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MRQ2 game set in Prax among the Pol Joni. GM Kaiu Keiichi.
 
MRQ2 game set in Prax among the Pol Joni. GM Kaiu Keiichi.
  
[http://forum.rpg.net/showthread.php?t=499974 recruitment] / [http://forum.rpg.net/showthread.php?t=501114 clan creation] /
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[http://forum.rpg.net/showthread.php?t=499974 recruitment] / [http://forum.rpg.net/showthread.php?t=501114 clan creation]
  
 
=Player Characters=
 
=Player Characters=
*[[Orlav Toothwind]], Storm Bull priest played by Mandacaru (Sam)
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[[Orlav Toothwind]], Storm Bull priest played by Mandacaru (Sam)
*[[Randane]], played by bandos (Adrian)
 
*[[Elmund Lightfoot]], played by RuneMagus (Daren)
 
*[[???????]], played by PrinceBolkonsky (Chris)
 
*[[Vanyr Brennik]] played by NexusI (Stephen)
 
  
 
=Non-Player Characters=
 
=Non-Player Characters=
  
 
=Pol Joni=
 
=Pol Joni=
*[[Storm_Riders_clan_creation]]
 
==God-talkers==
 
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==
 
==Metal & Weapons==
 
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.
 
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.
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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.
 
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=
 
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==
 
 
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==
 
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=
 
=Notes=

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