /&gt;
====Right Hand of Justice====&lt;br /&gt;
Right Hands are the police force and corrections officers of the People.  They carry out the judgements of the Left Hands, and generally enforce order.  Right Hands are always male, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Track Lawless, Laws of the People, Bind Lawless, Execute Lawless, Capture Fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Right Hands, Directed by the Left Hands, Respected by the People.  May also have Favored Right Hand of &amp;quot;Name of Left Hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  Will also often have tools of the trade, including manacles, headsman&#039;s sword, etc.&lt;br /&gt;
&lt;br /&gt;
====Left Hand of Justice====&lt;br /&gt;
Left Hands are the judges of the people.  They judge disputes, investigate crimes, and sentence law breakers.  Left Hands are always female, but can be of any tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Judge Truth, Laws of the People, Investigate Crimes, Determine Punishments, Direct Right Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Oath of the Left Hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Member of the Left Hands, Respected by the People.  May also have Favours &amp;quot;Name of Right Hand&amp;quot; as Right Hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions:&#039;&#039;&#039; Silver bracer.  &lt;br /&gt;
&lt;br /&gt;
====Aunt of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Aunts of the People are its main organizers; nothing of importance happens without consulting them.  Usually a woman must be at least 40 years old to be considered an Aunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Organize the People, Discipline Children, Teach Girls, Manage Tribal Assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Aunt of &amp;quot;Tribe Name&amp;quot;.  Typically the Aunt with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
====Uncle of &amp;quot;Tribe&amp;quot;====&lt;br /&gt;
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary.  They will usually bow to the Aunts in terms of overall plans and goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Marriage Customs, Lead the People, Care for Children, Teach Boys, Direct Tribal Work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relationships:&#039;&#039;&#039; Uncle of &amp;quot;Tribe Name&amp;quot;.  Typically the Uncle with the highest rating in this relationship will be considered senior.&lt;br /&gt;
&lt;br /&gt;
===Magical Keyword of the People - Spirit Friendship===&lt;br /&gt;
Only women of the People can have this keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Abilities:&#039;&#039;&#039; Evaluate Spirit Qualities, Spirit Tongue, Call Spirits, Mold Spirits (starts at 13), Befriend Spirits, Free Spirits.&lt;br /&gt;
&lt;br /&gt;
See below for more details.&lt;br /&gt;
&lt;br /&gt;
===Religious Keyword of the People - Yesukrishnaity===&lt;br /&gt;
Yesukrishnaity is fully described here LINK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Yesukrishnaity Theology, Spirit Knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Faith in Yesukrishnaity, Revere the Spirits.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62019</id>
		<title>Story of the People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Story_of_the_People&amp;diff=62019"/>
		<updated>2007-09-29T13:53:53Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: started page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Heroquest]]&lt;br /&gt;
&lt;br /&gt;
The Story of the People&lt;br /&gt;
An experiment with converting an existing Riddle of Steel game to Heroquest.&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=62018</id>
		<title>TROS in the Hammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=62018"/>
		<updated>2007-09-29T13:52:06Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: Added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[TROS]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
NOTE: We are now experimenting with using Heroquest instead of TROS with this game.  See [[Story_of_the_People|The Story of the People]] for info.&lt;br /&gt;
&lt;br /&gt;
SUGGESTIONS ON USING THE WIKI:&lt;br /&gt;
* make sure you have an RPG.net account and are logged in.&lt;br /&gt;
* make sure that your &amp;quot;watchlist&amp;quot; includes all of the key pages.  That way whenever a change is made (either to the page or discussion) the &amp;quot;My Watchlist&amp;quot; link over on the left will tell you about the change.&lt;br /&gt;
* use colons to indent your discussion when you reply (i.e. &amp;quot;:&amp;quot; indents one stop, &amp;quot;::&amp;quot; indents two steps) so that we can tell which bits are replies.&lt;br /&gt;
* use horizontal rules &amp;quot;----&amp;quot; to make a line whenever you are starting a new section on the discussion page.&lt;br /&gt;
* mark minor changes as &amp;quot;minor edits&amp;quot;, and put a summary in for major edits.&lt;br /&gt;
* Sign your contributions to the discussion with four tildes (~)&lt;br /&gt;
&lt;br /&gt;
Let me know if this all seems like a pain in the butt.  I think it is cool, but YMMV. [[User:Skalchemist|Skalchemist]] 12:40, 23 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
=TROS in the Hammer=&lt;br /&gt;
&lt;br /&gt;
This is a space set aside for the campaign of the Riddle of Steel taking place in Hamilton, Ontario.  Seneschal = Hans.  Players = Justin, Pete, Ryan, Vic.&lt;br /&gt;
&lt;br /&gt;
NOTE: Stuff in &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;PURPLE&amp;lt;/em&amp;gt; is stuff that is still in doubt, requires input, etc.&lt;br /&gt;
&lt;br /&gt;
NOTE: Instead of sending a lot of emails back and forth, I propose that we discuss this stuff through the discussion pages here.  &lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
The setting of this game is a post-apocalyptic milieu that the people who live in it call the World.  An apocalypse of some variety, known only in legend now, brought the World to essentially a stone age level of technology.  Some cultures of the World have now achieved a late medieval/early rennaissance level, after thousands of years.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Map|Map of the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Political|Political Entities in the World]]===&lt;br /&gt;
====[[TROS_in_the_Hammer:Setting_Political_People|A full description of The People]]====&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Religion|Religons in the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Relationships|Relationship Maps for People and Tribes]]===&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
There is magic in the world, incredibly powerful but compared to some fantasy milieus somewhat limited.  All magic essentially arises from the contacting and commanding/befriending/imprisoning of spirits.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]]===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NOTE: Each character can have an additional number of skills at their best packet rating, known languages, or -1 to other skills, based on their Mental Aptitude.  For this game, I am also requiring that a person use one of these points to be literate, if you choose to be.&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===(DECEASED): [[TROSHammerThundersRumble|Thunder&#039;s Rumble]]===&lt;br /&gt;
===Justin&#039;s Character: [[TROSHammerKronkite|Kronkite]]===&lt;br /&gt;
===Vic&#039;s character: [[TROSHammerNightHawk|Night Hawk]]===&lt;br /&gt;
===Pete&#039;s character: [[TROS_in_the_Hammer:Characters_Peregrine|Peregrine]]===&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
Here is where general rule stuff goes.&lt;br /&gt;
&lt;br /&gt;
===[[TROSSocialCombat|Social Combat: Rules for making conversations more detailed and interesting]]===&lt;br /&gt;
&lt;br /&gt;
===New Skill Packets===&lt;br /&gt;
&lt;br /&gt;
====Artilleryman==== &lt;br /&gt;
Expert with siege weapons, large crossbows, etc.&lt;br /&gt;
*Artillery&lt;br /&gt;
*Battle&lt;br /&gt;
*Strategy &lt;br /&gt;
*Tactics  1&lt;br /&gt;
*Orienteering  1&lt;br /&gt;
*Scrounging  1&lt;br /&gt;
*Teamster&lt;br /&gt;
*Weather-sense  1&lt;br /&gt;
&lt;br /&gt;
===New Weapons===&lt;br /&gt;
&lt;br /&gt;
====Arbalest====&lt;br /&gt;
20-22 rds prep (Pull arrow 0/2, crank and knock 20), Refresh begins with knock, 2MP to reduce prep by 1 sec with Ref/8, ATN 5, DAM 10P,  1 ATN/200 feet, can only be draw by STR 8 or by attached crank/pulley.&lt;br /&gt;
&lt;br /&gt;
====Gezag Recurve Bow====&lt;br /&gt;
2-4 rounds prep time [Pull arrow: 0 (on ground), 2 (from quiver); knock and draw: 2)]. Refresh begins with drawing the arrow.  2 MP to reduce prep time by one round (Reflex/TN8). Min Str 5. ATN 7, DAM 6.   1 ATN per 45 feet.&lt;br /&gt;
&lt;br /&gt;
==Session Summaries==&lt;br /&gt;
&lt;br /&gt;
===[[TROSHammerSession1|Session 1: The Troubles Begin]]===&lt;br /&gt;
===[[TROSHammerSession2|Session 2: A Night in the Forest]]===&lt;br /&gt;
===[[TROSHammerSession3|Session 3: The Shape of Things to Come]]===&lt;br /&gt;
===[[TROSHammerSessionCatchup|Summary of stuff that has happened since then]]===&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=62017</id>
		<title>TROS in the Hammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=62017"/>
		<updated>2007-09-29T13:44:39Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: removed table test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[TROS]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
SUGGESTIONS ON USING THE WIKI:&lt;br /&gt;
* make sure you have an RPG.net account and are logged in.&lt;br /&gt;
* make sure that your &amp;quot;watchlist&amp;quot; includes all of the key pages.  That way whenever a change is made (either to the page or discussion) the &amp;quot;My Watchlist&amp;quot; link over on the left will tell you about the change.&lt;br /&gt;
* use colons to indent your discussion when you reply (i.e. &amp;quot;:&amp;quot; indents one stop, &amp;quot;::&amp;quot; indents two steps) so that we can tell which bits are replies.&lt;br /&gt;
* use horizontal rules &amp;quot;----&amp;quot; to make a line whenever you are starting a new section on the discussion page.&lt;br /&gt;
* mark minor changes as &amp;quot;minor edits&amp;quot;, and put a summary in for major edits.&lt;br /&gt;
* Sign your contributions to the discussion with four tildes (~)&lt;br /&gt;
&lt;br /&gt;
Let me know if this all seems like a pain in the butt.  I think it is cool, but YMMV. [[User:Skalchemist|Skalchemist]] 12:40, 23 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
=TROS in the Hammer=&lt;br /&gt;
&lt;br /&gt;
This is a space set aside for the campaign of the Riddle of Steel taking place in Hamilton, Ontario.  Seneschal = Hans.  Players = Justin, Pete, Vic.&lt;br /&gt;
&lt;br /&gt;
NOTE: Stuff in &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;PURPLE&amp;lt;/em&amp;gt; is stuff that is still in doubt, requires input, etc.&lt;br /&gt;
&lt;br /&gt;
NOTE: Instead of sending a lot of emails back and forth, I propose that we discuss this stuff through the discussion pages here.  &lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
The setting of this game is a post-apocalyptic milieu that the people who live in it call the World.  An apocalypse of some variety, known only in legend now, brought the World to essentially a stone age level of technology.  Some cultures of the World have now achieved a late medieval/early rennaissance level, after thousands of years.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Map|Map of the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Political|Political Entities in the World]]===&lt;br /&gt;
====[[TROS_in_the_Hammer:Setting_Political_People|A full description of The People]]====&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Religion|Religons in the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Relationships|Relationship Maps for People and Tribes]]===&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
There is magic in the world, incredibly powerful but compared to some fantasy milieus somewhat limited.  All magic essentially arises from the contacting and commanding/befriending/imprisoning of spirits.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]]===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NOTE: Each character can have an additional number of skills at their best packet rating, known languages, or -1 to other skills, based on their Mental Aptitude.  For this game, I am also requiring that a person use one of these points to be literate, if you choose to be.&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===(DECEASED): [[TROSHammerThundersRumble|Thunder&#039;s Rumble]]===&lt;br /&gt;
===Justin&#039;s Character: [[TROSHammerKronkite|Kronkite]]===&lt;br /&gt;
===Vic&#039;s character: [[TROSHammerNightHawk|Night Hawk]]===&lt;br /&gt;
===Pete&#039;s character: [[TROS_in_the_Hammer:Characters_Peregrine|Peregrine]]===&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
Here is where general rule stuff goes.&lt;br /&gt;
&lt;br /&gt;
===[[TROSSocialCombat|Social Combat: Rules for making conversations more detailed and interesting]]===&lt;br /&gt;
&lt;br /&gt;
===New Skill Packets===&lt;br /&gt;
&lt;br /&gt;
====Artilleryman==== &lt;br /&gt;
Expert with siege weapons, large crossbows, etc.&lt;br /&gt;
*Artillery&lt;br /&gt;
*Battle&lt;br /&gt;
*Strategy &lt;br /&gt;
*Tactics  1&lt;br /&gt;
*Orienteering  1&lt;br /&gt;
*Scrounging  1&lt;br /&gt;
*Teamster&lt;br /&gt;
*Weather-sense  1&lt;br /&gt;
&lt;br /&gt;
===New Weapons===&lt;br /&gt;
&lt;br /&gt;
====Arbalest====&lt;br /&gt;
20-22 rds prep (Pull arrow 0/2, crank and knock 20), Refresh begins with knock, 2MP to reduce prep by 1 sec with Ref/8, ATN 5, DAM 10P,  1 ATN/200 feet, can only be draw by STR 8 or by attached crank/pulley.&lt;br /&gt;
&lt;br /&gt;
====Gezag Recurve Bow====&lt;br /&gt;
2-4 rounds prep time [Pull arrow: 0 (on ground), 2 (from quiver); knock and draw: 2)]. Refresh begins with drawing the arrow.  2 MP to reduce prep time by one round (Reflex/TN8). Min Str 5. ATN 7, DAM 6.   1 ATN per 45 feet.&lt;br /&gt;
&lt;br /&gt;
==Session Summaries==&lt;br /&gt;
&lt;br /&gt;
===[[TROSHammerSession1|Session 1: The Troubles Begin]]===&lt;br /&gt;
===[[TROSHammerSession2|Session 2: A Night in the Forest]]===&lt;br /&gt;
===[[TROSHammerSession3|Session 3: The Shape of Things to Come]]===&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=48541</id>
		<title>TROS in the Hammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=48541"/>
		<updated>2007-04-12T13:26:49Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: testing tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TABLE TEST&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|test&lt;br /&gt;
|test&lt;br /&gt;
|-&lt;br /&gt;
|test&lt;br /&gt;
|test&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
SUGGESTIONS ON USING THE WIKI:&lt;br /&gt;
* make sure you have an RPG.net account and are logged in.&lt;br /&gt;
* make sure that your &amp;quot;watchlist&amp;quot; includes all of the key pages.  That way whenever a change is made (either to the page or discussion) the &amp;quot;My Watchlist&amp;quot; link over on the left will tell you about the change.&lt;br /&gt;
* use colons to indent your discussion when you reply (i.e. &amp;quot;:&amp;quot; indents one stop, &amp;quot;::&amp;quot; indents two steps) so that we can tell which bits are replies.&lt;br /&gt;
* use horizontal rules &amp;quot;----&amp;quot; to make a line whenever you are starting a new section on the discussion page.&lt;br /&gt;
* mark minor changes as &amp;quot;minor edits&amp;quot;, and put a summary in for major edits.&lt;br /&gt;
* Sign your contributions to the discussion with four tildes (~)&lt;br /&gt;
&lt;br /&gt;
Let me know if this all seems like a pain in the butt.  I think it is cool, but YMMV. [[User:Skalchemist|Skalchemist]] 12:40, 23 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
=TROS in the Hammer=&lt;br /&gt;
&lt;br /&gt;
This is a space set aside for the campaign of the Riddle of Steel taking place in Hamilton, Ontario.  Seneschal = Hans.  Players = Justin, Pete, Vic.&lt;br /&gt;
&lt;br /&gt;
NOTE: Stuff in &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;PURPLE&amp;lt;/em&amp;gt; is stuff that is still in doubt, requires input, etc.&lt;br /&gt;
&lt;br /&gt;
NOTE: Instead of sending a lot of emails back and forth, I propose that we discuss this stuff through the discussion pages here.  &lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
The setting of this game is a post-apocalyptic milieu that the people who live in it call the World.  An apocalypse of some variety, known only in legend now, brought the World to essentially a stone age level of technology.  Some cultures of the World have now achieved a late medieval/early rennaissance level, after thousands of years.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Map|Map of the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Political|Political Entities in the World]]===&lt;br /&gt;
====[[TROS_in_the_Hammer:Setting_Political_People|A full description of The People]]====&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Religion|Religons in the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Relationships|Relationship Maps for People and Tribes]]===&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
There is magic in the world, incredibly powerful but compared to some fantasy milieus somewhat limited.  All magic essentially arises from the contacting and commanding/befriending/imprisoning of spirits.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]]===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NOTE: Each character can have an additional number of skills at their best packet rating, known languages, or -1 to other skills, based on their Mental Aptitude.  For this game, I am also requiring that a person use one of these points to be literate, if you choose to be.&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===(DECEASED): [[TROSHammerThundersRumble|Thunder&#039;s Rumble]]===&lt;br /&gt;
===Justin&#039;s Character: [[TROSHammerKronkite|Kronkite]]===&lt;br /&gt;
===Vic&#039;s character: [[TROSHammerNightHawk|Night Hawk]]===&lt;br /&gt;
===Pete&#039;s character: [[TROS_in_the_Hammer:Characters_Peregrine|Peregrine]]===&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
Here is where general rule stuff goes.&lt;br /&gt;
&lt;br /&gt;
===[[TROSSocialCombat|Social Combat: Rules for making conversations more detailed and interesting]]===&lt;br /&gt;
&lt;br /&gt;
===New Skill Packets===&lt;br /&gt;
&lt;br /&gt;
====Artilleryman==== &lt;br /&gt;
Expert with siege weapons, large crossbows, etc.&lt;br /&gt;
*Artillery&lt;br /&gt;
*Battle&lt;br /&gt;
*Strategy &lt;br /&gt;
*Tactics +1&lt;br /&gt;
*Orienteering +1&lt;br /&gt;
*Scrounging +1&lt;br /&gt;
*Teamster&lt;br /&gt;
*Weather-sense +1&lt;br /&gt;
&lt;br /&gt;
===New Weapons===&lt;br /&gt;
&lt;br /&gt;
====Arbalest====&lt;br /&gt;
20-22 rds prep (Pull arrow 0/2, crank and knock 20), Refresh begins with knock, 2MP to reduce prep by 1 sec with Ref/8, ATN 5, DAM 10P, +1 ATN/200 feet, can only be draw by STR 8 or by attached crank/pulley.&lt;br /&gt;
&lt;br /&gt;
====Gezag Recurve Bow====&lt;br /&gt;
2-4 rounds prep time [Pull arrow: 0 (on ground), 2 (from quiver); knock and draw: 2)]. Refresh begins with drawing the arrow.  2 MP to reduce prep time by one round (Reflex/TN8). Min Str 5. ATN 7, DAM 6.  +1 ATN per 45 feet.&lt;br /&gt;
&lt;br /&gt;
==Session Summaries==&lt;br /&gt;
&lt;br /&gt;
===[[TROSHammerSession1|Session 1: The Troubles Begin]]===&lt;br /&gt;
===[[TROSHammerSession2|Session 2: A Night in the Forest]]===&lt;br /&gt;
===[[TROSHammerSession3|Session 3: The Shape of Things to Come]]===&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=48540</id>
		<title>TROS in the Hammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=48540"/>
		<updated>2007-04-12T13:25:57Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* TROS in the Hammer */ testing tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[TROS]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
SUGGESTIONS ON USING THE WIKI:&lt;br /&gt;
* make sure you have an RPG.net account and are logged in.&lt;br /&gt;
* make sure that your &amp;quot;watchlist&amp;quot; includes all of the key pages.  That way whenever a change is made (either to the page or discussion) the &amp;quot;My Watchlist&amp;quot; link over on the left will tell you about the change.&lt;br /&gt;
* use colons to indent your discussion when you reply (i.e. &amp;quot;:&amp;quot; indents one stop, &amp;quot;::&amp;quot; indents two steps) so that we can tell which bits are replies.&lt;br /&gt;
* use horizontal rules &amp;quot;----&amp;quot; to make a line whenever you are starting a new section on the discussion page.&lt;br /&gt;
* mark minor changes as &amp;quot;minor edits&amp;quot;, and put a summary in for major edits.&lt;br /&gt;
* Sign your contributions to the discussion with four tildes (~)&lt;br /&gt;
&lt;br /&gt;
Let me know if this all seems like a pain in the butt.  I think it is cool, but YMMV. [[User:Skalchemist|Skalchemist]] 12:40, 23 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
=TROS in the Hammer=&lt;br /&gt;
&lt;br /&gt;
This is a space set aside for the campaign of the Riddle of Steel taking place in Hamilton, Ontario.  Seneschal = Hans.  Players = Justin, Pete, Vic.&lt;br /&gt;
&lt;br /&gt;
NOTE: Stuff in &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;PURPLE&amp;lt;/em&amp;gt; is stuff that is still in doubt, requires input, etc.&lt;br /&gt;
&lt;br /&gt;
NOTE: Instead of sending a lot of emails back and forth, I propose that we discuss this stuff through the discussion pages here.  &lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
The setting of this game is a post-apocalyptic milieu that the people who live in it call the World.  An apocalypse of some variety, known only in legend now, brought the World to essentially a stone age level of technology.  Some cultures of the World have now achieved a late medieval/early rennaissance level, after thousands of years.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Map|Map of the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Political|Political Entities in the World]]===&lt;br /&gt;
====[[TROS_in_the_Hammer:Setting_Political_People|A full description of The People]]====&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Religion|Religons in the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Relationships|Relationship Maps for People and Tribes]]===&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
There is magic in the world, incredibly powerful but compared to some fantasy milieus somewhat limited.  All magic essentially arises from the contacting and commanding/befriending/imprisoning of spirits.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]]===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NOTE: Each character can have an additional number of skills at their best packet rating, known languages, or -1 to other skills, based on their Mental Aptitude.  For this game, I am also requiring that a person use one of these points to be literate, if you choose to be.&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===(DECEASED): [[TROSHammerThundersRumble|Thunder&#039;s Rumble]]===&lt;br /&gt;
===Justin&#039;s Character: [[TROSHammerKronkite|Kronkite]]===&lt;br /&gt;
===Vic&#039;s character: [[TROSHammerNightHawk|Night Hawk]]===&lt;br /&gt;
===Pete&#039;s character: [[TROS_in_the_Hammer:Characters_Peregrine|Peregrine]]===&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
Here is where general rule stuff goes.&lt;br /&gt;
&lt;br /&gt;
===[[TROSSocialCombat|Social Combat: Rules for making conversations more detailed and interesting]]===&lt;br /&gt;
&lt;br /&gt;
===New Skill Packets===&lt;br /&gt;
&lt;br /&gt;
====Artilleryman==== &lt;br /&gt;
Expert with siege weapons, large crossbows, etc.&lt;br /&gt;
*Artillery&lt;br /&gt;
*Battle&lt;br /&gt;
*Strategy &lt;br /&gt;
*Tactics +1&lt;br /&gt;
*Orienteering +1&lt;br /&gt;
*Scrounging +1&lt;br /&gt;
*Teamster&lt;br /&gt;
*Weather-sense +1&lt;br /&gt;
&lt;br /&gt;
===New Weapons===&lt;br /&gt;
&lt;br /&gt;
====Arbalest====&lt;br /&gt;
20-22 rds prep (Pull arrow 0/2, crank and knock 20), Refresh begins with knock, 2MP to reduce prep by 1 sec with Ref/8, ATN 5, DAM 10P, +1 ATN/200 feet, can only be draw by STR 8 or by attached crank/pulley.&lt;br /&gt;
&lt;br /&gt;
====Gezag Recurve Bow====&lt;br /&gt;
2-4 rounds prep time [Pull arrow: 0 (on ground), 2 (from quiver); knock and draw: 2)]. Refresh begins with drawing the arrow.  2 MP to reduce prep time by one round (Reflex/TN8). Min Str 5. ATN 7, DAM 6.  +1 ATN per 45 feet.&lt;br /&gt;
&lt;br /&gt;
==Session Summaries==&lt;br /&gt;
&lt;br /&gt;
===[[TROSHammerSession1|Session 1: The Troubles Begin]]===&lt;br /&gt;
===[[TROSHammerSession2|Session 2: A Night in the Forest]]===&lt;br /&gt;
===[[TROSHammerSession3|Session 3: The Shape of Things to Come]]===&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=48539</id>
		<title>TROS in the Hammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=48539"/>
		<updated>2007-04-12T13:25:04Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* TROS in the Hammer */ testing tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[TROS]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
SUGGESTIONS ON USING THE WIKI:&lt;br /&gt;
* make sure you have an RPG.net account and are logged in.&lt;br /&gt;
* make sure that your &amp;quot;watchlist&amp;quot; includes all of the key pages.  That way whenever a change is made (either to the page or discussion) the &amp;quot;My Watchlist&amp;quot; link over on the left will tell you about the change.&lt;br /&gt;
* use colons to indent your discussion when you reply (i.e. &amp;quot;:&amp;quot; indents one stop, &amp;quot;::&amp;quot; indents two steps) so that we can tell which bits are replies.&lt;br /&gt;
* use horizontal rules &amp;quot;----&amp;quot; to make a line whenever you are starting a new section on the discussion page.&lt;br /&gt;
* mark minor changes as &amp;quot;minor edits&amp;quot;, and put a summary in for major edits.&lt;br /&gt;
* Sign your contributions to the discussion with four tildes (~)&lt;br /&gt;
&lt;br /&gt;
Let me know if this all seems like a pain in the butt.  I think it is cool, but YMMV. [[User:Skalchemist|Skalchemist]] 12:40, 23 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
=TROS in the Hammer=&lt;br /&gt;
&lt;br /&gt;
TABLE TEST&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|test&lt;br /&gt;
|test&lt;br /&gt;
|-&lt;br /&gt;
|test&lt;br /&gt;
|test&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is a space set aside for the campaign of the Riddle of Steel taking place in Hamilton, Ontario.  Seneschal = Hans.  Players = Justin, Pete, Vic.&lt;br /&gt;
&lt;br /&gt;
NOTE: Stuff in &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;PURPLE&amp;lt;/em&amp;gt; is stuff that is still in doubt, requires input, etc.&lt;br /&gt;
&lt;br /&gt;
NOTE: Instead of sending a lot of emails back and forth, I propose that we discuss this stuff through the discussion pages here.  &lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
The setting of this game is a post-apocalyptic milieu that the people who live in it call the World.  An apocalypse of some variety, known only in legend now, brought the World to essentially a stone age level of technology.  Some cultures of the World have now achieved a late medieval/early rennaissance level, after thousands of years.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Map|Map of the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Political|Political Entities in the World]]===&lt;br /&gt;
====[[TROS_in_the_Hammer:Setting_Political_People|A full description of The People]]====&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Religion|Religons in the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Relationships|Relationship Maps for People and Tribes]]===&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
There is magic in the world, incredibly powerful but compared to some fantasy milieus somewhat limited.  All magic essentially arises from the contacting and commanding/befriending/imprisoning of spirits.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]]===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NOTE: Each character can have an additional number of skills at their best packet rating, known languages, or -1 to other skills, based on their Mental Aptitude.  For this game, I am also requiring that a person use one of these points to be literate, if you choose to be.&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===(DECEASED): [[TROSHammerThundersRumble|Thunder&#039;s Rumble]]===&lt;br /&gt;
===Justin&#039;s Character: [[TROSHammerKronkite|Kronkite]]===&lt;br /&gt;
===Vic&#039;s character: [[TROSHammerNightHawk|Night Hawk]]===&lt;br /&gt;
===Pete&#039;s character: [[TROS_in_the_Hammer:Characters_Peregrine|Peregrine]]===&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
Here is where general rule stuff goes.&lt;br /&gt;
&lt;br /&gt;
===[[TROSSocialCombat|Social Combat: Rules for making conversations more detailed and interesting]]===&lt;br /&gt;
&lt;br /&gt;
===New Skill Packets===&lt;br /&gt;
&lt;br /&gt;
====Artilleryman==== &lt;br /&gt;
Expert with siege weapons, large crossbows, etc.&lt;br /&gt;
*Artillery&lt;br /&gt;
*Battle&lt;br /&gt;
*Strategy &lt;br /&gt;
*Tactics +1&lt;br /&gt;
*Orienteering +1&lt;br /&gt;
*Scrounging +1&lt;br /&gt;
*Teamster&lt;br /&gt;
*Weather-sense +1&lt;br /&gt;
&lt;br /&gt;
===New Weapons===&lt;br /&gt;
&lt;br /&gt;
====Arbalest====&lt;br /&gt;
20-22 rds prep (Pull arrow 0/2, crank and knock 20), Refresh begins with knock, 2MP to reduce prep by 1 sec with Ref/8, ATN 5, DAM 10P, +1 ATN/200 feet, can only be draw by STR 8 or by attached crank/pulley.&lt;br /&gt;
&lt;br /&gt;
====Gezag Recurve Bow====&lt;br /&gt;
2-4 rounds prep time [Pull arrow: 0 (on ground), 2 (from quiver); knock and draw: 2)]. Refresh begins with drawing the arrow.  2 MP to reduce prep time by one round (Reflex/TN8). Min Str 5. ATN 7, DAM 6.  +1 ATN per 45 feet.&lt;br /&gt;
&lt;br /&gt;
==Session Summaries==&lt;br /&gt;
&lt;br /&gt;
===[[TROSHammerSession1|Session 1: The Troubles Begin]]===&lt;br /&gt;
===[[TROSHammerSession2|Session 2: A Night in the Forest]]===&lt;br /&gt;
===[[TROSHammerSession3|Session 3: The Shape of Things to Come]]===&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=48538</id>
		<title>TROS in the Hammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=48538"/>
		<updated>2007-04-12T13:24:32Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* TROS in the Hammer */ testing tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[TROS]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
SUGGESTIONS ON USING THE WIKI:&lt;br /&gt;
* make sure you have an RPG.net account and are logged in.&lt;br /&gt;
* make sure that your &amp;quot;watchlist&amp;quot; includes all of the key pages.  That way whenever a change is made (either to the page or discussion) the &amp;quot;My Watchlist&amp;quot; link over on the left will tell you about the change.&lt;br /&gt;
* use colons to indent your discussion when you reply (i.e. &amp;quot;:&amp;quot; indents one stop, &amp;quot;::&amp;quot; indents two steps) so that we can tell which bits are replies.&lt;br /&gt;
* use horizontal rules &amp;quot;----&amp;quot; to make a line whenever you are starting a new section on the discussion page.&lt;br /&gt;
* mark minor changes as &amp;quot;minor edits&amp;quot;, and put a summary in for major edits.&lt;br /&gt;
* Sign your contributions to the discussion with four tildes (~)&lt;br /&gt;
&lt;br /&gt;
Let me know if this all seems like a pain in the butt.  I think it is cool, but YMMV. [[User:Skalchemist|Skalchemist]] 12:40, 23 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
=TROS in the Hammer=&lt;br /&gt;
&lt;br /&gt;
This is a space set aside for the campaign of the Riddle of Steel taking place in Hamilton, Ontario.  Seneschal = Hans.  Players = Justin, Pete, Vic.&lt;br /&gt;
&lt;br /&gt;
NOTE: Stuff in &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;PURPLE&amp;lt;/em&amp;gt; is stuff that is still in doubt, requires input, etc.&lt;br /&gt;
&lt;br /&gt;
NOTE: Instead of sending a lot of emails back and forth, I propose that we discuss this stuff through the discussion pages here.  &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|test&lt;br /&gt;
|test&lt;br /&gt;
|-&lt;br /&gt;
|test&lt;br /&gt;
|test&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
The setting of this game is a post-apocalyptic milieu that the people who live in it call the World.  An apocalypse of some variety, known only in legend now, brought the World to essentially a stone age level of technology.  Some cultures of the World have now achieved a late medieval/early rennaissance level, after thousands of years.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Map|Map of the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Political|Political Entities in the World]]===&lt;br /&gt;
====[[TROS_in_the_Hammer:Setting_Political_People|A full description of The People]]====&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Religion|Religons in the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Relationships|Relationship Maps for People and Tribes]]===&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
There is magic in the world, incredibly powerful but compared to some fantasy milieus somewhat limited.  All magic essentially arises from the contacting and commanding/befriending/imprisoning of spirits.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]]===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NOTE: Each character can have an additional number of skills at their best packet rating, known languages, or -1 to other skills, based on their Mental Aptitude.  For this game, I am also requiring that a person use one of these points to be literate, if you choose to be.&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===(DECEASED): [[TROSHammerThundersRumble|Thunder&#039;s Rumble]]===&lt;br /&gt;
===Justin&#039;s Character: [[TROSHammerKronkite|Kronkite]]===&lt;br /&gt;
===Vic&#039;s character: [[TROSHammerNightHawk|Night Hawk]]===&lt;br /&gt;
===Pete&#039;s character: [[TROS_in_the_Hammer:Characters_Peregrine|Peregrine]]===&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
Here is where general rule stuff goes.&lt;br /&gt;
&lt;br /&gt;
===[[TROSSocialCombat|Social Combat: Rules for making conversations more detailed and interesting]]===&lt;br /&gt;
&lt;br /&gt;
===New Skill Packets===&lt;br /&gt;
&lt;br /&gt;
====Artilleryman==== &lt;br /&gt;
Expert with siege weapons, large crossbows, etc.&lt;br /&gt;
*Artillery&lt;br /&gt;
*Battle&lt;br /&gt;
*Strategy &lt;br /&gt;
*Tactics +1&lt;br /&gt;
*Orienteering +1&lt;br /&gt;
*Scrounging +1&lt;br /&gt;
*Teamster&lt;br /&gt;
*Weather-sense +1&lt;br /&gt;
&lt;br /&gt;
===New Weapons===&lt;br /&gt;
&lt;br /&gt;
====Arbalest====&lt;br /&gt;
20-22 rds prep (Pull arrow 0/2, crank and knock 20), Refresh begins with knock, 2MP to reduce prep by 1 sec with Ref/8, ATN 5, DAM 10P, +1 ATN/200 feet, can only be draw by STR 8 or by attached crank/pulley.&lt;br /&gt;
&lt;br /&gt;
====Gezag Recurve Bow====&lt;br /&gt;
2-4 rounds prep time [Pull arrow: 0 (on ground), 2 (from quiver); knock and draw: 2)]. Refresh begins with drawing the arrow.  2 MP to reduce prep time by one round (Reflex/TN8). Min Str 5. ATN 7, DAM 6.  +1 ATN per 45 feet.&lt;br /&gt;
&lt;br /&gt;
==Session Summaries==&lt;br /&gt;
&lt;br /&gt;
===[[TROSHammerSession1|Session 1: The Troubles Begin]]===&lt;br /&gt;
===[[TROSHammerSession2|Session 2: A Night in the Forest]]===&lt;br /&gt;
===[[TROSHammerSession3|Session 3: The Shape of Things to Come]]===&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=48537</id>
		<title>TROS in the Hammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=48537"/>
		<updated>2007-04-12T13:24:00Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* TROS in the Hammer */ testing tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[TROS]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
SUGGESTIONS ON USING THE WIKI:&lt;br /&gt;
* make sure you have an RPG.net account and are logged in.&lt;br /&gt;
* make sure that your &amp;quot;watchlist&amp;quot; includes all of the key pages.  That way whenever a change is made (either to the page or discussion) the &amp;quot;My Watchlist&amp;quot; link over on the left will tell you about the change.&lt;br /&gt;
* use colons to indent your discussion when you reply (i.e. &amp;quot;:&amp;quot; indents one stop, &amp;quot;::&amp;quot; indents two steps) so that we can tell which bits are replies.&lt;br /&gt;
* use horizontal rules &amp;quot;----&amp;quot; to make a line whenever you are starting a new section on the discussion page.&lt;br /&gt;
* mark minor changes as &amp;quot;minor edits&amp;quot;, and put a summary in for major edits.&lt;br /&gt;
* Sign your contributions to the discussion with four tildes (~)&lt;br /&gt;
&lt;br /&gt;
Let me know if this all seems like a pain in the butt.  I think it is cool, but YMMV. [[User:Skalchemist|Skalchemist]] 12:40, 23 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
=TROS in the Hammer=&lt;br /&gt;
&lt;br /&gt;
This is a space set aside for the campaign of the Riddle of Steel taking place in Hamilton, Ontario.  Seneschal = Hans.  Players = Justin, Pete, Vic.&lt;br /&gt;
&lt;br /&gt;
NOTE: Stuff in &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;PURPLE&amp;lt;/em&amp;gt; is stuff that is still in doubt, requires input, etc.&lt;br /&gt;
&lt;br /&gt;
NOTE: Instead of sending a lot of emails back and forth, I propose that we discuss this stuff through the discussion pages here.  &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|test&lt;br /&gt;
|test&lt;br /&gt;
|-&lt;br /&gt;
|test&lt;br /&gt;
|test&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
The setting of this game is a post-apocalyptic milieu that the people who live in it call the World.  An apocalypse of some variety, known only in legend now, brought the World to essentially a stone age level of technology.  Some cultures of the World have now achieved a late medieval/early rennaissance level, after thousands of years.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Map|Map of the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Political|Political Entities in the World]]===&lt;br /&gt;
====[[TROS_in_the_Hammer:Setting_Political_People|A full description of The People]]====&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Religion|Religons in the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Relationships|Relationship Maps for People and Tribes]]===&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
There is magic in the world, incredibly powerful but compared to some fantasy milieus somewhat limited.  All magic essentially arises from the contacting and commanding/befriending/imprisoning of spirits.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]]===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NOTE: Each character can have an additional number of skills at their best packet rating, known languages, or -1 to other skills, based on their Mental Aptitude.  For this game, I am also requiring that a person use one of these points to be literate, if you choose to be.&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===(DECEASED): [[TROSHammerThundersRumble|Thunder&#039;s Rumble]]===&lt;br /&gt;
===Justin&#039;s Character: [[TROSHammerKronkite|Kronkite]]===&lt;br /&gt;
===Vic&#039;s character: [[TROSHammerNightHawk|Night Hawk]]===&lt;br /&gt;
===Pete&#039;s character: [[TROS_in_the_Hammer:Characters_Peregrine|Peregrine]]===&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
Here is where general rule stuff goes.&lt;br /&gt;
&lt;br /&gt;
===[[TROSSocialCombat|Social Combat: Rules for making conversations more detailed and interesting]]===&lt;br /&gt;
&lt;br /&gt;
===New Skill Packets===&lt;br /&gt;
&lt;br /&gt;
====Artilleryman==== &lt;br /&gt;
Expert with siege weapons, large crossbows, etc.&lt;br /&gt;
*Artillery&lt;br /&gt;
*Battle&lt;br /&gt;
*Strategy &lt;br /&gt;
*Tactics +1&lt;br /&gt;
*Orienteering +1&lt;br /&gt;
*Scrounging +1&lt;br /&gt;
*Teamster&lt;br /&gt;
*Weather-sense +1&lt;br /&gt;
&lt;br /&gt;
===New Weapons===&lt;br /&gt;
&lt;br /&gt;
====Arbalest====&lt;br /&gt;
20-22 rds prep (Pull arrow 0/2, crank and knock 20), Refresh begins with knock, 2MP to reduce prep by 1 sec with Ref/8, ATN 5, DAM 10P, +1 ATN/200 feet, can only be draw by STR 8 or by attached crank/pulley.&lt;br /&gt;
&lt;br /&gt;
====Gezag Recurve Bow====&lt;br /&gt;
2-4 rounds prep time [Pull arrow: 0 (on ground), 2 (from quiver); knock and draw: 2)]. Refresh begins with drawing the arrow.  2 MP to reduce prep time by one round (Reflex/TN8). Min Str 5. ATN 7, DAM 6.  +1 ATN per 45 feet.&lt;br /&gt;
&lt;br /&gt;
==Session Summaries==&lt;br /&gt;
&lt;br /&gt;
===[[TROSHammerSession1|Session 1: The Troubles Begin]]===&lt;br /&gt;
===[[TROSHammerSession2|Session 2: A Night in the Forest]]===&lt;br /&gt;
===[[TROSHammerSession3|Session 3: The Shape of Things to Come]]===&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=InAWickedToronto:Player_GM&amp;diff=46519</id>
		<title>InAWickedToronto:Player GM</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=InAWickedToronto:Player_GM&amp;diff=46519"/>
		<updated>2007-03-20T01:03:38Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: added chap 3 and 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Gamemaster=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters:&#039;&#039;&#039;&lt;br /&gt;
* [[InAWickedToronto:Character_AdrianColvert|Adrian Colvert]]&lt;br /&gt;
* [[InAWickedToronto:Character_ArgusWonderval|Argus Wonderval]]&lt;br /&gt;
* [[InAWickedToronto:Character_ArkanSybarities|Arkan Sybarities]]&lt;br /&gt;
* [[InAWickedToronto:Character_Boris|Boris]]&lt;br /&gt;
* [[InAWickedToronto:Character_Cuthbert|Cuthbert the &amp;quot;Gardener&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Players|Players]]&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=InAWickedToronto:Annotated_Oracle&amp;diff=46518</id>
		<title>InAWickedToronto:Annotated Oracle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=InAWickedToronto:Annotated_Oracle&amp;diff=46518"/>
		<updated>2007-03-20T01:02:15Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* The Oracle, with annotations for the Indie RPG Group */ correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Oracle, with annotations for the Indie RPG Group=&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;br /&gt;
&lt;br /&gt;
This list of elements is copyrighted by Vincent Baker.  The original version is available [http://www.septemberquestion.org/lumpley/pdfs/cnc.pdf as part of Mr. Baker&#039;s Cheap and Cheesy Fantasy Game] or in [http://www.crngames.com/oracle an online version hosted by CRN Games].  A more recent version, based on cards and separated into four separate oracles, which is presented here, can be found at [http://www.lumpley.com/oracle/4oracles.txt Vincent Baker&#039;s anyway blog], an [http://www.lumpley.com/oracle/4oracles.php automated version of which] is available.   &lt;br /&gt;
&lt;br /&gt;
This annotated version contains new elements generated in play by our group, and also links elements that have shown up with their matching masteries, characters, or other information.  It also maintains the elements not included in the new four oracle system at the bottom for availability as choices to We Owe persons.&lt;br /&gt;
&lt;br /&gt;
==Blood and Sex==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; A mysterious star-lit revel on a high bare hilltop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A woman suddenly bereft of love and family, daughter to a long heritage of sorceresses and poisoners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; A raving prophet, advocating self-mortification and deprivation of the appetites.&lt;br /&gt;
* Selected by [[InAWickedToronto:Player_Steve|Steve]] for  [[InAWickedToronto:Chapter_3|Chapter 3]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Althea|Althea the Pure]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; A practitioner of law, with her several secretaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; A chattel slave who has broken both his bonds and his master&#039;s skull.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; A practitioner of luck-magics traveling ahead of a ferocious storm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; The much-contested wedding of the province&#039;s great beauty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; Some great wizard&#039;s magical messenger, brass-skinned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; The secluded home of an exiled court-wizard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; A note written in an elegant hand, sweetly perfumed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A band of demons, laughing and malicious, authors of debauched sensuality and corrupt appetites.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; A happy girl, promised in marriage to a gentleman, naive to the danger he represents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A company of desert horsemen, hiding a woman amongst them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A farm manor, peaceful and prosperous.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; The ascension to mastery of a student wizardess, unrecognized by her order but absolutely clear and undeniable to her inner self.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; The sorcerously animate homunculus of a wizard, more clever than wise, recently dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; The night each year that a certain ghost is allowed her freedom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; A deer-path through towering woods to a still pond.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; The alliance by marriage of a certain tyrant&#039;s family with the cult of a certain desert god.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A spirit of the wilds, mercurial in form, sister to gazelles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; The local lord&#039;s daughter, tramping after strawberries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A wandering exorcist, severe, who accepts no payment for his services but who lusts after carnal congress.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; The child of a great and renowned theologist, forced into priesthood against both inclination and nature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; An altar overflowing with flowers and bowls of honey.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; The rehearsal of the funeral of the city&#039;s aged and beloved mayor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; A young warrior, initiate into a warrior cult, brother to lions.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A spirit of the lower air, caught up in joyous human celebration.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; A monastery and its associated shrines, each to its own god.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; The arrival at a way house of four unusual travelers.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; The graduation of an apprentice to mastery.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A raving prophet, preaching the transience of life and advocating a full indulgence of every appetite.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A small group of mothers, led by a midwife, fighting to protect their children from demons of illness.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; The seventh wife of a tyrant king, carrying his chief huntsman&#039;s child.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A band of goat herders, armed, outraged by an injustice visited upon their clan.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; A young girl, inexperienced but astute and a canny judge of character.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; The marriage of a region&#039;s most beautiful girl, necessarily virgin and without blemish, to the dead stone effigy of a harvest god.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; The death of the primary heir of a local noblewoman.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; The seizure of arcane powers by an arrogant and brutal wizard.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A bandit captain, in hiding, with her trusted bodyguard.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; A field of herbs and wild flowers, alive with bees, where a certain half-bestial creature brings his many lovers.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; The celebration of local fertility or harvest rites.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A camp-wanton, pretty and pliant, prone to drink.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_BambiWoods|Bambi Woods]]&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A siren-ghoul, who entices the amorous into deadly peril.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A famous traveling exorcist and his entourage, with as canny an eye for a village&#039;s wealth as for its demons.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; An oasis of sweet water in a barren wilderness, haunted by the shadows of some vast atrocity committed centuries ago.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; A slayer of monsters, heralded and lauded.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A simple insult, casually inflicted, striking very, very deep.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; The deathbed curse of a betrayed queen.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; A wandering spirit, visible at will, an inflamer of human passions.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A priestess of a merciful temple of healers, on pilgrimage to the birthplace of her order.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A warrior-priestess of a truly bloodthirsty cult.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A jealous and vengeful rival, who is an infamous dueler.&lt;br /&gt;
&lt;br /&gt;
==God Kings of War==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; The human servant of a mighty and unspeakable demiurge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A cask of honey wine, tribute to a fierce bandit-queen.&lt;br /&gt;
* Selected by [[InAWickedToronto:Player_Hans|Hans]] for  [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Artemis|Artemis]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; A war-sorceress, slender but commanding, with golden hair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The arrival of a hundred fearsome warships on an unprepared, prosperous, peaceful coast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; The arrival of unexpected and improbable allies.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_JackAmerigo|Captain &amp;quot;Half-cocked&amp;quot; Jack Amerigo]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Dominic|Dominic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; The self-important master of strategy to a great general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; The site of a pitched battle, ground churned and stinking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; An order of magician-monks who punish blasphemers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; A much-decorated company of the enemy&#039;s light cavalry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The country fort, made mostly of mud bricks, of a local warlord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A vengeful and jealous god, displeased by the lapses of his followers, however scrupulously they observe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; An executioner, a strangler, in service to a ruthless king.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A chest containing the tax monies of a rural province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A secret order of warrior-mystics, defending their relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; An old, proud fortress on an important mountain pass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; An unspeakable demon of atrocity and rage, bound in chains for a thousand years, aware suddenly of a minute loosening of his bonds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; A token indicating that its bearer speaks for the high general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; A great army&#039;s marching orders, passwords, and signals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; A speaker for the ancestors, carrying secrets and warnings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A demon of rage and avarice, secret power behind a great tyrant&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; A day sacred to an oppressed slave cult, the celebration of which is punishable by torture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A terrible and devastating ambush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; A tender of war-bulls, shaved-headed and fearless.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; The head of a high war-captain, in a carved wooden cask.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; A warrior-woman, queen of her small wild tribe, hard-pressed by advancing civilization.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; The ghost of a tyrant king, strangled by his own daughter.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A local warlord&#039;s ancestral sword, much honored.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; An army&#039;s scryer, commanding six sharp-fanged gaunts.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; A bitter and unseasonable cold, caused by warring elementals.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; A hard-won victory, with many dead on both sides.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A soldier&#039;s plain shortsword, gradually developing a taste for the blood of women.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A brutish and tyrannical warlord and his uncouth thugs.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A sword held in great esteem by a certain warrior lineage, drawn now for the first time in three lifetimes.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A high, many-towered wall on a fierce border.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; A demon-god of blood and vengeance, forgotten since antiquity, recently awakened.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A youth or maiden, the reincarnation of a great hero, whose soul remembers glory.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; A powerful general&#039;s death of her wounds, which will shatter her army into factions.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; An altar to devils of the waste, stinking with gore.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; An outlying watchtower on a wooded hill.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; The very first time that a certain young soldier, impressed against his choice and wanting nothing more than to return to his home, has killed.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; A captured war-horse with a taste for human meat.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A warrior overcome with the weight of his weapons and the smell of gore.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A summoner of illusions and diversions, mild and of good humor, but gullible.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A great warship, set with ram and mangonel.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; A flock of hunterbirds, sharp-beaked, clever, and dreadful.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; The guardian spirit of a foolhardy, naive, reckless and impressionable young person.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A prodigy-mage, still a maid, drunk with occult power.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; A genius of flame, imprisoned within a brass mirror.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; The mutiny and revolt of a prestigious cavalry company.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A fortress guarding the only pass through treacherous mountains, overseen by a corrupt and voracious war-captian.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; The campsite of a traveling army, not long deserted.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; An enemy champion, fearless and bellowing.&lt;br /&gt;
&lt;br /&gt;
==The Unquiet Past==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; The boasting chief of a team of rock-quarriers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; The passage of a ghostly army, dragging their slain and injured.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; The captain of a foreign troop, sent to collect tribute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The soul of a dead wizard, seeking an advantageous rebirth.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Felthantis|Felthantis Fantastik]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; A gutted tower, home to many birds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; A youth or maiden, the reincarnation of an ancient sage, remembering uncanny arts but forgetful of safeguards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; An apothecary, squint-eyed, with many uncanny potions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; A long-dead queen, still trying to defend her realm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; A camp physician, her pockets full of salves and drugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The young, beautiful wife of an old man whom the gods have touched.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A murderer-for-hire, luckless and in poverty, from whom the gods have turned their faces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; The fey and unfriendly guardians of an enchanted glade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; The exposure by erosion of a long-buried door.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A girl with the soul of a leopard, born inappropriately into a human body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; A serpent-demoness, malicious and venomous, seeking vengeance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; The guardian of a tomb, a statue cast in silver with ruby eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; An ambitious petty-wizard, quick to take offense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; The awakening of three powerful and malignant genii.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; The bloodthirsty ghosts of those drowned in an accursed water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A fallen temple, overgrown with moss and ivies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; The son of a great tyrant, born crippled and denied his inheritance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; The wetnurse of an austere scholar&#039;s adopted child.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; The meeting by chance of old enemies, one less forgetful than the other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; A hermit priestess, practicing obscure deprivations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; A reader of omens and caster of auguries, with grim news.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; The arrival of honored emissaries from a wealthy, exotic land.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A waystation on a broad road, with a campsite and shrine.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; A scholar and antiquarian, unmindful of danger.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; The secret central shrine of a temple to forgotten gods.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; A new village built on the ruins of a forgotten people.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A place where warring demons have left the earth churned, upthrust, and charged with occult forces.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; The burglary of a magical order&#039;s innermost library.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A ruthless bully of an under-officer with high ambitions.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; The father of a child possessed by a voracious spirit.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; An unsavory treasure-seeker, with an honest map.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A trainer of apes, bereft, mourning the death of his dearest performer.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; A small room under the foundation, its doorway bricked shut, the prison of a dreadful and malicious spirit.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; A wandering intelligence, intent on driving mortals mad.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A treasure seeker, following the whispers of a slave spirit.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; A slow-moving caravan with many wagons and travelers.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; A necromancer who steals the knowledge of the dying.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A rough wolf-hunter, surly, filthy, and crude.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A market on the crossroads, full of sound and color.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A cruel and powerful young lordling.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; The convocation of a ruins&#039; ghouls, gaunts, and wisps.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; Instruments of torture, haunted by their long-dead victims.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A fearsome storm, with thunder and driving winds.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; The opening by sorcery of an ancient door, set in the earth over the crypts of some forgotten convent or monestary, until now sealed with potent spells.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; An ancient stone way marker, indicating an overgrown road.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A knowledge-mad sorceress, delving into ancient secrets.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A golden armlet, still on the skeletal arm of its owner.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A wealthy merchant&#039;s son, refined and crafty.&lt;br /&gt;
&lt;br /&gt;
==The Nest of Vipers==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; A great convocation of mages, with many orders attending.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A midwife, weary and appalled, having delivered a tenth consecutive stillbirth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; The celebration of a day sacred to the city&#039;s chief cult.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The proprietress of a wanton-house, with her manservant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; The solemnization of treaty between two neighboring principalities, negotiated in the face of brutality and assassination, brave and hopeful but quite doomed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; The murder by strangling of an officer of the city watch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; A public bathing house in a wealthy city, of very good quality, where only the most refined and modish vices are permitted.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; A ghoulish eater of dead flesh, driven by unusual lusts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; The corpse of a lord&#039;s hunting hound, caught in a rose-briar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The written deed to a certain house, affirmed and sealed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A wayhouse in which plague-victims have recently stayed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; A poor home shared by many families of beggars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A wealthy merchant-priest with much political clout.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A vicious gang of cutthroats and alley-thieves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; A conjurer who needs blood to entice his uncouth spirits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; An imbiber of sorcerous drugs, seeking congress with demons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; A fallen-in mansion, where by night ghosts and devils meet.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
* Created [[InAWickedToronto:Character_Garrett|Garrett]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; The college of a small but prestigious magical order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; A tower of silver and alabaster, which rises from the sea under the new moon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A squat town on the banks of a wide, long river, rich from plunder, whose men raid up and down the river in their ugly boats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; A decrier of the gods as false, unworthy of our attention, and his learned detractors, in heated dispute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A young widower, raging, whose beautiful wife was murdered by sorcery by a romantic rival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; A wizard jealously guarding her magical territory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; The burglary of the storehouse of a powerful robber-merchant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; The return of a reclusive enchantress to her home.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]] &lt;br /&gt;
* Created [[InAWickedToronto:Character_CountessAshbet|Countess Ashbet]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; A night-wisp, who devours its victims&#039; magical potency.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A jaded gladiator, murderer of both enemies and friends.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; An ambitious farmer, hungry for gossip or silver.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; A slight and subtle demon, child of blasphemy, craving mischief.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; The unwitting husband of a serpent-demoness.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; The young mother of a baby prince, whose husband the king has been overthrown and put to death.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
* Selected by [[InAWickedToronto:Player_Steve|Steve]] for [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Zalmor|Zalmor the Proud/Absolom]] &lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A baby&#039;s birth, heralded by prophets, written of in antique books, forseen by the wise.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A noble house&#039;s signatory ring, left behind in a street brawl.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A tempter devil, fond of luxury and sin, respecter of no law and every appetite, imprisoned until this very hour and minute within a stone crypt behind an old monk&#039;s garden.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; An underground chamber, eerie with blue-green lights.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A devil of the lower air, malicious and full of pranks.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; The ghost of a suicide, a person overcome by guilt and shame, who finds in death no release.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; The warden ghost of the place, generous to the good-willed.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A troupe of musicians for hire, one of whom is a burglar and cutpurse.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; The daughter of an emperor, denied nothing, prey to fleeting whims, craving discipline.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; The unscrupulous landlady of a roadside wayhouse.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A precocious child disputing with philosophers and declaimers.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; One mistakenly condemned, fled into hiding.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; The private garden of a noble house.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; An innkeeper who murders and robs his wealthy guests.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; A fur-trapper, simple but good-natured, and his daughter.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A warehouse on the docks, full of stolen silk.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; A band of slavers both bold and incorrigible.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; A court dandy, casually cruel, exiled from the presence of the prince for a petty slight.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; The flight of a prince and his forbidden lover into hiding.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A conjurer possessed by spirits of uncivil character.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A village executioner, practicing his trade on a caught burglar.&lt;br /&gt;
&lt;br /&gt;
==Extra elements==&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
A key on a broken chain, lost by the roadside.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
&lt;br /&gt;
A purse of coins, cursed by its stabbed and dying owner.&lt;br /&gt;
&lt;br /&gt;
The fine silk wardrobe of one dead of some plague.&lt;br /&gt;
&lt;br /&gt;
The book of scripture of an order of warrior-monks.&lt;br /&gt;
&lt;br /&gt;
A farmer&#039;s good-luck piece, the author of his prosperity.&lt;br /&gt;
&lt;br /&gt;
Silk slippers which make their wearer invisible.&lt;br /&gt;
&lt;br /&gt;
A copper basin, to which are enslaved spirits of the air.&lt;br /&gt;
&lt;br /&gt;
Bracelets which grant their wearer improbable strength.&lt;br /&gt;
&lt;br /&gt;
A glass jar of ferocious and deadly magical wasps.&lt;br /&gt;
&lt;br /&gt;
A staff of white-wood, summoner of lightnings.&lt;br /&gt;
&lt;br /&gt;
A silk robe through which no weapon may pass.&lt;br /&gt;
&lt;br /&gt;
A sword consecrated to a fearsome demon of war.&lt;br /&gt;
&lt;br /&gt;
A helm in antique style, sound despite its tarnish.&lt;br /&gt;
&lt;br /&gt;
A book of engraved bronze, partly obscured by wear.&lt;br /&gt;
 &lt;br /&gt;
A gorgeous yellow gem, cursed with a terrible doom.&lt;br /&gt;
&lt;br /&gt;
A woman&#039;s long blood-red hair, incorporated into a bird&#039;s nest.&lt;br /&gt;
&lt;br /&gt;
A bandit&#039;s treasure-trove, exposed by erosive rain.&lt;br /&gt;
&lt;br /&gt;
An ancient stone waymarker, indicating an overgrown road.&lt;br /&gt;
&lt;br /&gt;
The remnants of a woodcutter&#039;s camp, abandoned in haste.&lt;br /&gt;
&lt;br /&gt;
===Characters ===&lt;br /&gt;
&lt;br /&gt;
An underclerk of the temple of some lesser cult.&lt;br /&gt;
&lt;br /&gt;
A gentlewoman-burglar, stylish and daring.&lt;br /&gt;
&lt;br /&gt;
An underofficer of the local lord&#039;s home guard.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_SethDarkmantle|Lord Seth Darkmantle]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_UlyssesAmerigo|Ulysses Amerigo]]&lt;br /&gt;
&lt;br /&gt;
The local lord&#039;s young daughter, tramping after strawberries.&lt;br /&gt;
&lt;br /&gt;
A placid mystic, preaching calm and demonstrating miracles.&lt;br /&gt;
&lt;br /&gt;
The captain of a shattered company, himself injured.&lt;br /&gt;
&lt;br /&gt;
A noble landholder, touring, with court and attendants.&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
A rich and mighty temple, full of silver and fine goods.&lt;br /&gt;
&lt;br /&gt;
A warehouse on the docks, full of Elven silk.&lt;br /&gt;
&lt;br /&gt;
The old city wall, long since outgrown. &lt;br /&gt;
&lt;br /&gt;
A roofed bridge on a wide river, with a toll-collector.&lt;br /&gt;
&lt;br /&gt;
A fishing village with an inn of good quality.&lt;br /&gt;
&lt;br /&gt;
A standing stone, obscurely carved, crackling with force.&lt;br /&gt;
&lt;br /&gt;
A pool of mirror-still green water. &lt;br /&gt;
&lt;br /&gt;
An old raised road, cracked and crumbling.&lt;br /&gt;
&lt;br /&gt;
A ruined manor, its keep smashed by a fallen tree.&lt;br /&gt;
&lt;br /&gt;
An ancient monument, eroded and overgrown but standing.&lt;br /&gt;
&lt;br /&gt;
A high, wind-scoured crag, strewn with rubble.&lt;br /&gt;
&lt;br /&gt;
A clearing of mossy boulders by a forest brook.&lt;br /&gt;
&lt;br /&gt;
A boggy field, buzzing with stinging insects.&lt;br /&gt;
&lt;br /&gt;
A vast oak tree in a fallow field.&lt;br /&gt;
&lt;br /&gt;
A high waterfall, riddled behind with caves.&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
&lt;br /&gt;
The secret alliance of two noble families against a third.&lt;br /&gt;
&lt;br /&gt;
An unseasonal and destructive flood.&lt;br /&gt;
&lt;br /&gt;
The capture by soldiers of a popular gentleman-bandit.&lt;br /&gt;
&lt;br /&gt;
A conjunction of uncanny forces. +1 to all Magic Rolls.&lt;br /&gt;
&lt;br /&gt;
The capture and interrogation of a cunning spy.&lt;br /&gt;
&lt;br /&gt;
The accidental death of a highly regarded war-captain.&lt;br /&gt;
&lt;br /&gt;
The anniversary of the fall of a mighty tower.&lt;br /&gt;
&lt;br /&gt;
The discovery of an ancient tomb, full of occult treasures.&lt;br /&gt;
&lt;br /&gt;
The awakening of a merciless and tyrranical pit-wyrm.&lt;br /&gt;
&lt;br /&gt;
===Threats ===&lt;br /&gt;
&lt;br /&gt;
A civic-minded merchant with influence in the watch.&lt;br /&gt;
&lt;br /&gt;
An assassin hired by some wealthy enemy.&lt;br /&gt;
&lt;br /&gt;
Field-vipers, wild dogs, loose bulls, and a variety of spiders.&lt;br /&gt;
&lt;br /&gt;
An angry mob of peasants with makeshift weapons.&lt;br /&gt;
&lt;br /&gt;
Six enemy scouts, with spyglasses and longbows.&lt;br /&gt;
&lt;br /&gt;
Ferocious war-hounds, driven wild with blood and confusion.&lt;br /&gt;
&lt;br /&gt;
A jeweled dagger which excites the greed of all who behold it.&lt;br /&gt;
&lt;br /&gt;
A wicked mountain-drake, cunning and greedy.&lt;br /&gt;
&lt;br /&gt;
A pack of winter-starved and desperate wolves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=InAWickedToronto:Annotated_Oracle&amp;diff=46517</id>
		<title>InAWickedToronto:Annotated Oracle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=InAWickedToronto:Annotated_Oracle&amp;diff=46517"/>
		<updated>2007-03-20T01:01:36Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* The Nest of Vipers */ correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Oracle, with annotations for the Indie RPG Group=&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;br /&gt;
&lt;br /&gt;
This list of elements is copyrighted by Vincent Baker.  The original version is available [http://www.septemberquestion.org/lumpley/pdfs/cnc.pdf as part of Mr. Baker&#039;s Cheap and Cheesy Fantasy Game] or in [http://www.crngames.com/oracle an online version hosted by CRN Games].  A more recent version, based on cards and separated into four separate oracles, which is presented here, can be found at[http://www.lumpley.com/oracle/4oracles.txt Vincent Baker&#039;s anyway blog], an [http://www.lumpley.com/oracle/4oracles.php automated version of which] is available.   &lt;br /&gt;
&lt;br /&gt;
This annotated version contains new elements generated in play by our group, and also links elements that have shown up with their matching masteries, characters, or other information.  It also maintains the elements not included in the new four oracle system at the bottom for availability as choices to We Owe persons.&lt;br /&gt;
&lt;br /&gt;
==Blood and Sex==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; A mysterious star-lit revel on a high bare hilltop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A woman suddenly bereft of love and family, daughter to a long heritage of sorceresses and poisoners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; A raving prophet, advocating self-mortification and deprivation of the appetites.&lt;br /&gt;
* Selected by [[InAWickedToronto:Player_Steve|Steve]] for  [[InAWickedToronto:Chapter_3|Chapter 3]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Althea|Althea the Pure]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; A practitioner of law, with her several secretaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; A chattel slave who has broken both his bonds and his master&#039;s skull.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; A practitioner of luck-magics traveling ahead of a ferocious storm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; The much-contested wedding of the province&#039;s great beauty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; Some great wizard&#039;s magical messenger, brass-skinned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; The secluded home of an exiled court-wizard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; A note written in an elegant hand, sweetly perfumed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A band of demons, laughing and malicious, authors of debauched sensuality and corrupt appetites.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; A happy girl, promised in marriage to a gentleman, naive to the danger he represents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A company of desert horsemen, hiding a woman amongst them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A farm manor, peaceful and prosperous.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; The ascension to mastery of a student wizardess, unrecognized by her order but absolutely clear and undeniable to her inner self.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; The sorcerously animate homunculus of a wizard, more clever than wise, recently dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; The night each year that a certain ghost is allowed her freedom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; A deer-path through towering woods to a still pond.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; The alliance by marriage of a certain tyrant&#039;s family with the cult of a certain desert god.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A spirit of the wilds, mercurial in form, sister to gazelles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; The local lord&#039;s daughter, tramping after strawberries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A wandering exorcist, severe, who accepts no payment for his services but who lusts after carnal congress.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; The child of a great and renowned theologist, forced into priesthood against both inclination and nature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; An altar overflowing with flowers and bowls of honey.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; The rehearsal of the funeral of the city&#039;s aged and beloved mayor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; A young warrior, initiate into a warrior cult, brother to lions.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A spirit of the lower air, caught up in joyous human celebration.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; A monastery and its associated shrines, each to its own god.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; The arrival at a way house of four unusual travelers.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; The graduation of an apprentice to mastery.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A raving prophet, preaching the transience of life and advocating a full indulgence of every appetite.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A small group of mothers, led by a midwife, fighting to protect their children from demons of illness.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; The seventh wife of a tyrant king, carrying his chief huntsman&#039;s child.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A band of goat herders, armed, outraged by an injustice visited upon their clan.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; A young girl, inexperienced but astute and a canny judge of character.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; The marriage of a region&#039;s most beautiful girl, necessarily virgin and without blemish, to the dead stone effigy of a harvest god.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; The death of the primary heir of a local noblewoman.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; The seizure of arcane powers by an arrogant and brutal wizard.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A bandit captain, in hiding, with her trusted bodyguard.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; A field of herbs and wild flowers, alive with bees, where a certain half-bestial creature brings his many lovers.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; The celebration of local fertility or harvest rites.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A camp-wanton, pretty and pliant, prone to drink.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_BambiWoods|Bambi Woods]]&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A siren-ghoul, who entices the amorous into deadly peril.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A famous traveling exorcist and his entourage, with as canny an eye for a village&#039;s wealth as for its demons.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; An oasis of sweet water in a barren wilderness, haunted by the shadows of some vast atrocity committed centuries ago.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; A slayer of monsters, heralded and lauded.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A simple insult, casually inflicted, striking very, very deep.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; The deathbed curse of a betrayed queen.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; A wandering spirit, visible at will, an inflamer of human passions.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A priestess of a merciful temple of healers, on pilgrimage to the birthplace of her order.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A warrior-priestess of a truly bloodthirsty cult.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A jealous and vengeful rival, who is an infamous dueler.&lt;br /&gt;
&lt;br /&gt;
==God Kings of War==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; The human servant of a mighty and unspeakable demiurge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A cask of honey wine, tribute to a fierce bandit-queen.&lt;br /&gt;
* Selected by [[InAWickedToronto:Player_Hans|Hans]] for  [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Artemis|Artemis]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; A war-sorceress, slender but commanding, with golden hair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The arrival of a hundred fearsome warships on an unprepared, prosperous, peaceful coast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; The arrival of unexpected and improbable allies.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_JackAmerigo|Captain &amp;quot;Half-cocked&amp;quot; Jack Amerigo]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Dominic|Dominic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; The self-important master of strategy to a great general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; The site of a pitched battle, ground churned and stinking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; An order of magician-monks who punish blasphemers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; A much-decorated company of the enemy&#039;s light cavalry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The country fort, made mostly of mud bricks, of a local warlord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A vengeful and jealous god, displeased by the lapses of his followers, however scrupulously they observe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; An executioner, a strangler, in service to a ruthless king.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A chest containing the tax monies of a rural province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A secret order of warrior-mystics, defending their relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; An old, proud fortress on an important mountain pass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; An unspeakable demon of atrocity and rage, bound in chains for a thousand years, aware suddenly of a minute loosening of his bonds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; A token indicating that its bearer speaks for the high general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; A great army&#039;s marching orders, passwords, and signals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; A speaker for the ancestors, carrying secrets and warnings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A demon of rage and avarice, secret power behind a great tyrant&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; A day sacred to an oppressed slave cult, the celebration of which is punishable by torture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A terrible and devastating ambush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; A tender of war-bulls, shaved-headed and fearless.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; The head of a high war-captain, in a carved wooden cask.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; A warrior-woman, queen of her small wild tribe, hard-pressed by advancing civilization.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; The ghost of a tyrant king, strangled by his own daughter.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A local warlord&#039;s ancestral sword, much honored.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; An army&#039;s scryer, commanding six sharp-fanged gaunts.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; A bitter and unseasonable cold, caused by warring elementals.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; A hard-won victory, with many dead on both sides.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A soldier&#039;s plain shortsword, gradually developing a taste for the blood of women.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A brutish and tyrannical warlord and his uncouth thugs.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A sword held in great esteem by a certain warrior lineage, drawn now for the first time in three lifetimes.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A high, many-towered wall on a fierce border.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; A demon-god of blood and vengeance, forgotten since antiquity, recently awakened.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A youth or maiden, the reincarnation of a great hero, whose soul remembers glory.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; A powerful general&#039;s death of her wounds, which will shatter her army into factions.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; An altar to devils of the waste, stinking with gore.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; An outlying watchtower on a wooded hill.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; The very first time that a certain young soldier, impressed against his choice and wanting nothing more than to return to his home, has killed.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; A captured war-horse with a taste for human meat.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A warrior overcome with the weight of his weapons and the smell of gore.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A summoner of illusions and diversions, mild and of good humor, but gullible.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A great warship, set with ram and mangonel.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; A flock of hunterbirds, sharp-beaked, clever, and dreadful.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; The guardian spirit of a foolhardy, naive, reckless and impressionable young person.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A prodigy-mage, still a maid, drunk with occult power.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; A genius of flame, imprisoned within a brass mirror.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; The mutiny and revolt of a prestigious cavalry company.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A fortress guarding the only pass through treacherous mountains, overseen by a corrupt and voracious war-captian.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; The campsite of a traveling army, not long deserted.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; An enemy champion, fearless and bellowing.&lt;br /&gt;
&lt;br /&gt;
==The Unquiet Past==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; The boasting chief of a team of rock-quarriers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; The passage of a ghostly army, dragging their slain and injured.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; The captain of a foreign troop, sent to collect tribute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The soul of a dead wizard, seeking an advantageous rebirth.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Felthantis|Felthantis Fantastik]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; A gutted tower, home to many birds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; A youth or maiden, the reincarnation of an ancient sage, remembering uncanny arts but forgetful of safeguards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; An apothecary, squint-eyed, with many uncanny potions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; A long-dead queen, still trying to defend her realm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; A camp physician, her pockets full of salves and drugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The young, beautiful wife of an old man whom the gods have touched.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A murderer-for-hire, luckless and in poverty, from whom the gods have turned their faces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; The fey and unfriendly guardians of an enchanted glade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; The exposure by erosion of a long-buried door.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A girl with the soul of a leopard, born inappropriately into a human body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; A serpent-demoness, malicious and venomous, seeking vengeance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; The guardian of a tomb, a statue cast in silver with ruby eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; An ambitious petty-wizard, quick to take offense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; The awakening of three powerful and malignant genii.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; The bloodthirsty ghosts of those drowned in an accursed water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A fallen temple, overgrown with moss and ivies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; The son of a great tyrant, born crippled and denied his inheritance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; The wetnurse of an austere scholar&#039;s adopted child.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; The meeting by chance of old enemies, one less forgetful than the other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; A hermit priestess, practicing obscure deprivations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; A reader of omens and caster of auguries, with grim news.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; The arrival of honored emissaries from a wealthy, exotic land.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A waystation on a broad road, with a campsite and shrine.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; A scholar and antiquarian, unmindful of danger.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; The secret central shrine of a temple to forgotten gods.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; A new village built on the ruins of a forgotten people.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A place where warring demons have left the earth churned, upthrust, and charged with occult forces.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; The burglary of a magical order&#039;s innermost library.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A ruthless bully of an under-officer with high ambitions.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; The father of a child possessed by a voracious spirit.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; An unsavory treasure-seeker, with an honest map.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A trainer of apes, bereft, mourning the death of his dearest performer.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; A small room under the foundation, its doorway bricked shut, the prison of a dreadful and malicious spirit.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; A wandering intelligence, intent on driving mortals mad.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A treasure seeker, following the whispers of a slave spirit.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; A slow-moving caravan with many wagons and travelers.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; A necromancer who steals the knowledge of the dying.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A rough wolf-hunter, surly, filthy, and crude.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A market on the crossroads, full of sound and color.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A cruel and powerful young lordling.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; The convocation of a ruins&#039; ghouls, gaunts, and wisps.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; Instruments of torture, haunted by their long-dead victims.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A fearsome storm, with thunder and driving winds.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; The opening by sorcery of an ancient door, set in the earth over the crypts of some forgotten convent or monestary, until now sealed with potent spells.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; An ancient stone way marker, indicating an overgrown road.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A knowledge-mad sorceress, delving into ancient secrets.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A golden armlet, still on the skeletal arm of its owner.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A wealthy merchant&#039;s son, refined and crafty.&lt;br /&gt;
&lt;br /&gt;
==The Nest of Vipers==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; A great convocation of mages, with many orders attending.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A midwife, weary and appalled, having delivered a tenth consecutive stillbirth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; The celebration of a day sacred to the city&#039;s chief cult.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The proprietress of a wanton-house, with her manservant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; The solemnization of treaty between two neighboring principalities, negotiated in the face of brutality and assassination, brave and hopeful but quite doomed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; The murder by strangling of an officer of the city watch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; A public bathing house in a wealthy city, of very good quality, where only the most refined and modish vices are permitted.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; A ghoulish eater of dead flesh, driven by unusual lusts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; The corpse of a lord&#039;s hunting hound, caught in a rose-briar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The written deed to a certain house, affirmed and sealed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A wayhouse in which plague-victims have recently stayed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; A poor home shared by many families of beggars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A wealthy merchant-priest with much political clout.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A vicious gang of cutthroats and alley-thieves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; A conjurer who needs blood to entice his uncouth spirits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; An imbiber of sorcerous drugs, seeking congress with demons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; A fallen-in mansion, where by night ghosts and devils meet.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
* Created [[InAWickedToronto:Character_Garrett|Garrett]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; The college of a small but prestigious magical order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; A tower of silver and alabaster, which rises from the sea under the new moon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A squat town on the banks of a wide, long river, rich from plunder, whose men raid up and down the river in their ugly boats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; A decrier of the gods as false, unworthy of our attention, and his learned detractors, in heated dispute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A young widower, raging, whose beautiful wife was murdered by sorcery by a romantic rival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; A wizard jealously guarding her magical territory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; The burglary of the storehouse of a powerful robber-merchant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; The return of a reclusive enchantress to her home.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]] &lt;br /&gt;
* Created [[InAWickedToronto:Character_CountessAshbet|Countess Ashbet]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; A night-wisp, who devours its victims&#039; magical potency.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A jaded gladiator, murderer of both enemies and friends.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; An ambitious farmer, hungry for gossip or silver.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; A slight and subtle demon, child of blasphemy, craving mischief.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; The unwitting husband of a serpent-demoness.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; The young mother of a baby prince, whose husband the king has been overthrown and put to death.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
* Selected by [[InAWickedToronto:Player_Steve|Steve]] for [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Zalmor|Zalmor the Proud/Absolom]] &lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A baby&#039;s birth, heralded by prophets, written of in antique books, forseen by the wise.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A noble house&#039;s signatory ring, left behind in a street brawl.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A tempter devil, fond of luxury and sin, respecter of no law and every appetite, imprisoned until this very hour and minute within a stone crypt behind an old monk&#039;s garden.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; An underground chamber, eerie with blue-green lights.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A devil of the lower air, malicious and full of pranks.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; The ghost of a suicide, a person overcome by guilt and shame, who finds in death no release.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; The warden ghost of the place, generous to the good-willed.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A troupe of musicians for hire, one of whom is a burglar and cutpurse.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; The daughter of an emperor, denied nothing, prey to fleeting whims, craving discipline.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; The unscrupulous landlady of a roadside wayhouse.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A precocious child disputing with philosophers and declaimers.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; One mistakenly condemned, fled into hiding.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; The private garden of a noble house.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; An innkeeper who murders and robs his wealthy guests.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; A fur-trapper, simple but good-natured, and his daughter.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A warehouse on the docks, full of stolen silk.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; A band of slavers both bold and incorrigible.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; A court dandy, casually cruel, exiled from the presence of the prince for a petty slight.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; The flight of a prince and his forbidden lover into hiding.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A conjurer possessed by spirits of uncivil character.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A village executioner, practicing his trade on a caught burglar.&lt;br /&gt;
&lt;br /&gt;
==Extra elements==&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
A key on a broken chain, lost by the roadside.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
&lt;br /&gt;
A purse of coins, cursed by its stabbed and dying owner.&lt;br /&gt;
&lt;br /&gt;
The fine silk wardrobe of one dead of some plague.&lt;br /&gt;
&lt;br /&gt;
The book of scripture of an order of warrior-monks.&lt;br /&gt;
&lt;br /&gt;
A farmer&#039;s good-luck piece, the author of his prosperity.&lt;br /&gt;
&lt;br /&gt;
Silk slippers which make their wearer invisible.&lt;br /&gt;
&lt;br /&gt;
A copper basin, to which are enslaved spirits of the air.&lt;br /&gt;
&lt;br /&gt;
Bracelets which grant their wearer improbable strength.&lt;br /&gt;
&lt;br /&gt;
A glass jar of ferocious and deadly magical wasps.&lt;br /&gt;
&lt;br /&gt;
A staff of white-wood, summoner of lightnings.&lt;br /&gt;
&lt;br /&gt;
A silk robe through which no weapon may pass.&lt;br /&gt;
&lt;br /&gt;
A sword consecrated to a fearsome demon of war.&lt;br /&gt;
&lt;br /&gt;
A helm in antique style, sound despite its tarnish.&lt;br /&gt;
&lt;br /&gt;
A book of engraved bronze, partly obscured by wear.&lt;br /&gt;
 &lt;br /&gt;
A gorgeous yellow gem, cursed with a terrible doom.&lt;br /&gt;
&lt;br /&gt;
A woman&#039;s long blood-red hair, incorporated into a bird&#039;s nest.&lt;br /&gt;
&lt;br /&gt;
A bandit&#039;s treasure-trove, exposed by erosive rain.&lt;br /&gt;
&lt;br /&gt;
An ancient stone waymarker, indicating an overgrown road.&lt;br /&gt;
&lt;br /&gt;
The remnants of a woodcutter&#039;s camp, abandoned in haste.&lt;br /&gt;
&lt;br /&gt;
===Characters ===&lt;br /&gt;
&lt;br /&gt;
An underclerk of the temple of some lesser cult.&lt;br /&gt;
&lt;br /&gt;
A gentlewoman-burglar, stylish and daring.&lt;br /&gt;
&lt;br /&gt;
An underofficer of the local lord&#039;s home guard.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_SethDarkmantle|Lord Seth Darkmantle]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_UlyssesAmerigo|Ulysses Amerigo]]&lt;br /&gt;
&lt;br /&gt;
The local lord&#039;s young daughter, tramping after strawberries.&lt;br /&gt;
&lt;br /&gt;
A placid mystic, preaching calm and demonstrating miracles.&lt;br /&gt;
&lt;br /&gt;
The captain of a shattered company, himself injured.&lt;br /&gt;
&lt;br /&gt;
A noble landholder, touring, with court and attendants.&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
A rich and mighty temple, full of silver and fine goods.&lt;br /&gt;
&lt;br /&gt;
A warehouse on the docks, full of Elven silk.&lt;br /&gt;
&lt;br /&gt;
The old city wall, long since outgrown. &lt;br /&gt;
&lt;br /&gt;
A roofed bridge on a wide river, with a toll-collector.&lt;br /&gt;
&lt;br /&gt;
A fishing village with an inn of good quality.&lt;br /&gt;
&lt;br /&gt;
A standing stone, obscurely carved, crackling with force.&lt;br /&gt;
&lt;br /&gt;
A pool of mirror-still green water. &lt;br /&gt;
&lt;br /&gt;
An old raised road, cracked and crumbling.&lt;br /&gt;
&lt;br /&gt;
A ruined manor, its keep smashed by a fallen tree.&lt;br /&gt;
&lt;br /&gt;
An ancient monument, eroded and overgrown but standing.&lt;br /&gt;
&lt;br /&gt;
A high, wind-scoured crag, strewn with rubble.&lt;br /&gt;
&lt;br /&gt;
A clearing of mossy boulders by a forest brook.&lt;br /&gt;
&lt;br /&gt;
A boggy field, buzzing with stinging insects.&lt;br /&gt;
&lt;br /&gt;
A vast oak tree in a fallow field.&lt;br /&gt;
&lt;br /&gt;
A high waterfall, riddled behind with caves.&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
&lt;br /&gt;
The secret alliance of two noble families against a third.&lt;br /&gt;
&lt;br /&gt;
An unseasonal and destructive flood.&lt;br /&gt;
&lt;br /&gt;
The capture by soldiers of a popular gentleman-bandit.&lt;br /&gt;
&lt;br /&gt;
A conjunction of uncanny forces. +1 to all Magic Rolls.&lt;br /&gt;
&lt;br /&gt;
The capture and interrogation of a cunning spy.&lt;br /&gt;
&lt;br /&gt;
The accidental death of a highly regarded war-captain.&lt;br /&gt;
&lt;br /&gt;
The anniversary of the fall of a mighty tower.&lt;br /&gt;
&lt;br /&gt;
The discovery of an ancient tomb, full of occult treasures.&lt;br /&gt;
&lt;br /&gt;
The awakening of a merciless and tyrranical pit-wyrm.&lt;br /&gt;
&lt;br /&gt;
===Threats ===&lt;br /&gt;
&lt;br /&gt;
A civic-minded merchant with influence in the watch.&lt;br /&gt;
&lt;br /&gt;
An assassin hired by some wealthy enemy.&lt;br /&gt;
&lt;br /&gt;
Field-vipers, wild dogs, loose bulls, and a variety of spiders.&lt;br /&gt;
&lt;br /&gt;
An angry mob of peasants with makeshift weapons.&lt;br /&gt;
&lt;br /&gt;
Six enemy scouts, with spyglasses and longbows.&lt;br /&gt;
&lt;br /&gt;
Ferocious war-hounds, driven wild with blood and confusion.&lt;br /&gt;
&lt;br /&gt;
A jeweled dagger which excites the greed of all who behold it.&lt;br /&gt;
&lt;br /&gt;
A wicked mountain-drake, cunning and greedy.&lt;br /&gt;
&lt;br /&gt;
A pack of winter-starved and desperate wolves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=InAWickedToronto:Annotated_Oracle&amp;diff=46516</id>
		<title>InAWickedToronto:Annotated Oracle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=InAWickedToronto:Annotated_Oracle&amp;diff=46516"/>
		<updated>2007-03-20T01:00:40Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* Blood and Sex */ correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Oracle, with annotations for the Indie RPG Group=&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;br /&gt;
&lt;br /&gt;
This list of elements is copyrighted by Vincent Baker.  The original version is available [http://www.septemberquestion.org/lumpley/pdfs/cnc.pdf as part of Mr. Baker&#039;s Cheap and Cheesy Fantasy Game] or in [http://www.crngames.com/oracle an online version hosted by CRN Games].  A more recent version, based on cards and separated into four separate oracles, which is presented here, can be found at[http://www.lumpley.com/oracle/4oracles.txt Vincent Baker&#039;s anyway blog], an [http://www.lumpley.com/oracle/4oracles.php automated version of which] is available.   &lt;br /&gt;
&lt;br /&gt;
This annotated version contains new elements generated in play by our group, and also links elements that have shown up with their matching masteries, characters, or other information.  It also maintains the elements not included in the new four oracle system at the bottom for availability as choices to We Owe persons.&lt;br /&gt;
&lt;br /&gt;
==Blood and Sex==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; A mysterious star-lit revel on a high bare hilltop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A woman suddenly bereft of love and family, daughter to a long heritage of sorceresses and poisoners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; A raving prophet, advocating self-mortification and deprivation of the appetites.&lt;br /&gt;
* Selected by [[InAWickedToronto:Player_Steve|Steve]] for  [[InAWickedToronto:Chapter_3|Chapter 3]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Althea|Althea the Pure]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; A practitioner of law, with her several secretaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; A chattel slave who has broken both his bonds and his master&#039;s skull.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; A practitioner of luck-magics traveling ahead of a ferocious storm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; The much-contested wedding of the province&#039;s great beauty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; Some great wizard&#039;s magical messenger, brass-skinned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; The secluded home of an exiled court-wizard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; A note written in an elegant hand, sweetly perfumed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A band of demons, laughing and malicious, authors of debauched sensuality and corrupt appetites.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; A happy girl, promised in marriage to a gentleman, naive to the danger he represents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A company of desert horsemen, hiding a woman amongst them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A farm manor, peaceful and prosperous.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; The ascension to mastery of a student wizardess, unrecognized by her order but absolutely clear and undeniable to her inner self.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; The sorcerously animate homunculus of a wizard, more clever than wise, recently dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; The night each year that a certain ghost is allowed her freedom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; A deer-path through towering woods to a still pond.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; The alliance by marriage of a certain tyrant&#039;s family with the cult of a certain desert god.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A spirit of the wilds, mercurial in form, sister to gazelles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; The local lord&#039;s daughter, tramping after strawberries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A wandering exorcist, severe, who accepts no payment for his services but who lusts after carnal congress.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; The child of a great and renowned theologist, forced into priesthood against both inclination and nature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; An altar overflowing with flowers and bowls of honey.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; The rehearsal of the funeral of the city&#039;s aged and beloved mayor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; A young warrior, initiate into a warrior cult, brother to lions.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A spirit of the lower air, caught up in joyous human celebration.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; A monastery and its associated shrines, each to its own god.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; The arrival at a way house of four unusual travelers.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; The graduation of an apprentice to mastery.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A raving prophet, preaching the transience of life and advocating a full indulgence of every appetite.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A small group of mothers, led by a midwife, fighting to protect their children from demons of illness.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; The seventh wife of a tyrant king, carrying his chief huntsman&#039;s child.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A band of goat herders, armed, outraged by an injustice visited upon their clan.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; A young girl, inexperienced but astute and a canny judge of character.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; The marriage of a region&#039;s most beautiful girl, necessarily virgin and without blemish, to the dead stone effigy of a harvest god.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; The death of the primary heir of a local noblewoman.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; The seizure of arcane powers by an arrogant and brutal wizard.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A bandit captain, in hiding, with her trusted bodyguard.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; A field of herbs and wild flowers, alive with bees, where a certain half-bestial creature brings his many lovers.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; The celebration of local fertility or harvest rites.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A camp-wanton, pretty and pliant, prone to drink.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_BambiWoods|Bambi Woods]]&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A siren-ghoul, who entices the amorous into deadly peril.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A famous traveling exorcist and his entourage, with as canny an eye for a village&#039;s wealth as for its demons.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; An oasis of sweet water in a barren wilderness, haunted by the shadows of some vast atrocity committed centuries ago.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; A slayer of monsters, heralded and lauded.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A simple insult, casually inflicted, striking very, very deep.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; The deathbed curse of a betrayed queen.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; A wandering spirit, visible at will, an inflamer of human passions.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A priestess of a merciful temple of healers, on pilgrimage to the birthplace of her order.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A warrior-priestess of a truly bloodthirsty cult.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A jealous and vengeful rival, who is an infamous dueler.&lt;br /&gt;
&lt;br /&gt;
==God Kings of War==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; The human servant of a mighty and unspeakable demiurge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A cask of honey wine, tribute to a fierce bandit-queen.&lt;br /&gt;
* Selected by [[InAWickedToronto:Player_Hans|Hans]] for  [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Artemis|Artemis]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; A war-sorceress, slender but commanding, with golden hair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The arrival of a hundred fearsome warships on an unprepared, prosperous, peaceful coast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; The arrival of unexpected and improbable allies.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_JackAmerigo|Captain &amp;quot;Half-cocked&amp;quot; Jack Amerigo]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Dominic|Dominic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; The self-important master of strategy to a great general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; The site of a pitched battle, ground churned and stinking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; An order of magician-monks who punish blasphemers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; A much-decorated company of the enemy&#039;s light cavalry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The country fort, made mostly of mud bricks, of a local warlord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A vengeful and jealous god, displeased by the lapses of his followers, however scrupulously they observe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; An executioner, a strangler, in service to a ruthless king.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A chest containing the tax monies of a rural province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A secret order of warrior-mystics, defending their relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; An old, proud fortress on an important mountain pass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; An unspeakable demon of atrocity and rage, bound in chains for a thousand years, aware suddenly of a minute loosening of his bonds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; A token indicating that its bearer speaks for the high general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; A great army&#039;s marching orders, passwords, and signals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; A speaker for the ancestors, carrying secrets and warnings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A demon of rage and avarice, secret power behind a great tyrant&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; A day sacred to an oppressed slave cult, the celebration of which is punishable by torture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A terrible and devastating ambush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; A tender of war-bulls, shaved-headed and fearless.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; The head of a high war-captain, in a carved wooden cask.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; A warrior-woman, queen of her small wild tribe, hard-pressed by advancing civilization.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; The ghost of a tyrant king, strangled by his own daughter.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A local warlord&#039;s ancestral sword, much honored.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; An army&#039;s scryer, commanding six sharp-fanged gaunts.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; A bitter and unseasonable cold, caused by warring elementals.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; A hard-won victory, with many dead on both sides.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A soldier&#039;s plain shortsword, gradually developing a taste for the blood of women.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A brutish and tyrannical warlord and his uncouth thugs.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A sword held in great esteem by a certain warrior lineage, drawn now for the first time in three lifetimes.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A high, many-towered wall on a fierce border.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; A demon-god of blood and vengeance, forgotten since antiquity, recently awakened.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A youth or maiden, the reincarnation of a great hero, whose soul remembers glory.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; A powerful general&#039;s death of her wounds, which will shatter her army into factions.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; An altar to devils of the waste, stinking with gore.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; An outlying watchtower on a wooded hill.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; The very first time that a certain young soldier, impressed against his choice and wanting nothing more than to return to his home, has killed.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; A captured war-horse with a taste for human meat.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A warrior overcome with the weight of his weapons and the smell of gore.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A summoner of illusions and diversions, mild and of good humor, but gullible.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A great warship, set with ram and mangonel.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; A flock of hunterbirds, sharp-beaked, clever, and dreadful.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; The guardian spirit of a foolhardy, naive, reckless and impressionable young person.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A prodigy-mage, still a maid, drunk with occult power.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; A genius of flame, imprisoned within a brass mirror.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; The mutiny and revolt of a prestigious cavalry company.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A fortress guarding the only pass through treacherous mountains, overseen by a corrupt and voracious war-captian.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; The campsite of a traveling army, not long deserted.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; An enemy champion, fearless and bellowing.&lt;br /&gt;
&lt;br /&gt;
==The Unquiet Past==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; The boasting chief of a team of rock-quarriers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; The passage of a ghostly army, dragging their slain and injured.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; The captain of a foreign troop, sent to collect tribute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The soul of a dead wizard, seeking an advantageous rebirth.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Felthantis|Felthantis Fantastik]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; A gutted tower, home to many birds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; A youth or maiden, the reincarnation of an ancient sage, remembering uncanny arts but forgetful of safeguards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; An apothecary, squint-eyed, with many uncanny potions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; A long-dead queen, still trying to defend her realm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; A camp physician, her pockets full of salves and drugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The young, beautiful wife of an old man whom the gods have touched.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A murderer-for-hire, luckless and in poverty, from whom the gods have turned their faces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; The fey and unfriendly guardians of an enchanted glade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; The exposure by erosion of a long-buried door.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A girl with the soul of a leopard, born inappropriately into a human body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; A serpent-demoness, malicious and venomous, seeking vengeance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; The guardian of a tomb, a statue cast in silver with ruby eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; An ambitious petty-wizard, quick to take offense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; The awakening of three powerful and malignant genii.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; The bloodthirsty ghosts of those drowned in an accursed water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A fallen temple, overgrown with moss and ivies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; The son of a great tyrant, born crippled and denied his inheritance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; The wetnurse of an austere scholar&#039;s adopted child.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; The meeting by chance of old enemies, one less forgetful than the other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; A hermit priestess, practicing obscure deprivations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; A reader of omens and caster of auguries, with grim news.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; The arrival of honored emissaries from a wealthy, exotic land.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A waystation on a broad road, with a campsite and shrine.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; A scholar and antiquarian, unmindful of danger.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; The secret central shrine of a temple to forgotten gods.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; A new village built on the ruins of a forgotten people.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A place where warring demons have left the earth churned, upthrust, and charged with occult forces.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; The burglary of a magical order&#039;s innermost library.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A ruthless bully of an under-officer with high ambitions.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; The father of a child possessed by a voracious spirit.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; An unsavory treasure-seeker, with an honest map.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A trainer of apes, bereft, mourning the death of his dearest performer.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; A small room under the foundation, its doorway bricked shut, the prison of a dreadful and malicious spirit.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; A wandering intelligence, intent on driving mortals mad.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A treasure seeker, following the whispers of a slave spirit.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; A slow-moving caravan with many wagons and travelers.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; A necromancer who steals the knowledge of the dying.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A rough wolf-hunter, surly, filthy, and crude.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A market on the crossroads, full of sound and color.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A cruel and powerful young lordling.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; The convocation of a ruins&#039; ghouls, gaunts, and wisps.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; Instruments of torture, haunted by their long-dead victims.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A fearsome storm, with thunder and driving winds.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; The opening by sorcery of an ancient door, set in the earth over the crypts of some forgotten convent or monestary, until now sealed with potent spells.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; An ancient stone way marker, indicating an overgrown road.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A knowledge-mad sorceress, delving into ancient secrets.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A golden armlet, still on the skeletal arm of its owner.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A wealthy merchant&#039;s son, refined and crafty.&lt;br /&gt;
&lt;br /&gt;
==The Nest of Vipers==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; A great convocation of mages, with many orders attending.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A midwife, weary and appalled, having delivered a tenth consecutive stillbirth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; The celebration of a day sacred to the city&#039;s chief cult.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The proprietress of a wanton-house, with her manservant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; The solemnization of treaty between two neighboring principalities, negotiated in the face of brutality and assassination, brave and hopeful but quite doomed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; The murder by strangling of an officer of the city watch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; A public bathing house in a wealthy city, of very good quality, where only the most refined and modish vices are permitted.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; A ghoulish eater of dead flesh, driven by unusual lusts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; The corpse of a lord&#039;s hunting hound, caught in a rose-briar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The written deed to a certain house, affirmed and sealed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A wayhouse in which plague-victims have recently stayed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; A poor home shared by many families of beggars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A wealthy merchant-priest with much political clout.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A vicious gang of cutthroats and alley-thieves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; A conjurer who needs blood to entice his uncouth spirits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; An imbiber of sorcerous drugs, seeking congress with demons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; A fallen-in mansion, where by night ghosts and devils meet.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
* Created [[InAWickedToronto:Character_Garrett|Garrett]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; The college of a small but prestigious magical order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; A tower of silver and alabaster, which rises from the sea under the new moon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A squat town on the banks of a wide, long river, rich from plunder, whose men raid up and down the river in their ugly boats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; A decrier of the gods as false, unworthy of our attention, and his learned detractors, in heated dispute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A young widower, raging, whose beautiful wife was murdered by sorcery by a romantic rival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; A wizard jealously guarding her magical territory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; The burglary of the storehouse of a powerful robber-merchant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; The return of a reclusive enchantress to her home.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]] &lt;br /&gt;
* Created [[InAWickedToronto:Character_CountessAshbet|Countess Ashbet]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; A night-wisp, who devours its victims&#039; magical potency.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A jaded gladiator, murderer of both enemies and friends.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; An ambitious farmer, hungry for gossip or silver.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; A slight and subtle demon, child of blasphemy, craving mischief.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; The unwitting husband of a serpent-demoness.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; The young mother of a baby prince, whose husband the king has been overthrown and put to death.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Zalmor|Zalmor the Proud/Absolom]] &lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A baby&#039;s birth, heralded by prophets, written of in antique books, forseen by the wise.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A noble house&#039;s signatory ring, left behind in a street brawl.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A tempter devil, fond of luxury and sin, respecter of no law and every appetite, imprisoned until this very hour and minute within a stone crypt behind an old monk&#039;s garden.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; An underground chamber, eerie with blue-green lights.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A devil of the lower air, malicious and full of pranks.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; The ghost of a suicide, a person overcome by guilt and shame, who finds in death no release.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; The warden ghost of the place, generous to the good-willed.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A troupe of musicians for hire, one of whom is a burglar and cutpurse.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; The daughter of an emperor, denied nothing, prey to fleeting whims, craving discipline.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; The unscrupulous landlady of a roadside wayhouse.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A precocious child disputing with philosophers and declaimers.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; One mistakenly condemned, fled into hiding.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; The private garden of a noble house.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; An innkeeper who murders and robs his wealthy guests.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; A fur-trapper, simple but good-natured, and his daughter.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A warehouse on the docks, full of stolen silk.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; A band of slavers both bold and incorrigible.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; A court dandy, casually cruel, exiled from the presence of the prince for a petty slight.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; The flight of a prince and his forbidden lover into hiding.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A conjurer possessed by spirits of uncivil character.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A village executioner, practicing his trade on a caught burglar.&lt;br /&gt;
&lt;br /&gt;
==Extra elements==&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
A key on a broken chain, lost by the roadside.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
&lt;br /&gt;
A purse of coins, cursed by its stabbed and dying owner.&lt;br /&gt;
&lt;br /&gt;
The fine silk wardrobe of one dead of some plague.&lt;br /&gt;
&lt;br /&gt;
The book of scripture of an order of warrior-monks.&lt;br /&gt;
&lt;br /&gt;
A farmer&#039;s good-luck piece, the author of his prosperity.&lt;br /&gt;
&lt;br /&gt;
Silk slippers which make their wearer invisible.&lt;br /&gt;
&lt;br /&gt;
A copper basin, to which are enslaved spirits of the air.&lt;br /&gt;
&lt;br /&gt;
Bracelets which grant their wearer improbable strength.&lt;br /&gt;
&lt;br /&gt;
A glass jar of ferocious and deadly magical wasps.&lt;br /&gt;
&lt;br /&gt;
A staff of white-wood, summoner of lightnings.&lt;br /&gt;
&lt;br /&gt;
A silk robe through which no weapon may pass.&lt;br /&gt;
&lt;br /&gt;
A sword consecrated to a fearsome demon of war.&lt;br /&gt;
&lt;br /&gt;
A helm in antique style, sound despite its tarnish.&lt;br /&gt;
&lt;br /&gt;
A book of engraved bronze, partly obscured by wear.&lt;br /&gt;
 &lt;br /&gt;
A gorgeous yellow gem, cursed with a terrible doom.&lt;br /&gt;
&lt;br /&gt;
A woman&#039;s long blood-red hair, incorporated into a bird&#039;s nest.&lt;br /&gt;
&lt;br /&gt;
A bandit&#039;s treasure-trove, exposed by erosive rain.&lt;br /&gt;
&lt;br /&gt;
An ancient stone waymarker, indicating an overgrown road.&lt;br /&gt;
&lt;br /&gt;
The remnants of a woodcutter&#039;s camp, abandoned in haste.&lt;br /&gt;
&lt;br /&gt;
===Characters ===&lt;br /&gt;
&lt;br /&gt;
An underclerk of the temple of some lesser cult.&lt;br /&gt;
&lt;br /&gt;
A gentlewoman-burglar, stylish and daring.&lt;br /&gt;
&lt;br /&gt;
An underofficer of the local lord&#039;s home guard.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_SethDarkmantle|Lord Seth Darkmantle]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_UlyssesAmerigo|Ulysses Amerigo]]&lt;br /&gt;
&lt;br /&gt;
The local lord&#039;s young daughter, tramping after strawberries.&lt;br /&gt;
&lt;br /&gt;
A placid mystic, preaching calm and demonstrating miracles.&lt;br /&gt;
&lt;br /&gt;
The captain of a shattered company, himself injured.&lt;br /&gt;
&lt;br /&gt;
A noble landholder, touring, with court and attendants.&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
A rich and mighty temple, full of silver and fine goods.&lt;br /&gt;
&lt;br /&gt;
A warehouse on the docks, full of Elven silk.&lt;br /&gt;
&lt;br /&gt;
The old city wall, long since outgrown. &lt;br /&gt;
&lt;br /&gt;
A roofed bridge on a wide river, with a toll-collector.&lt;br /&gt;
&lt;br /&gt;
A fishing village with an inn of good quality.&lt;br /&gt;
&lt;br /&gt;
A standing stone, obscurely carved, crackling with force.&lt;br /&gt;
&lt;br /&gt;
A pool of mirror-still green water. &lt;br /&gt;
&lt;br /&gt;
An old raised road, cracked and crumbling.&lt;br /&gt;
&lt;br /&gt;
A ruined manor, its keep smashed by a fallen tree.&lt;br /&gt;
&lt;br /&gt;
An ancient monument, eroded and overgrown but standing.&lt;br /&gt;
&lt;br /&gt;
A high, wind-scoured crag, strewn with rubble.&lt;br /&gt;
&lt;br /&gt;
A clearing of mossy boulders by a forest brook.&lt;br /&gt;
&lt;br /&gt;
A boggy field, buzzing with stinging insects.&lt;br /&gt;
&lt;br /&gt;
A vast oak tree in a fallow field.&lt;br /&gt;
&lt;br /&gt;
A high waterfall, riddled behind with caves.&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
&lt;br /&gt;
The secret alliance of two noble families against a third.&lt;br /&gt;
&lt;br /&gt;
An unseasonal and destructive flood.&lt;br /&gt;
&lt;br /&gt;
The capture by soldiers of a popular gentleman-bandit.&lt;br /&gt;
&lt;br /&gt;
A conjunction of uncanny forces. +1 to all Magic Rolls.&lt;br /&gt;
&lt;br /&gt;
The capture and interrogation of a cunning spy.&lt;br /&gt;
&lt;br /&gt;
The accidental death of a highly regarded war-captain.&lt;br /&gt;
&lt;br /&gt;
The anniversary of the fall of a mighty tower.&lt;br /&gt;
&lt;br /&gt;
The discovery of an ancient tomb, full of occult treasures.&lt;br /&gt;
&lt;br /&gt;
The awakening of a merciless and tyrranical pit-wyrm.&lt;br /&gt;
&lt;br /&gt;
===Threats ===&lt;br /&gt;
&lt;br /&gt;
A civic-minded merchant with influence in the watch.&lt;br /&gt;
&lt;br /&gt;
An assassin hired by some wealthy enemy.&lt;br /&gt;
&lt;br /&gt;
Field-vipers, wild dogs, loose bulls, and a variety of spiders.&lt;br /&gt;
&lt;br /&gt;
An angry mob of peasants with makeshift weapons.&lt;br /&gt;
&lt;br /&gt;
Six enemy scouts, with spyglasses and longbows.&lt;br /&gt;
&lt;br /&gt;
Ferocious war-hounds, driven wild with blood and confusion.&lt;br /&gt;
&lt;br /&gt;
A jeweled dagger which excites the greed of all who behold it.&lt;br /&gt;
&lt;br /&gt;
A wicked mountain-drake, cunning and greedy.&lt;br /&gt;
&lt;br /&gt;
A pack of winter-starved and desperate wolves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=InAWickedToronto:Annotated_Oracle&amp;diff=46515</id>
		<title>InAWickedToronto:Annotated Oracle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=InAWickedToronto:Annotated_Oracle&amp;diff=46515"/>
		<updated>2007-03-20T00:59:45Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* The Unquiet Past */ added chap 4 stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Oracle, with annotations for the Indie RPG Group=&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;br /&gt;
&lt;br /&gt;
This list of elements is copyrighted by Vincent Baker.  The original version is available [http://www.septemberquestion.org/lumpley/pdfs/cnc.pdf as part of Mr. Baker&#039;s Cheap and Cheesy Fantasy Game] or in [http://www.crngames.com/oracle an online version hosted by CRN Games].  A more recent version, based on cards and separated into four separate oracles, which is presented here, can be found at[http://www.lumpley.com/oracle/4oracles.txt Vincent Baker&#039;s anyway blog], an [http://www.lumpley.com/oracle/4oracles.php automated version of which] is available.   &lt;br /&gt;
&lt;br /&gt;
This annotated version contains new elements generated in play by our group, and also links elements that have shown up with their matching masteries, characters, or other information.  It also maintains the elements not included in the new four oracle system at the bottom for availability as choices to We Owe persons.&lt;br /&gt;
&lt;br /&gt;
==Blood and Sex==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; A mysterious star-lit revel on a high bare hilltop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A woman suddenly bereft of love and family, daughter to a long heritage of sorceresses and poisoners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; A raving prophet, advocating self-mortification and deprivation of the appetites.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Althea|Althea the Pure]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; A practitioner of law, with her several secretaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; A chattel slave who has broken both his bonds and his master&#039;s skull.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; A practitioner of luck-magics traveling ahead of a ferocious storm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; The much-contested wedding of the province&#039;s great beauty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; Some great wizard&#039;s magical messenger, brass-skinned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; The secluded home of an exiled court-wizard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; A note written in an elegant hand, sweetly perfumed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A band of demons, laughing and malicious, authors of debauched sensuality and corrupt appetites.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; A happy girl, promised in marriage to a gentleman, naive to the danger he represents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A company of desert horsemen, hiding a woman amongst them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A farm manor, peaceful and prosperous.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; The ascension to mastery of a student wizardess, unrecognized by her order but absolutely clear and undeniable to her inner self.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; The sorcerously animate homunculus of a wizard, more clever than wise, recently dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; The night each year that a certain ghost is allowed her freedom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; A deer-path through towering woods to a still pond.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; The alliance by marriage of a certain tyrant&#039;s family with the cult of a certain desert god.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A spirit of the wilds, mercurial in form, sister to gazelles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; The local lord&#039;s daughter, tramping after strawberries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A wandering exorcist, severe, who accepts no payment for his services but who lusts after carnal congress.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; The child of a great and renowned theologist, forced into priesthood against both inclination and nature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; An altar overflowing with flowers and bowls of honey.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; The rehearsal of the funeral of the city&#039;s aged and beloved mayor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; A young warrior, initiate into a warrior cult, brother to lions.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A spirit of the lower air, caught up in joyous human celebration.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; A monastery and its associated shrines, each to its own god.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; The arrival at a way house of four unusual travelers.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; The graduation of an apprentice to mastery.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A raving prophet, preaching the transience of life and advocating a full indulgence of every appetite.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A small group of mothers, led by a midwife, fighting to protect their children from demons of illness.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; The seventh wife of a tyrant king, carrying his chief huntsman&#039;s child.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A band of goat herders, armed, outraged by an injustice visited upon their clan.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; A young girl, inexperienced but astute and a canny judge of character.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; The marriage of a region&#039;s most beautiful girl, necessarily virgin and without blemish, to the dead stone effigy of a harvest god.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; The death of the primary heir of a local noblewoman.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; The seizure of arcane powers by an arrogant and brutal wizard.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A bandit captain, in hiding, with her trusted bodyguard.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; A field of herbs and wild flowers, alive with bees, where a certain half-bestial creature brings his many lovers.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; The celebration of local fertility or harvest rites.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A camp-wanton, pretty and pliant, prone to drink.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_BambiWoods|Bambi Woods]]&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A siren-ghoul, who entices the amorous into deadly peril.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A famous traveling exorcist and his entourage, with as canny an eye for a village&#039;s wealth as for its demons.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; An oasis of sweet water in a barren wilderness, haunted by the shadows of some vast atrocity committed centuries ago.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; A slayer of monsters, heralded and lauded.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A simple insult, casually inflicted, striking very, very deep.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; The deathbed curse of a betrayed queen.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; A wandering spirit, visible at will, an inflamer of human passions.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A priestess of a merciful temple of healers, on pilgrimage to the birthplace of her order.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A warrior-priestess of a truly bloodthirsty cult.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A jealous and vengeful rival, who is an infamous dueler.&lt;br /&gt;
&lt;br /&gt;
==God Kings of War==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; The human servant of a mighty and unspeakable demiurge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A cask of honey wine, tribute to a fierce bandit-queen.&lt;br /&gt;
* Selected by [[InAWickedToronto:Player_Hans|Hans]] for  [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Artemis|Artemis]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; A war-sorceress, slender but commanding, with golden hair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The arrival of a hundred fearsome warships on an unprepared, prosperous, peaceful coast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; The arrival of unexpected and improbable allies.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_JackAmerigo|Captain &amp;quot;Half-cocked&amp;quot; Jack Amerigo]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Dominic|Dominic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; The self-important master of strategy to a great general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; The site of a pitched battle, ground churned and stinking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; An order of magician-monks who punish blasphemers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; A much-decorated company of the enemy&#039;s light cavalry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The country fort, made mostly of mud bricks, of a local warlord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A vengeful and jealous god, displeased by the lapses of his followers, however scrupulously they observe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; An executioner, a strangler, in service to a ruthless king.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A chest containing the tax monies of a rural province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A secret order of warrior-mystics, defending their relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; An old, proud fortress on an important mountain pass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; An unspeakable demon of atrocity and rage, bound in chains for a thousand years, aware suddenly of a minute loosening of his bonds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; A token indicating that its bearer speaks for the high general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; A great army&#039;s marching orders, passwords, and signals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; A speaker for the ancestors, carrying secrets and warnings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A demon of rage and avarice, secret power behind a great tyrant&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; A day sacred to an oppressed slave cult, the celebration of which is punishable by torture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A terrible and devastating ambush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; A tender of war-bulls, shaved-headed and fearless.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; The head of a high war-captain, in a carved wooden cask.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; A warrior-woman, queen of her small wild tribe, hard-pressed by advancing civilization.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; The ghost of a tyrant king, strangled by his own daughter.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A local warlord&#039;s ancestral sword, much honored.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; An army&#039;s scryer, commanding six sharp-fanged gaunts.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; A bitter and unseasonable cold, caused by warring elementals.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; A hard-won victory, with many dead on both sides.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A soldier&#039;s plain shortsword, gradually developing a taste for the blood of women.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A brutish and tyrannical warlord and his uncouth thugs.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A sword held in great esteem by a certain warrior lineage, drawn now for the first time in three lifetimes.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A high, many-towered wall on a fierce border.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; A demon-god of blood and vengeance, forgotten since antiquity, recently awakened.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A youth or maiden, the reincarnation of a great hero, whose soul remembers glory.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; A powerful general&#039;s death of her wounds, which will shatter her army into factions.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; An altar to devils of the waste, stinking with gore.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; An outlying watchtower on a wooded hill.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; The very first time that a certain young soldier, impressed against his choice and wanting nothing more than to return to his home, has killed.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; A captured war-horse with a taste for human meat.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A warrior overcome with the weight of his weapons and the smell of gore.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A summoner of illusions and diversions, mild and of good humor, but gullible.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A great warship, set with ram and mangonel.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; A flock of hunterbirds, sharp-beaked, clever, and dreadful.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; The guardian spirit of a foolhardy, naive, reckless and impressionable young person.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A prodigy-mage, still a maid, drunk with occult power.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; A genius of flame, imprisoned within a brass mirror.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; The mutiny and revolt of a prestigious cavalry company.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A fortress guarding the only pass through treacherous mountains, overseen by a corrupt and voracious war-captian.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; The campsite of a traveling army, not long deserted.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; An enemy champion, fearless and bellowing.&lt;br /&gt;
&lt;br /&gt;
==The Unquiet Past==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; The boasting chief of a team of rock-quarriers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; The passage of a ghostly army, dragging their slain and injured.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; The captain of a foreign troop, sent to collect tribute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The soul of a dead wizard, seeking an advantageous rebirth.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Felthantis|Felthantis Fantastik]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; A gutted tower, home to many birds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; A youth or maiden, the reincarnation of an ancient sage, remembering uncanny arts but forgetful of safeguards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; An apothecary, squint-eyed, with many uncanny potions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; A long-dead queen, still trying to defend her realm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; A camp physician, her pockets full of salves and drugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The young, beautiful wife of an old man whom the gods have touched.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A murderer-for-hire, luckless and in poverty, from whom the gods have turned their faces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; The fey and unfriendly guardians of an enchanted glade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; The exposure by erosion of a long-buried door.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A girl with the soul of a leopard, born inappropriately into a human body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; A serpent-demoness, malicious and venomous, seeking vengeance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; The guardian of a tomb, a statue cast in silver with ruby eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; An ambitious petty-wizard, quick to take offense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; The awakening of three powerful and malignant genii.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; The bloodthirsty ghosts of those drowned in an accursed water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A fallen temple, overgrown with moss and ivies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; The son of a great tyrant, born crippled and denied his inheritance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; The wetnurse of an austere scholar&#039;s adopted child.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; The meeting by chance of old enemies, one less forgetful than the other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; A hermit priestess, practicing obscure deprivations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; A reader of omens and caster of auguries, with grim news.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; The arrival of honored emissaries from a wealthy, exotic land.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A waystation on a broad road, with a campsite and shrine.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; A scholar and antiquarian, unmindful of danger.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; The secret central shrine of a temple to forgotten gods.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; A new village built on the ruins of a forgotten people.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A place where warring demons have left the earth churned, upthrust, and charged with occult forces.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; The burglary of a magical order&#039;s innermost library.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A ruthless bully of an under-officer with high ambitions.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; The father of a child possessed by a voracious spirit.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; An unsavory treasure-seeker, with an honest map.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A trainer of apes, bereft, mourning the death of his dearest performer.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; A small room under the foundation, its doorway bricked shut, the prison of a dreadful and malicious spirit.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; A wandering intelligence, intent on driving mortals mad.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A treasure seeker, following the whispers of a slave spirit.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; A slow-moving caravan with many wagons and travelers.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; A necromancer who steals the knowledge of the dying.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A rough wolf-hunter, surly, filthy, and crude.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A market on the crossroads, full of sound and color.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A cruel and powerful young lordling.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; The convocation of a ruins&#039; ghouls, gaunts, and wisps.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; Instruments of torture, haunted by their long-dead victims.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A fearsome storm, with thunder and driving winds.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; The opening by sorcery of an ancient door, set in the earth over the crypts of some forgotten convent or monestary, until now sealed with potent spells.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; An ancient stone way marker, indicating an overgrown road.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A knowledge-mad sorceress, delving into ancient secrets.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A golden armlet, still on the skeletal arm of its owner.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A wealthy merchant&#039;s son, refined and crafty.&lt;br /&gt;
&lt;br /&gt;
==The Nest of Vipers==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; A great convocation of mages, with many orders attending.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A midwife, weary and appalled, having delivered a tenth consecutive stillbirth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; The celebration of a day sacred to the city&#039;s chief cult.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The proprietress of a wanton-house, with her manservant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; The solemnization of treaty between two neighboring principalities, negotiated in the face of brutality and assassination, brave and hopeful but quite doomed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; The murder by strangling of an officer of the city watch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; A public bathing house in a wealthy city, of very good quality, where only the most refined and modish vices are permitted.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; A ghoulish eater of dead flesh, driven by unusual lusts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; The corpse of a lord&#039;s hunting hound, caught in a rose-briar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The written deed to a certain house, affirmed and sealed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A wayhouse in which plague-victims have recently stayed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; A poor home shared by many families of beggars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A wealthy merchant-priest with much political clout.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A vicious gang of cutthroats and alley-thieves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; A conjurer who needs blood to entice his uncouth spirits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; An imbiber of sorcerous drugs, seeking congress with demons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; A fallen-in mansion, where by night ghosts and devils meet.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
* Created [[InAWickedToronto:Character_Garrett|Garrett]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; The college of a small but prestigious magical order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; A tower of silver and alabaster, which rises from the sea under the new moon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A squat town on the banks of a wide, long river, rich from plunder, whose men raid up and down the river in their ugly boats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; A decrier of the gods as false, unworthy of our attention, and his learned detractors, in heated dispute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A young widower, raging, whose beautiful wife was murdered by sorcery by a romantic rival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; A wizard jealously guarding her magical territory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; The burglary of the storehouse of a powerful robber-merchant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; The return of a reclusive enchantress to her home.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]] &lt;br /&gt;
* Created [[InAWickedToronto:Character_CountessAshbet|Countess Ashbet]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; A night-wisp, who devours its victims&#039; magical potency.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A jaded gladiator, murderer of both enemies and friends.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; An ambitious farmer, hungry for gossip or silver.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; A slight and subtle demon, child of blasphemy, craving mischief.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; The unwitting husband of a serpent-demoness.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; The young mother of a baby prince, whose husband the king has been overthrown and put to death.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Zalmor|Zalmor the Proud/Absolom]] &lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A baby&#039;s birth, heralded by prophets, written of in antique books, forseen by the wise.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A noble house&#039;s signatory ring, left behind in a street brawl.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A tempter devil, fond of luxury and sin, respecter of no law and every appetite, imprisoned until this very hour and minute within a stone crypt behind an old monk&#039;s garden.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; An underground chamber, eerie with blue-green lights.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A devil of the lower air, malicious and full of pranks.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; The ghost of a suicide, a person overcome by guilt and shame, who finds in death no release.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; The warden ghost of the place, generous to the good-willed.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A troupe of musicians for hire, one of whom is a burglar and cutpurse.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; The daughter of an emperor, denied nothing, prey to fleeting whims, craving discipline.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; The unscrupulous landlady of a roadside wayhouse.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A precocious child disputing with philosophers and declaimers.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; One mistakenly condemned, fled into hiding.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; The private garden of a noble house.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; An innkeeper who murders and robs his wealthy guests.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; A fur-trapper, simple but good-natured, and his daughter.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A warehouse on the docks, full of stolen silk.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; A band of slavers both bold and incorrigible.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; A court dandy, casually cruel, exiled from the presence of the prince for a petty slight.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; The flight of a prince and his forbidden lover into hiding.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A conjurer possessed by spirits of uncivil character.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A village executioner, practicing his trade on a caught burglar.&lt;br /&gt;
&lt;br /&gt;
==Extra elements==&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
A key on a broken chain, lost by the roadside.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
&lt;br /&gt;
A purse of coins, cursed by its stabbed and dying owner.&lt;br /&gt;
&lt;br /&gt;
The fine silk wardrobe of one dead of some plague.&lt;br /&gt;
&lt;br /&gt;
The book of scripture of an order of warrior-monks.&lt;br /&gt;
&lt;br /&gt;
A farmer&#039;s good-luck piece, the author of his prosperity.&lt;br /&gt;
&lt;br /&gt;
Silk slippers which make their wearer invisible.&lt;br /&gt;
&lt;br /&gt;
A copper basin, to which are enslaved spirits of the air.&lt;br /&gt;
&lt;br /&gt;
Bracelets which grant their wearer improbable strength.&lt;br /&gt;
&lt;br /&gt;
A glass jar of ferocious and deadly magical wasps.&lt;br /&gt;
&lt;br /&gt;
A staff of white-wood, summoner of lightnings.&lt;br /&gt;
&lt;br /&gt;
A silk robe through which no weapon may pass.&lt;br /&gt;
&lt;br /&gt;
A sword consecrated to a fearsome demon of war.&lt;br /&gt;
&lt;br /&gt;
A helm in antique style, sound despite its tarnish.&lt;br /&gt;
&lt;br /&gt;
A book of engraved bronze, partly obscured by wear.&lt;br /&gt;
 &lt;br /&gt;
A gorgeous yellow gem, cursed with a terrible doom.&lt;br /&gt;
&lt;br /&gt;
A woman&#039;s long blood-red hair, incorporated into a bird&#039;s nest.&lt;br /&gt;
&lt;br /&gt;
A bandit&#039;s treasure-trove, exposed by erosive rain.&lt;br /&gt;
&lt;br /&gt;
An ancient stone waymarker, indicating an overgrown road.&lt;br /&gt;
&lt;br /&gt;
The remnants of a woodcutter&#039;s camp, abandoned in haste.&lt;br /&gt;
&lt;br /&gt;
===Characters ===&lt;br /&gt;
&lt;br /&gt;
An underclerk of the temple of some lesser cult.&lt;br /&gt;
&lt;br /&gt;
A gentlewoman-burglar, stylish and daring.&lt;br /&gt;
&lt;br /&gt;
An underofficer of the local lord&#039;s home guard.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_SethDarkmantle|Lord Seth Darkmantle]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_UlyssesAmerigo|Ulysses Amerigo]]&lt;br /&gt;
&lt;br /&gt;
The local lord&#039;s young daughter, tramping after strawberries.&lt;br /&gt;
&lt;br /&gt;
A placid mystic, preaching calm and demonstrating miracles.&lt;br /&gt;
&lt;br /&gt;
The captain of a shattered company, himself injured.&lt;br /&gt;
&lt;br /&gt;
A noble landholder, touring, with court and attendants.&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
A rich and mighty temple, full of silver and fine goods.&lt;br /&gt;
&lt;br /&gt;
A warehouse on the docks, full of Elven silk.&lt;br /&gt;
&lt;br /&gt;
The old city wall, long since outgrown. &lt;br /&gt;
&lt;br /&gt;
A roofed bridge on a wide river, with a toll-collector.&lt;br /&gt;
&lt;br /&gt;
A fishing village with an inn of good quality.&lt;br /&gt;
&lt;br /&gt;
A standing stone, obscurely carved, crackling with force.&lt;br /&gt;
&lt;br /&gt;
A pool of mirror-still green water. &lt;br /&gt;
&lt;br /&gt;
An old raised road, cracked and crumbling.&lt;br /&gt;
&lt;br /&gt;
A ruined manor, its keep smashed by a fallen tree.&lt;br /&gt;
&lt;br /&gt;
An ancient monument, eroded and overgrown but standing.&lt;br /&gt;
&lt;br /&gt;
A high, wind-scoured crag, strewn with rubble.&lt;br /&gt;
&lt;br /&gt;
A clearing of mossy boulders by a forest brook.&lt;br /&gt;
&lt;br /&gt;
A boggy field, buzzing with stinging insects.&lt;br /&gt;
&lt;br /&gt;
A vast oak tree in a fallow field.&lt;br /&gt;
&lt;br /&gt;
A high waterfall, riddled behind with caves.&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
&lt;br /&gt;
The secret alliance of two noble families against a third.&lt;br /&gt;
&lt;br /&gt;
An unseasonal and destructive flood.&lt;br /&gt;
&lt;br /&gt;
The capture by soldiers of a popular gentleman-bandit.&lt;br /&gt;
&lt;br /&gt;
A conjunction of uncanny forces. +1 to all Magic Rolls.&lt;br /&gt;
&lt;br /&gt;
The capture and interrogation of a cunning spy.&lt;br /&gt;
&lt;br /&gt;
The accidental death of a highly regarded war-captain.&lt;br /&gt;
&lt;br /&gt;
The anniversary of the fall of a mighty tower.&lt;br /&gt;
&lt;br /&gt;
The discovery of an ancient tomb, full of occult treasures.&lt;br /&gt;
&lt;br /&gt;
The awakening of a merciless and tyrranical pit-wyrm.&lt;br /&gt;
&lt;br /&gt;
===Threats ===&lt;br /&gt;
&lt;br /&gt;
A civic-minded merchant with influence in the watch.&lt;br /&gt;
&lt;br /&gt;
An assassin hired by some wealthy enemy.&lt;br /&gt;
&lt;br /&gt;
Field-vipers, wild dogs, loose bulls, and a variety of spiders.&lt;br /&gt;
&lt;br /&gt;
An angry mob of peasants with makeshift weapons.&lt;br /&gt;
&lt;br /&gt;
Six enemy scouts, with spyglasses and longbows.&lt;br /&gt;
&lt;br /&gt;
Ferocious war-hounds, driven wild with blood and confusion.&lt;br /&gt;
&lt;br /&gt;
A jeweled dagger which excites the greed of all who behold it.&lt;br /&gt;
&lt;br /&gt;
A wicked mountain-drake, cunning and greedy.&lt;br /&gt;
&lt;br /&gt;
A pack of winter-starved and desperate wolves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=InAWickedToronto:Annotated_Oracle&amp;diff=46514</id>
		<title>InAWickedToronto:Annotated Oracle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=InAWickedToronto:Annotated_Oracle&amp;diff=46514"/>
		<updated>2007-03-20T00:58:12Z</updated>

		<summary type="html">&lt;p&gt;Skalchemist: /* The Nest of Vipers */ added chap 3 and 4 stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Oracle, with annotations for the Indie RPG Group=&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;br /&gt;
&lt;br /&gt;
This list of elements is copyrighted by Vincent Baker.  The original version is available [http://www.septemberquestion.org/lumpley/pdfs/cnc.pdf as part of Mr. Baker&#039;s Cheap and Cheesy Fantasy Game] or in [http://www.crngames.com/oracle an online version hosted by CRN Games].  A more recent version, based on cards and separated into four separate oracles, which is presented here, can be found at[http://www.lumpley.com/oracle/4oracles.txt Vincent Baker&#039;s anyway blog], an [http://www.lumpley.com/oracle/4oracles.php automated version of which] is available.   &lt;br /&gt;
&lt;br /&gt;
This annotated version contains new elements generated in play by our group, and also links elements that have shown up with their matching masteries, characters, or other information.  It also maintains the elements not included in the new four oracle system at the bottom for availability as choices to We Owe persons.&lt;br /&gt;
&lt;br /&gt;
==Blood and Sex==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; A mysterious star-lit revel on a high bare hilltop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A woman suddenly bereft of love and family, daughter to a long heritage of sorceresses and poisoners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; A raving prophet, advocating self-mortification and deprivation of the appetites.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Althea|Althea the Pure]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; A practitioner of law, with her several secretaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; A chattel slave who has broken both his bonds and his master&#039;s skull.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; A practitioner of luck-magics traveling ahead of a ferocious storm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; The much-contested wedding of the province&#039;s great beauty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; Some great wizard&#039;s magical messenger, brass-skinned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; The secluded home of an exiled court-wizard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; A note written in an elegant hand, sweetly perfumed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A band of demons, laughing and malicious, authors of debauched sensuality and corrupt appetites.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; A happy girl, promised in marriage to a gentleman, naive to the danger he represents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A company of desert horsemen, hiding a woman amongst them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A farm manor, peaceful and prosperous.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; The ascension to mastery of a student wizardess, unrecognized by her order but absolutely clear and undeniable to her inner self.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; The sorcerously animate homunculus of a wizard, more clever than wise, recently dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; The night each year that a certain ghost is allowed her freedom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; A deer-path through towering woods to a still pond.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; The alliance by marriage of a certain tyrant&#039;s family with the cult of a certain desert god.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A spirit of the wilds, mercurial in form, sister to gazelles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; The local lord&#039;s daughter, tramping after strawberries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A wandering exorcist, severe, who accepts no payment for his services but who lusts after carnal congress.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; The child of a great and renowned theologist, forced into priesthood against both inclination and nature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; An altar overflowing with flowers and bowls of honey.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; The rehearsal of the funeral of the city&#039;s aged and beloved mayor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; A young warrior, initiate into a warrior cult, brother to lions.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A spirit of the lower air, caught up in joyous human celebration.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; A monastery and its associated shrines, each to its own god.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; The arrival at a way house of four unusual travelers.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; The graduation of an apprentice to mastery.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A raving prophet, preaching the transience of life and advocating a full indulgence of every appetite.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A small group of mothers, led by a midwife, fighting to protect their children from demons of illness.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; The seventh wife of a tyrant king, carrying his chief huntsman&#039;s child.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A band of goat herders, armed, outraged by an injustice visited upon their clan.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; A young girl, inexperienced but astute and a canny judge of character.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; The marriage of a region&#039;s most beautiful girl, necessarily virgin and without blemish, to the dead stone effigy of a harvest god.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; The death of the primary heir of a local noblewoman.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; The seizure of arcane powers by an arrogant and brutal wizard.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A bandit captain, in hiding, with her trusted bodyguard.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; A field of herbs and wild flowers, alive with bees, where a certain half-bestial creature brings his many lovers.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; The celebration of local fertility or harvest rites.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A camp-wanton, pretty and pliant, prone to drink.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_BambiWoods|Bambi Woods]]&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A siren-ghoul, who entices the amorous into deadly peril.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A famous traveling exorcist and his entourage, with as canny an eye for a village&#039;s wealth as for its demons.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; An oasis of sweet water in a barren wilderness, haunted by the shadows of some vast atrocity committed centuries ago.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; A slayer of monsters, heralded and lauded.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A simple insult, casually inflicted, striking very, very deep.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; The deathbed curse of a betrayed queen.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; A wandering spirit, visible at will, an inflamer of human passions.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A priestess of a merciful temple of healers, on pilgrimage to the birthplace of her order.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A warrior-priestess of a truly bloodthirsty cult.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A jealous and vengeful rival, who is an infamous dueler.&lt;br /&gt;
&lt;br /&gt;
==God Kings of War==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; The human servant of a mighty and unspeakable demiurge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A cask of honey wine, tribute to a fierce bandit-queen.&lt;br /&gt;
* Selected by [[InAWickedToronto:Player_Hans|Hans]] for  [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Artemis|Artemis]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; A war-sorceress, slender but commanding, with golden hair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The arrival of a hundred fearsome warships on an unprepared, prosperous, peaceful coast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; The arrival of unexpected and improbable allies.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_JackAmerigo|Captain &amp;quot;Half-cocked&amp;quot; Jack Amerigo]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Dominic|Dominic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; The self-important master of strategy to a great general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; The site of a pitched battle, ground churned and stinking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; An order of magician-monks who punish blasphemers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; A much-decorated company of the enemy&#039;s light cavalry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The country fort, made mostly of mud bricks, of a local warlord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A vengeful and jealous god, displeased by the lapses of his followers, however scrupulously they observe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; An executioner, a strangler, in service to a ruthless king.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A chest containing the tax monies of a rural province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A secret order of warrior-mystics, defending their relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; An old, proud fortress on an important mountain pass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; An unspeakable demon of atrocity and rage, bound in chains for a thousand years, aware suddenly of a minute loosening of his bonds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; A token indicating that its bearer speaks for the high general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; A great army&#039;s marching orders, passwords, and signals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; A speaker for the ancestors, carrying secrets and warnings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A demon of rage and avarice, secret power behind a great tyrant&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; A day sacred to an oppressed slave cult, the celebration of which is punishable by torture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A terrible and devastating ambush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; A tender of war-bulls, shaved-headed and fearless.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; The head of a high war-captain, in a carved wooden cask.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; A warrior-woman, queen of her small wild tribe, hard-pressed by advancing civilization.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; The ghost of a tyrant king, strangled by his own daughter.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A local warlord&#039;s ancestral sword, much honored.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; An army&#039;s scryer, commanding six sharp-fanged gaunts.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; A bitter and unseasonable cold, caused by warring elementals.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; A hard-won victory, with many dead on both sides.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A soldier&#039;s plain shortsword, gradually developing a taste for the blood of women.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A brutish and tyrannical warlord and his uncouth thugs.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A sword held in great esteem by a certain warrior lineage, drawn now for the first time in three lifetimes.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A high, many-towered wall on a fierce border.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; A demon-god of blood and vengeance, forgotten since antiquity, recently awakened.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A youth or maiden, the reincarnation of a great hero, whose soul remembers glory.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; A powerful general&#039;s death of her wounds, which will shatter her army into factions.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; An altar to devils of the waste, stinking with gore.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; An outlying watchtower on a wooded hill.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; The very first time that a certain young soldier, impressed against his choice and wanting nothing more than to return to his home, has killed.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; A captured war-horse with a taste for human meat.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A warrior overcome with the weight of his weapons and the smell of gore.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A summoner of illusions and diversions, mild and of good humor, but gullible.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A great warship, set with ram and mangonel.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; A flock of hunterbirds, sharp-beaked, clever, and dreadful.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; The guardian spirit of a foolhardy, naive, reckless and impressionable young person.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A prodigy-mage, still a maid, drunk with occult power.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; A genius of flame, imprisoned within a brass mirror.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; The mutiny and revolt of a prestigious cavalry company.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A fortress guarding the only pass through treacherous mountains, overseen by a corrupt and voracious war-captian.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; The campsite of a traveling army, not long deserted.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; An enemy champion, fearless and bellowing.&lt;br /&gt;
&lt;br /&gt;
==The Unquiet Past==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; The boasting chief of a team of rock-quarriers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; The passage of a ghostly army, dragging their slain and injured.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; The captain of a foreign troop, sent to collect tribute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The soul of a dead wizard, seeking an advantageous rebirth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; A gutted tower, home to many birds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; A youth or maiden, the reincarnation of an ancient sage, remembering uncanny arts but forgetful of safeguards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; An apothecary, squint-eyed, with many uncanny potions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; A long-dead queen, still trying to defend her realm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; A camp physician, her pockets full of salves and drugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The young, beautiful wife of an old man whom the gods have touched.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A murderer-for-hire, luckless and in poverty, from whom the gods have turned their faces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; The fey and unfriendly guardians of an enchanted glade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; The exposure by erosion of a long-buried door.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A girl with the soul of a leopard, born inappropriately into a human body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; A serpent-demoness, malicious and venomous, seeking vengeance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; The guardian of a tomb, a statue cast in silver with ruby eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; An ambitious petty-wizard, quick to take offense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; The awakening of three powerful and malignant genii.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; The bloodthirsty ghosts of those drowned in an accursed water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A fallen temple, overgrown with moss and ivies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; The son of a great tyrant, born crippled and denied his inheritance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; The wetnurse of an austere scholar&#039;s adopted child.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; The meeting by chance of old enemies, one less forgetful than the other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; A hermit priestess, practicing obscure deprivations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; A reader of omens and caster of auguries, with grim news.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; The arrival of honored emissaries from a wealthy, exotic land.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A waystation on a broad road, with a campsite and shrine.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; A scholar and antiquarian, unmindful of danger.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; The secret central shrine of a temple to forgotten gods.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; A new village built on the ruins of a forgotten people.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; A place where warring demons have left the earth churned, upthrust, and charged with occult forces.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; The burglary of a magical order&#039;s innermost library.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A ruthless bully of an under-officer with high ambitions.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; The father of a child possessed by a voracious spirit.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; An unsavory treasure-seeker, with an honest map.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A trainer of apes, bereft, mourning the death of his dearest performer.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; A small room under the foundation, its doorway bricked shut, the prison of a dreadful and malicious spirit.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; A wandering intelligence, intent on driving mortals mad.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A treasure seeker, following the whispers of a slave spirit.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; A slow-moving caravan with many wagons and travelers.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; A necromancer who steals the knowledge of the dying.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A rough wolf-hunter, surly, filthy, and crude.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; A market on the crossroads, full of sound and color.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; A cruel and powerful young lordling.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; The convocation of a ruins&#039; ghouls, gaunts, and wisps.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; Instruments of torture, haunted by their long-dead victims.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A fearsome storm, with thunder and driving winds.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]]&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; The opening by sorcery of an ancient door, set in the earth over the crypts of some forgotten convent or monestary, until now sealed with potent spells.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; An ancient stone way marker, indicating an overgrown road.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; A knowledge-mad sorceress, delving into ancient secrets.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A golden armlet, still on the skeletal arm of its owner.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A wealthy merchant&#039;s son, refined and crafty.&lt;br /&gt;
&lt;br /&gt;
==The Nest of Vipers==&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;diams;&amp;lt;/font&amp;gt; A great convocation of mages, with many orders attending.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;diams;&amp;lt;/font&amp;gt; A midwife, weary and appalled, having delivered a tenth consecutive stillbirth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;diams;&amp;lt;/font&amp;gt; The celebration of a day sacred to the city&#039;s chief cult.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;diams;&amp;lt;/font&amp;gt; The proprietress of a wanton-house, with her manservant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;diams;&amp;lt;/font&amp;gt; The solemnization of treaty between two neighboring principalities, negotiated in the face of brutality and assassination, brave and hopeful but quite doomed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;diams;&amp;lt;/font&amp;gt; The murder by strangling of an officer of the city watch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;diams;&amp;lt;/font&amp;gt; A public bathing house in a wealthy city, of very good quality, where only the most refined and modish vices are permitted.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;diams;&amp;lt;/font&amp;gt; A ghoulish eater of dead flesh, driven by unusual lusts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;diams;&amp;lt;/font&amp;gt; The corpse of a lord&#039;s hunting hound, caught in a rose-briar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;diams;&amp;lt;/font&amp;gt; The written deed to a certain house, affirmed and sealed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;diams;&amp;lt;/font&amp;gt; A wayhouse in which plague-victims have recently stayed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;diams;&amp;lt;/font&amp;gt; A poor home shared by many families of beggars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;diams;&amp;lt;/font&amp;gt; A wealthy merchant-priest with much political clout.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;1 &amp;amp;hearts;&amp;lt;/font&amp;gt; A vicious gang of cutthroats and alley-thieves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;2 &amp;amp;hearts;&amp;lt;/font&amp;gt; A conjurer who needs blood to entice his uncouth spirits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;3 &amp;amp;hearts;&amp;lt;/font&amp;gt; An imbiber of sorcerous drugs, seeking congress with demons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;4 &amp;amp;hearts;&amp;lt;/font&amp;gt; A fallen-in mansion, where by night ghosts and devils meet.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
* Created [[InAWickedToronto:Character_Garrett|Garrett]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;5 &amp;amp;hearts;&amp;lt;/font&amp;gt; The college of a small but prestigious magical order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;6 &amp;amp;hearts;&amp;lt;/font&amp;gt; A tower of silver and alabaster, which rises from the sea under the new moon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;7 &amp;amp;hearts;&amp;lt;/font&amp;gt; A squat town on the banks of a wide, long river, rich from plunder, whose men raid up and down the river in their ugly boats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;8 &amp;amp;hearts;&amp;lt;/font&amp;gt; A decrier of the gods as false, unworthy of our attention, and his learned detractors, in heated dispute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;9 &amp;amp;hearts;&amp;lt;/font&amp;gt; A young widower, raging, whose beautiful wife was murdered by sorcery by a romantic rival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;10 &amp;amp;hearts;&amp;lt;/font&amp;gt; A wizard jealously guarding her magical territory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;J &amp;amp;hearts;&amp;lt;/font&amp;gt; The burglary of the storehouse of a powerful robber-merchant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;Q &amp;amp;hearts;&amp;lt;/font&amp;gt; The return of a reclusive enchantress to her home.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_2|Chapter 2]] &lt;br /&gt;
* Created [[InAWickedToronto:Character_CountessAshbet|Countess Ashbet]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;K &amp;amp;hearts;&amp;lt;/font&amp;gt; A night-wisp, who devours its victims&#039; magical potency.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;clubs; A jaded gladiator, murderer of both enemies and friends.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;clubs; An ambitious farmer, hungry for gossip or silver.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;clubs; A slight and subtle demon, child of blasphemy, craving mischief.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;clubs; The unwitting husband of a serpent-demoness.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;clubs; The young mother of a baby prince, whose husband the king has been overthrown and put to death.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_3|Chapter 3]] &lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_4|Chapter 4]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_Zalmor|Zalmor the Proud/Absolom]] &lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;clubs; A baby&#039;s birth, heralded by prophets, written of in antique books, forseen by the wise.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;clubs; A noble house&#039;s signatory ring, left behind in a street brawl.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;clubs; A tempter devil, fond of luxury and sin, respecter of no law and every appetite, imprisoned until this very hour and minute within a stone crypt behind an old monk&#039;s garden.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;clubs; An underground chamber, eerie with blue-green lights.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;clubs; A devil of the lower air, malicious and full of pranks.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;clubs; The ghost of a suicide, a person overcome by guilt and shame, who finds in death no release.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;clubs; The warden ghost of the place, generous to the good-willed.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;clubs; A troupe of musicians for hire, one of whom is a burglar and cutpurse.&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp;spades; The daughter of an emperor, denied nothing, prey to fleeting whims, craving discipline.&lt;br /&gt;
&lt;br /&gt;
2 &amp;amp;spades; The unscrupulous landlady of a roadside wayhouse.&lt;br /&gt;
&lt;br /&gt;
3 &amp;amp;spades; A precocious child disputing with philosophers and declaimers.&lt;br /&gt;
&lt;br /&gt;
4 &amp;amp;spades; One mistakenly condemned, fled into hiding.&lt;br /&gt;
&lt;br /&gt;
5 &amp;amp;spades; The private garden of a noble house.&lt;br /&gt;
&lt;br /&gt;
6 &amp;amp;spades; An innkeeper who murders and robs his wealthy guests.&lt;br /&gt;
&lt;br /&gt;
7 &amp;amp;spades; A fur-trapper, simple but good-natured, and his daughter.&lt;br /&gt;
&lt;br /&gt;
8 &amp;amp;spades; A warehouse on the docks, full of stolen silk.&lt;br /&gt;
&lt;br /&gt;
9 &amp;amp;spades; A band of slavers both bold and incorrigible.&lt;br /&gt;
&lt;br /&gt;
10 &amp;amp;spades; A court dandy, casually cruel, exiled from the presence of the prince for a petty slight.&lt;br /&gt;
&lt;br /&gt;
J &amp;amp;spades; The flight of a prince and his forbidden lover into hiding.&lt;br /&gt;
&lt;br /&gt;
Q &amp;amp;spades; A conjurer possessed by spirits of uncivil character.&lt;br /&gt;
&lt;br /&gt;
K &amp;amp;spades; A village executioner, practicing his trade on a caught burglar.&lt;br /&gt;
&lt;br /&gt;
==Extra elements==&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
A key on a broken chain, lost by the roadside.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
&lt;br /&gt;
A purse of coins, cursed by its stabbed and dying owner.&lt;br /&gt;
&lt;br /&gt;
The fine silk wardrobe of one dead of some plague.&lt;br /&gt;
&lt;br /&gt;
The book of scripture of an order of warrior-monks.&lt;br /&gt;
&lt;br /&gt;
A farmer&#039;s good-luck piece, the author of his prosperity.&lt;br /&gt;
&lt;br /&gt;
Silk slippers which make their wearer invisible.&lt;br /&gt;
&lt;br /&gt;
A copper basin, to which are enslaved spirits of the air.&lt;br /&gt;
&lt;br /&gt;
Bracelets which grant their wearer improbable strength.&lt;br /&gt;
&lt;br /&gt;
A glass jar of ferocious and deadly magical wasps.&lt;br /&gt;
&lt;br /&gt;
A staff of white-wood, summoner of lightnings.&lt;br /&gt;
&lt;br /&gt;
A silk robe through which no weapon may pass.&lt;br /&gt;
&lt;br /&gt;
A sword consecrated to a fearsome demon of war.&lt;br /&gt;
&lt;br /&gt;
A helm in antique style, sound despite its tarnish.&lt;br /&gt;
&lt;br /&gt;
A book of engraved bronze, partly obscured by wear.&lt;br /&gt;
 &lt;br /&gt;
A gorgeous yellow gem, cursed with a terrible doom.&lt;br /&gt;
&lt;br /&gt;
A woman&#039;s long blood-red hair, incorporated into a bird&#039;s nest.&lt;br /&gt;
&lt;br /&gt;
A bandit&#039;s treasure-trove, exposed by erosive rain.&lt;br /&gt;
&lt;br /&gt;
An ancient stone waymarker, indicating an overgrown road.&lt;br /&gt;
&lt;br /&gt;
The remnants of a woodcutter&#039;s camp, abandoned in haste.&lt;br /&gt;
&lt;br /&gt;
===Characters ===&lt;br /&gt;
&lt;br /&gt;
An underclerk of the temple of some lesser cult.&lt;br /&gt;
&lt;br /&gt;
A gentlewoman-burglar, stylish and daring.&lt;br /&gt;
&lt;br /&gt;
An underofficer of the local lord&#039;s home guard.&lt;br /&gt;
* Used in [[InAWickedToronto:Chapter_1|Chapter 1]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_SethDarkmantle|Lord Seth Darkmantle]]&lt;br /&gt;
* Created [[InAWickedToronto:Character_UlyssesAmerigo|Ulysses Amerigo]]&lt;br /&gt;
&lt;br /&gt;
The local lord&#039;s young daughter, tramping after strawberries.&lt;br /&gt;
&lt;br /&gt;
A placid mystic, preaching calm and demonstrating miracles.&lt;br /&gt;
&lt;br /&gt;
The captain of a shattered company, himself injured.&lt;br /&gt;
&lt;br /&gt;
A noble landholder, touring, with court and attendants.&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
A rich and mighty temple, full of silver and fine goods.&lt;br /&gt;
&lt;br /&gt;
A warehouse on the docks, full of Elven silk.&lt;br /&gt;
&lt;br /&gt;
The old city wall, long since outgrown. &lt;br /&gt;
&lt;br /&gt;
A roofed bridge on a wide river, with a toll-collector.&lt;br /&gt;
&lt;br /&gt;
A fishing village with an inn of good quality.&lt;br /&gt;
&lt;br /&gt;
A standing stone, obscurely carved, crackling with force.&lt;br /&gt;
&lt;br /&gt;
A pool of mirror-still green water. &lt;br /&gt;
&lt;br /&gt;
An old raised road, cracked and crumbling.&lt;br /&gt;
&lt;br /&gt;
A ruined manor, its keep smashed by a fallen tree.&lt;br /&gt;
&lt;br /&gt;
An ancient monument, eroded and overgrown but standing.&lt;br /&gt;
&lt;br /&gt;
A high, wind-scoured crag, strewn with rubble.&lt;br /&gt;
&lt;br /&gt;
A clearing of mossy boulders by a forest brook.&lt;br /&gt;
&lt;br /&gt;
A boggy field, buzzing with stinging insects.&lt;br /&gt;
&lt;br /&gt;
A vast oak tree in a fallow field.&lt;br /&gt;
&lt;br /&gt;
A high waterfall, riddled behind with caves.&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
&lt;br /&gt;
The secret alliance of two noble families against a third.&lt;br /&gt;
&lt;br /&gt;
An unseasonal and destructive flood.&lt;br /&gt;
&lt;br /&gt;
The capture by soldiers of a popular gentleman-bandit.&lt;br /&gt;
&lt;br /&gt;
A conjunction of uncanny forces. +1 to all Magic Rolls.&lt;br /&gt;
&lt;br /&gt;
The capture and interrogation of a cunning spy.&lt;br /&gt;
&lt;br /&gt;
The accidental death of a highly regarded war-captain.&lt;br /&gt;
&lt;br /&gt;
The anniversary of the fall of a mighty tower.&lt;br /&gt;
&lt;br /&gt;
The discovery of an ancient tomb, full of occult treasures.&lt;br /&gt;
&lt;br /&gt;
The awakening of a merciless and tyrranical pit-wyrm.&lt;br /&gt;
&lt;br /&gt;
===Threats ===&lt;br /&gt;
&lt;br /&gt;
A civic-minded merchant with influence in the watch.&lt;br /&gt;
&lt;br /&gt;
An assassin hired by some wealthy enemy.&lt;br /&gt;
&lt;br /&gt;
Field-vipers, wild dogs, loose bulls, and a variety of spiders.&lt;br /&gt;
&lt;br /&gt;
An angry mob of peasants with makeshift weapons.&lt;br /&gt;
&lt;br /&gt;
Six enemy scouts, with spyglasses and longbows.&lt;br /&gt;
&lt;br /&gt;
Ferocious war-hounds, driven wild with blood and confusion.&lt;br /&gt;
&lt;br /&gt;
A jeweled dagger which excites the greed of all who behold it.&lt;br /&gt;
&lt;br /&gt;
A wicked mountain-drake, cunning and greedy.&lt;br /&gt;
&lt;br /&gt;
A pack of winter-starved and desperate wolves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[InAWickedToronto:Main_Page|In a Wicked Toronto Main Page]]&lt;/div&gt;</summary>
		<author><name>Skalchemist</name></author>
	</entry>
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