Storm Riders

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MRQ2 game set in Prax among the Pol Joni. GM Kaiu Keiichi.

recruitment / clan creation /

Player Characters[edit]

Non-Player Characters[edit]

Pol Joni[edit]

God-talkers[edit]

A God Talker (initiate) can use the Consecrate spell to set up the equivalent of a Shrine. Orlanth and Prax worship isn't much for fixed temples. Wherever the winds are, you can worship. Usually, a travelling clan has a God tent where the clan God and Spirit talkers can set up shrines to whatever deity needs to be honored. One of the things which has pissed off Solars and Lunars for thousands of years is that all barbarians need to get their magic back is a hilltop and a cow to sacrifice.

Metal & Weapons[edit]

In reality, the choice to use metal is not such a big deal with Praxians, as they can get things like metal spear tips and bronze knives from Lunar, Esrolian or Kralori traders. The Praxians stay on the plains by *choice*, and because their ancestral magics let them dwell easily on the plains. A typical Praxian brave will probably carry a sling, a bone or bronze knife, several javelins, a spear that has either a flint or metal tip, and so on. Further, many, many Earth gods died on the plains of Prax during the Lesser and Greater darkness, and in the hills there are Bronze deposits for those who know where to look. While the Nomads don't bother with metallurgy, the Oasis people do, for trade. You get your metal from these deposits or from the Pass, and you have your Gustbran people who have small forges in wagons that can make and repair small amounts of metal items. However, for a new sword or a jack of mail, that entails a trip to Pavis or to a town in the Pass like Runegate.

Despite what they claim, Praxians make use of various Oasis people communities to get their metal goods, for which they exchange exotic animal goods, truestone, slaves and other Prax commodities to get. Only the really poor bastards who get driven into the wastes have to go the entire stone age route, and even then they have rituals and spirits which can make their bone and stone as effective as metal.

You guys have it somewhat different. While you will not usually be carrying an enchanted bone knife, nor do you have the ancestor spirit fetishes that will let stone age weapons be as good as metal swords, you have Issaries traders who have trade contacts in Pavis, down in the Holy Country and in the Pass.

One final thing - a popular method of getting a hold of metal for Pol Joni is liberating it from the corpses of dead Lunars. However, Pol Joni are usually harassed by Lunar patrols, and anyone with more metal than a knife or a metal speartip (ie, more than hunting weapons) will be assumed to be a bandit or a rebel and dealt with accordingly.

Calling horses[edit]

This is making me think of the Pol Joni mounts, which are probably some of the finest horses found outside of the Grazelands. I assume that every Pol Joni has a riding mount, and that to survive on the Plains of Prax that they need to be fast, tough and able to go without water for a very long time. Most likely, Pol Joni horses are similar to the Namid Desert Horse The breed is very new, as the Pol Joni have only been in existence for about 200 years, and likely the result of a combination of breeding, theft, and heroquesting on the part of Derek Pol Joni and other Pol Joni heroquesters.

All Pol Joni ride, and are raised with their mounts since birth. While there are horse care specialists in the tribe and your clan, you all know how to feed, groom and care for your mounts (all First Aid checks are done as if you were working with a human.) Further, as a result of your adulthood initiation rites, Heal spells count for full value when used on Pol Joni mounts for men and for Pol Joni cattle for women (Redaldans get to heal Horses at full value, Storm Bulls can heal cattle for full value, as well.) Your mounts all have names and accompanied you through your boyhood initiations. They can be easily summoned with a whistle, and are as intelligent as Grazelander mounts (which your breeders insist are inferior Yelm-slave animals!) Well trained Pol Joni mounts can easily fight alongside of a footman if properly trained, and there is Derek Pol Joni hero cult magic which can Awaken Pol Joni steeds - these are usually companions to the clan and tribal chieftains, and they lead and protect the breeding herds. Most Rune Lords who lead the tribe in battle opt for Awakening their mounts instead of the more customary Awakened Alynx.

Cats[edit]

Speaking of Alynxes, the cats used by the Pol Joni resemble the The Iberian Lynx. These descendants of the son of Yinkin known as Desert Prowler was uncovered a century ago during a set of dangerous HeroQuests which proved that the Praxian spirit of the same name was one of Yinkin's many sons. These cats are not necessarily burly as some of the Dragon Pass breeds or as nimble, but they have untiring stamina and can easily keep up with a horse at a trot. Desert Prowlers are the usual companions of foot hunters or fighters who only ride to get from place to place. They also help to help to herd the cattle and guard camps. No lazing about in front of the stead fire for these kittens, unlike some of their kin in the Pass!

Pol Joni Who Am I?[edit]

Who are you?[edit]

I am your father, Branstan Two Hooves, of the Pol Joni Tribe.

Who are we?[edit]

We are the Pol Joni tribe, the Storm Riders. We guard Dragon Pass and the Kingdom of Sartar from raids by the despicable Praxian nomads, who aren’t even smart enough to find real gods. Our great founder, Derek Pol Joni, was a Sartarite of the Dundealos Tribe who wanted both revenge on the Praxians which slew his family as well as to be able to ride free under Orlanth’s cloud-driven sky. After stealing from the Pentan nomads a magic bull, he quested mightily, and proved to the priestesses at the Paps that our herd mother, Uralda, is the daughter of mighty Storm Bull and Eiritha the herd mother. Thus, we brought back the cattle that had once supported the horse people of Prax. Of course, the stupid, jealous Nomads tried calling upon their weakling spirits to drive us out, but Storm Bull knows that he must bend knee to the Thunderer, his younger brother and the king of the gods. We brought Lightbringer worship to the Plains of Prax, and protected the eastern border of the great Kingdom of Sartar for many years.

We controlled the grazing lands around Moonbroth, the Good Place and the Better Place, before the stinking Sable tribe turned out not just to be stupid, but also traitors and chaos worshippers. Now, enslaved to the Red Moon, they drove us out of around Moonbroth, something they could never have done without the backing of the Antelope Lancer regiments from Pent and the regular Lunar Army. Moonbroth is now a Lunar temple town. Shepelkirt is Wakboth reborn! The only good thing about the stupid animal riders is that they begrudgingly understand that Lunars and Broo worship the same thing. If the animal riders would just stop their stupid feuding, and hiding their heads under the sand, we could drive the Shepelkirt out of Prax, and back into the North, from where all evil comes!

We can go anywhere the Animal Rider tribes go – we are fully acknowledged in the Survival Covenant, and we honor Waha, Orlanth’s nephew and the god of chieftains, as a secondary figure in our Dar rights. Storm Bull is our great uncle. We can go where no other Heortling can. We honor our distant kin in Sartar, and we make pilgrimage to mighty Kero Fin as well as to her brother, The Block. Only the Lunars with their Chaos sorceries can stand against the Thunder Brothers and our Storm Tribe magic. The various spirits of the wastes are also our friends, by way of our Storm Bull and Kolat Shamans, who also are members of the various spirit societies. And more and more these days, the Animal Riders need our Lightbringer magics against the Lunars. But we are sorely hunted by the Sable Riders, who are jealous of our superior bravery and strength. Deep down, they know they betray the world, and keep trying to lie to themselves. They take this out on us, their betters.

What makes us great?[edit]

We follow the ancient rules of the survival covenant as well as Orlanth’s great virtues – Courage, Wisdom, Generosity, Justice, Honor and Piety – these allow us to survive anywhere. And Orlanth’s winds are always with us.

Although the power of the Shepelkirt seems to be waxing, she’s a small terror compared to Wakboth. As our uncle the Storm Bull overcame The Devil, so shall the storm peoples overcome the Lunar Empire.

What makes a man great?[edit]

Orlanth’s virtues, as I said before. Follow them, take care of your family, work hard, and be wise – you’ll do fine. Our lands are not as easy as those of us kin in Dragon Pass, but they do make us strong. At least the stupid, stinking animal riders can live here without help, like we can. And as Orlanth never backed down from a challenge, neither do we!

Understand that women are just as great as men. While most women tend the herds and raise families, women can just as easily die their hair red and follow wild Vinga, become great priestesses, sages and healers, or even become chiefs. Many of our clans were founded by women who cast off the near-slave role that animal-rider women have to endure. We admire and respect the feathered horse queen of Dragon Pass, although the Grazelanders are just as stupid as the animal riders, and stupid yelm-slaves to boot.

What is evil?[edit]

Chaos is evil, for it seeks to destroy the world. Broos, Lunars, cheating, selfishness, cowardice – these are the signs of the work of the Devil in the world. As Orlanth and Storm Bull overcame these foes, so must we.

While things like the stupid Beast Riders and Trolls are bad, they aren’t evil, even while a Bison Rider will eat your cattle and an Uz will eat you. They played their part in the last battle against Wakboth, lead by Orlanth and fought by Storm Bull. Lunars and Broos however work to destroy the world, as well as the various kinds of chaos in the filthy places of both Dragon Pass and Prax. Prax is full of chaos, and was once a green land. Be on your guard!

What is my lot in life?[edit]

That’s up to you. Most boys your age seek to initiate and become men, following Destor’s path and being part of the explorer band in Godtime. If you work hard, are cunning and honorable, and can ride and fight well, one day you will have your own tent and herd – of mainly cattle, but also of whatever herd beasts you can steal from Orlanthi clans in the Pass and from the stupid Animal Riders. But you can also be a priest, a shaman, a trader, or head out by Pavis way and become an adventurer, striking it rich in the EWF ruins there or dying in the process. King Wind never was one to restrict his people, and in the stories he took many names and did many things for a living.

If you embrace Orlanth’s virtues in what you do, no matter what, you will be happy and become great!

How do we deal with others?[edit]

On the plains, true friends are worth gold. Your kin are your breath and blood, and always come first. This includes sworn blood brothers. All others must approach with the Greeting or else be considered an enemy – even the stupid animal riders know the forms if they wish to peacefully trade. At Sacred Time we travel to the Paps and our women engage in the Eiritha mysteries, carrying with them mother Ernalda’s wisdom. We treat with all the tribes peacefully when at the Paps.

Take offense slowly, since our great tribe is an odd bunch of misfits and oddballs ourselves. Part of our strength is in emulating Orlanth’s example of making enemies friends. If an outlaw or cast-away or runaway slave comes to us and is willing to honor our ancestors and gods we will give them a chance to prove themselves and take them in. They bring with them many secrets, which makes our tribe the strongest on the plans.

All Chaos, including Broo and Lunars, are always enemies to be destroyed.

Who are our enemies?[edit]

Our little enemies are the Animal Nomads, Sartar clans with which we feud, trolls and the difficulties we face in our daily lives on the plains.

Our big enemies are all forms of Chaos, which includes the various devil-spawn across the plains, as well as the Lunar Empire, with their weird foreign gods and customs. Be wary of them. The Lunar missionaries may talk sweetly, but they want only one thing from you- your freedom.

Who are our gods?[edit]

Great Orlanth is the king of the world, Storm Bull is his wise older brother and right hand. His nephew Waha helps people survive in Prax. Eiritha is the Prax name for Uralda, the daughter of Ernalda, sister of now-dead Tada. The Lightbringers advise chief Orlanth, and the Thunder Brothers, our allies in war on the plains, are his riders. Elmal is his warchief and chief rider, while his wife Redalda is another daughter of Ernalda who has been gone from the plains for a very long time. The Gods of Dragon Pass are part of Orlanth’s divine family and are honored by us, but we also honor as allies the many small gods and spirits of the plains, including the herd mothers and other remnants from Tada’s green rule. Daka Fal instructs our shamans and intercedes with the dead on our behalf, while Kolat commands the desert winds of his brother Storm Bull. In the end, Humakt is Orlanth’s champion and his deadly sword.

What is there to do around here?[edit]

When not raiding, we herd, moving our cattle from grazing place to place, depending on the season, winds, and sparse rain, although as of late there have not been many good places to go. Like Orlanth, we always travel and move. Young men prove themselves in the time honored cattle raid, a tradition shared between Prax and Dragon Pass. There’s always crafts, mending and work to be done. Everyone rides. More serious is a slave raid, when raiders attempt to carry off our people. Most of the time, the Morocanth and Animal Riders don’t have any luck, but Sable Riders backed by powerful Lunar priests take our people time and time again. Scout parties ride ahead of the clan and find good places to camp, water, and grazing. Traders bargain for goods between urban folk, animal riders and our mountain-dwelling kin in the pass. Everyone learns how to do everything.

The Gods & Spirits[edit]

Female traditions available to Pol Joni women are most likely iterations of the Ernaldan Earth Witch tradition. Unlike Earth Witches in Dragon Pass, such Spiritists are more common amongst the Pol Joni and are not seen as unusual, although somewhat wierd, as you would not normally be a Divine cult initiate. Such worshippers are vitally important to the Pol Joni, however, since they were the ones who Heroquested at the Paps to prove Uralda was Eiritha and a daughter of Ernalda.

Earth Witch Spirit Tradition[edit]

Earth Witch is the spirit world aspect of Asrelia and Ty Kora Tek. Keeper of the Earth Mysteries on the Spirit Plane, she interceded with various spirit powers for the people while Ernalda slept. Her spirit powers protected the people and kept them fed and healed by finding and bringing together the ragged and nearly dead spirit allies, as well as the ancestors, before Orlanth carried Ernalda back into the living world.

Runes: Earth, Spirit

Common Magic - Heal, 2nd Sight, Countermagic, Countermagic Shield, Spirit Bane, Vigour

Spirits - Ancestor Spirits, Guardian Spirits, Gnomes

Myth of the Long Night (resonance 50%) - Earth Witch gathers various Earth and spirit powers to fend of Chaos.

Example Rewards - Affinity with the Spirit Rune, Gain Fetch

Binding Spirits[edit]

For now, I will handle it by requiring the assistance of a Shaman, and then you as the practitioner can then try binding it on your own. But primarily, the Pol Joni use Divine magic. However, anyone can learn the Spirit Walking and Spirit Binding skills. Amongst the Pol Joni, Follower (MRQ2, pg 138) is the most common rank, unlike Praxian nomads, who are normally Spirit Worshippers and thus somewhat more adept with spirit magic on average. Pol Joni who become Spirit Worshippers are usually on track to become Shamans.

You don't always need a Shaman to help you get to a spirit. Certain places in the mundane world allow easy access to a particular kind of spirit - herds of a particular kind of herd beast for that beast, deep caves for darkness spirits, high mountaintops for sylphs, and so on. Normally, a Shaman is needed only when a spirit is not available and someone is needed to go into the spirit world to hunt down a particular kind of spirit. Many Prax tribes get along fine with just Spirit Worshippers, who go to various holy spots to bind the spirits that they need.

You go to the holy spot or other place strong with the kind of power that represents your spirit, use Spirit Walking to detect and communicate with it, and either strike a bargain (in which case it willingly inhabits your fetish) or engage in Spirit Combat and bind it. You need to be a Spirit Worshipper (initiate) to do this (MRQ pg 138). Being at the right holy place counts as being "on the spirit plane" for this purpose.

An object just needs magical and ritual significance. Umbroli need empty bags of air, fire spirits, an ember that's always kept warm, and so on. In MRQ2, spirit fetishes are reusable, and that's their big advantage, along with the fact that spirits often do not need to use MP to use their special abilities, which are natural to them.

Spirit Worshippers (equivalent of Initiates) can see, communicate with and identify spirits in range, and can use the Spirit Binding skill to throw them into fetishes. Followers technically can, but they can't communicate with spirits so a spirit's usefulness to them is limited. The big advantage, again, is that use of spirit abillities do not cost their user magic points. Since spirits are invisible to people without the Spirit Walking skill, this means you can do quite a bit of witchcraft to those city-dwelling rubes. Of course, fellow tribalists who have the Spirit Walking skill will know something is up.

Normally, you take one combat action, spend an MP, and let the spirit loose. You make a Spirit Binding rolls to give your order, it stays out for as long as you like. You choose when the spirit goes back into the fetish, which happens instantly. That's it.


The reason that there is no common Summon Spirit "spell" is because fully ranked Shamans don't need it. Instead, they have their Fetch possess their body and go out into the spirit plane, find what they need, and bargain or bind it. Spirit Worshippers (Initiates) go to holy places and perform spirit worship and rites (ie, sacrifice MP to the local spirit) to draw it's attention to either beat it up or bargain with it. Followers get a Spirit Worshipper or Shaman to do the work.

The real place that Summon Spirit spells appear is in certain Divine or Sorcerous cults that don't have access to these tools. Acolytes of Darhudan or Dahudana (usually god talkers of whomever the local Ancestor is, in your case, Derek Pol Joni and other tribal heroes) can get divine spells that call forth specific ancestors from Havan Vor to assist their descendants. These minor gods function in a manner similar to how MRQ2 ancestor spirits work, although they come from the God World, not the Spirit World.

Certain cults with a heavy emphasis on ancestor worship, such as Daka Fal and Kyger Litor, have powerful specialist Divine Magic for ancestor worship and dealing with ghosts, and cross over between the God and Spirit Worlds, as do certain spirit cults. Daka Fal in this setting is a spirit society in Prax that also has some divine components.

Notes[edit]