Praxian Tribes and Clans

From: Martin Crim (CRIMMARTI@urvax.urich.edu)
Date: Fri 18 Jan 1991 - 09:56:33 EET


                    PRAXIAN TRIBES AND CLANS
                      Bare Bones Background
        This information would be available to a Praxian with a
Human Lore of 75%, or a Sartarite with a Human Lore of 100%. All Praxians would know the names of the clans of the main tribes, and for their own tribes know all the cults of the clans. GMs may require a Human Lore roll to identify which particular clan someone belongs to. A Sartarite would need a successful Human Lore roll at +50 to identify a Praxian's tribe (or Animal Lore at +25 to identify the mount); Praxians would be able to know a person's tribe just by looking at the person.

All riding tribes: base skills as standard except Boat (00), Climb (15), Ride (40), Swim (5), Fast Talk (00), Animal Lore (15), Conceal (15), Sleight (00), Hide (5), Sneak (5)

Tribe   Clan                    Temples*
Alticamelus:                    GSB, MH, MO, MCA, MG, MF

                Cirrus          GW, GEi, MSB, mH, sCA, sF, sG
                Cumulus         GW, GEi, mO, mSB, sCA, sF, sG
                Lost Rocks      GW, GEi, MSB, mG, sCA, sF
                Sky Storm               GW, GEi, mSB, mH, sO, sCA, sF
                Stratus         GW, GEi, mY, sOakfed, sCA, sF
        Languages: Praxian (30), Sartarite (10), Trade (10)
        Hair & hat style: head shaved and covered with a round felt
     or leather cap (1 AP), long ponytail in back

Bison:                          GSB, MH, MO, MCA, MG, MF, MBG

                Bull's Blood    GW, GEi, MSB, mH, sCA, sF, sG, sBG
                Death Bat       GW, GEi, mSB, mH, mO, sCA, sF, sG, sBG
                Lance           GW, GEi, mH, mSB, sO, sCA, sF, sG
                Midnight                GW, GEi, MSB, mZZ, mG, sCA, sF, sRaven
                Skull Bat**     GW, GEi, mO, mH, sCA, sF, sBG
                Sword           GW, GEi, mH, mO, mSB, sCA, sF, sBG
** a/k/a Flower clan
        Languages: Praxian (30), Trade (10); Midnight clan:
     Darkspeech (10), others: New Pavic (10)
        Hair & hat style: long, loose hair; wide-brimmed leather hat

(1 AP)
Impala: GW***, MY, MO, MH, MSB***, MF Bramble GEi, MY, mW, mO, sH, sCA, sSB, sF Brierquill GEi, mSB, mW, mY, mO, mCA, mH, sF Cactus GW, GEi, mY, mO, mH, mCA, sSB, mF Nettleburr GEi, MW, mY, mH, mCA, sF, s-Frog Woman Prickly Pear GEi, MO, mW, mY, mH, mCA, sF Thistle GEi, MY, mW, mO, mH, mCA, mF Thornoak GEi, MF, mW, mY, mO, mH, mCA *** dominated by single clan (Waha: Cactus, SB: Brierquill) Languages: Praxian (30), Trade (20) Hair & hat style: very short hair; felt hat (1 AP) Morokanth: GSB, MG, MF, MZZ Claw GW, GEi, MSB, mZZ, mF, sG, sCA, sBG Fire GW, GEi, mSB, mZZ, mF, mOakfed, sCA Flood GW, GEi, mSB, mF, sCA, sZZ, s-Frog Woman Frost GW, GEi, MZZ, mSB, mG, sCA, sF, s-Inora Tornado GW, GEi, MSB, mO, mF, sCA, sG Languages: Praxian (30), Darkspeech (20) Hair & hat style: mohawk, no hat Sable: GW, GEi, G7M, MEt, MBG, mCA Sangfwa GW, MEi, M7M, mEt, sBG Scimitar MW, MEi, M7M, sEt, sBG Serpent GW, GEi, mY, sCA, sBG, s7M Sickle Horn MW, MEi, M7M, sEt, sCA Silver MW, MEi, M7M, sEt, sBG, sCA Languages: Praxian (30), New Pelorian (20) Sable Hair & hat style: men: short hair, no beard, cuirbouilli helm; women: long decorated hair, cloth or felt hat Paps: G/M*Ei, G/m*SB, G/M*W, s Three Bean Circus, s Ronance, s The Good Shepherd, s*Aldrya, s Mahome, M/s*E, sBG Cultural weapons: 1H Axe A & P (25), Shield P (25), Bow A (20) Languages: Praxian (30), Trade (10), Earthspeech (10) Hair & hat style: short hair; felt hat (1 AP)

Independents:
Agimori: MF, ME, mLodril, sCA

        STR 3D6+6  CON 1D4+14  SIZ 3D6+6  others as normal
        Cultural weapons: 2H Spear A & P (25), 1H Spear A (25),
     Shield P (25), Thrown Javelin A (30)
        Languages: Praxian (30), Trade (20)
        Other base skills: Boat (00), Climb (45), Jump (50), Ride

(00), Fast Talk (00), Animal Lore (25), Evaluate (00),
Conceal (25), Devise (25), Sleight (00), Scan (40), Search
(30), Track (30), Hide (25), Sneak (25)
Hair & hat style: short hair; no hat notes: taboos against riding, stealing, and owning slaves; resistant to heat and thirst, but vulnerable to cold Baboon: Four Major Clans (for humans, GMs should require a Human Lore or Glorantha Lore to tell which one) Anubis M7M Gelada MSB Hamadryas MF Mandrill s-River Horse, s-Frog Woman, s-Dew Maid notes: Anubises hate Geladas and vice versa; Mandrills tend to remain near water, and the River Horse cultists remain near the headwaters of the Basmoli Berserkers: M-Hykim/Basmol (no DF) Cultural weapons: 1H Sword A (30), Bow (30), Fighting Claw A
(25), Shield P (20)
Languages: Basmoli (30), Praxian (20) Other base skills: Boat (00), Climb (20), Ride (05), Fast Talk (00), Animal Lore (25), Evaluate (00), Conceal (15), Track (30), Hide (25), Sneak (25) Hair & hat style: dreadlocks; fur or leather hat (1 AP) notes: main activities are raiding, blackmail, & being mercenaries; they ride stolen mounts or walk, but dismount to fight Bolo Lizard Riders: MW, MEi, sBG, sF Cultural weapons: Bolas A (30), 1H Spear A (25), Dagger A
(25), Shield P (25)
Languages: Praxian (30), Trade (20) Hair & hat style: shaven head; lizard skin hat (2 AP) Oasis People: Temple Adari mE, mO, mI, mCA, sTada Agape sE, sMalia (permanent) Barbarian Town mE, mO, sCA Biggle Stone sE Bull Ford mE Cam's Well m-Escaturigine Day's Rest sE Horn Gate mE, sCA Indigos mE Monkey Ruins sOakfed (permanent) Moonbroth m7M, sE, sGagarth (permanent) Pairing Stone sO Tourney Altar sH Cultural weapons: 1H Spear A (20), Shield P (20), Thrown Javelin A (15) Languages: Hasalaru (30), Praxian (20) Note: Hasalaru is the language of the downtrodden "native
farmers." Each settlement speaks a noticeably different dialect, so there is a -5 modifier when speaking or trying to understand different dialects.
        Other base skills: Boat (00), Ride (00), Plant Lore (25),
     Conceal (15), Hide (20), Sneak (20)
        Hair & hat style: short hair, felt hat (1 AP)

Ostrich Riders: MW, MEi, mY, sF, sCA
        Cultural weapons: Boomerang A (30), 1H Spear A (25), Dagger
     A (25), Shield P (25)
        Languages: Praxian (30), Moche [Sun Domer] (20)
        Hair & hat style: long hair decorated with feathers; no hat

Pol Joni Horse Riders: MO, MEi, sH, sCA (no DF)
        Cultural weapons: 1H Spear A (25), 1H Sword A (25), Shield P

(25), Bow A (25), T. Knife (20)
Languages: Pol Joni (30), Praxian (10), Sartarite (10) Hair & hat style: close-cropped hair; horse hide hat (and clothes) (1 AP) Rhino Riders: MSB, MEi, mW, sO, sG, sZZ, sCA Cultural weapons: 1H Spear A (30), 1H Sword A (25), Thrown Javelin A (25), Shield P (25) Languages: Praxian (30), Trade (10), Sartarite (10) Hair & hat style: long, loose hair; leather hat (1 AP) Sun-Dome Templars: GY, ME, mCA (no DF) Cultural weapons: 2H Spear A & P (30), 1H Spear A (25), Shield P (25), T. Javelin A (25) Languages: Moche (30), Praxian (10), New Pavic (10) other cultural skills: Ride (00), Plant Lore (25) Hair & hat style: short hair; straw hat Unicorn Riders: GBG, mE, mYelorna, sCA Cultural weapons: 1H Spear A (25), Bow A (30), 1H Axe A
(25), Shield P (25)
Languages: Praxian (30), Moche [Sun Domer] (10), New Pavic
(10)
Hair & hat style: close-cropped or shaved head; helm

NOTE: the Unicorn Tribe maintains its numbers by frequent adoption of disaffected women from other tribes; it holds few if any slaves; and it practices universal male infanticide. Outsiders believe that unicorns will only tolerate a rider if she is a female virgin. Many tribeswomen ride other mounts.

Zebra Riders: MEi, mPavis, sY, sCA, sI

        Cultural weapons: Bow A (30), 1H Spear A (25), 1H Sword A

(25), Shield P (25)
Languages: Praxian (30), Moche [Sun Domer] (10), New Pavic
(10), Trade (10), Pol Joni (10)
Hair & hat style: short hair; zebra hide hat (1 AP)

Key: G=Great Temple, M=Major, m=Minor, s=Shrine BG: Babeester Gor
CA: Chalana Arroy
E: Ernalda
Ei: Eiritha
Et: Etyries

F: Foundchild
G: Gagarth
H: Humakt
I: Issaries
O: Orlanth

7M: Seven Mothers
SB: Storm Bull
W: Waha
Y: Yelmalio
ZZ: Zorak Zoran
NOTE: temples to Daka Fal, being common and always large through spirit participation, do not appear on the above chart. Where a tribe does not practice ancestor worship, (no DF) appears.

Praxian temples, if they can be called that, consist of their regalia, which the priest(s) keep with them. The amount and magical power of the regalia vary with the size of the temple, more or less following the rules on pp. 29-30 of the Magic Book.

Some regalia exist which can be used by various temples and have enormous innate power: War Arrow Medicine Bundle (Fire), Tada's Sandals (Air), Tada's Cudgel (Darkness), Horn of Plenty (Earth). Large temples of the major tribes usually possess them.

Each temple has various holy sites, scattered across Prax and the Wastes. A temple usually establishes its first site in the Sacred Ground. The priests do not need to be at a site to worship, but being at the site has various game and non-game effects.

Temple Size #/priests #/sites

shrine            1             0-1
minor            1D4            1-3
major           2D4+3           2-7
great           2D20+10         3-18

Spirit cults of Prax:

Darkness: White Princess (a/k/a Inora), Raven (Illusion) Water: River Horse & Frog Woman (both Mobility), Dew Maid (Life)

        Earth: Three Bean Circus (Harmony), Ronance (Mobility), Good
     Shepherd (Life), Tada (Harmony)
Earth & Water: Escaturigine (Life) (described elsewhere)
        Sky/Fire: Oakfed & Mahome (both Disorder), Sun Hawk (Mobility),
     Pole Star (Harmony), Evening Star (Death), Morning Star

(Life), Yelorna (Fire, Spirit, Death)
Air: Thunder Bird (Mobility), Lightning Boy (Death), Mistress Calm (Stasis), Rainbow Girl (Illusion) Dew Maid (Water, Life) Find Water 1 point
self, temporal, stackable, reusable
Each point of this spell above the first adds to the range. If there is any fresh water within the range, the caster's fetish will point towards the largest source of it, and he or she will have a general idea of how far it is. This spell is not blocked by solids, but each meter of solids counts as 10 meters of range.

Evening Star (Light, Death): True Spear

Frog Woman (Water, Mobility): described in GoG, under Horned Man

Good Shepherd (Earth, Life)

Seal Spirit                                               3 point
ceremony: summoning, one use
If the caster succeeds in his summoning roll, he retrieves the soul of the recently departed. He can then force it into the corpse if he defeats it in spirit combat or overcomes it with Control Ghost. The reunited body and soul regain life. If the caster fumbles his ceremony roll, a random spirit returns which, if bound, controls the body fully.

Inora (Cold, Ice, Harmony): two spells

Chill (spirit spell)                                      3 point
touch, temporal, passive
The target of this spell begins to cool off. The spell can not affect any living thing or item containing a spirit, but can affect things in contact with one if the creature's MP are overcome. The rate of cooling varies inversely with the SIZ of the target. The gear of a normal person (ENC 10-30) cools off fast enough to cause 1 point of damage to total HP per round per round, beginning with the second round, to a maximum of 6 points per round. Obviously, normal armor will not protect against this, but magical or natural armor will. Cold items may become brittle. The spell cancels 6 dice of heat in very hot things.
Frost (divine spell)                                      1 point
touch, duration: 12 hours, stackable, reusable Lowers the temperature in a 10 meter radius by 5 degrees Celsius. Additional points either add another 10 meters to the radius or lower the temperature another 5 degrees. If the humidity is high, the spell causes condensation, which can be gathered. Except in Dark and Storm Seasons, this spell causes grass to grow, increasing the available fodder.

Lightning Boy (Air, Death): Lightning

Mahome (Heat, Disorder): Reduce Flame (Lodril) and Ignite

Mistress Calm (Air, Stasis): Decrease Wind (Orlanth)

Morning Star (Light, Life):

Beacon                                                    1 point
self, instant, non-stackable, reusable
This spell causes the caster to suddenly emit a great light. It must be stacked with MP, and the intensity varies with the number of MP used. The light will dazzle sighted onlookers, giving the caster the effect of that many points of Shimmer for one round. Each MP will cause 1 HP of damage to a shade engulfing the caster, with damage decreasing to 1/2 at 10 meters, 1/4 at 20, and so on. The light will be visible in darkness for a distance in km. equal to MP used, to a limit of five more than the distance to the horizon.

Oakfed (Heat, Disorder): Create Wildfire, Cremate Dead (Lodril)

Pole Star (Light, Harmony): Catseye (Yelmalio)

Rainbow Girl (Air, Illusion): Illusory Sight

Raven (Darkness, Illusion): Illusory Sound River Horse (Water, Mobility):

Ride River Horse                                         2 points
touch, instant, stackable, non-reusable This spell can only be cast at a headwaters. It summons the River Horse, who can carry the caster and up to nine passengers. For each additional casting stacked with the first, the spell carries an additional ten persons. The trip lasts virtually no time and deposits the carried persons at any other headwaters in Prax or Dragon Pass. If the caster has no clear idea of where he or she wishes to go, the destination is a random headwaters.

Ronance (Earth, Mobility):

Pathway                                                   1 point
ranged, temporal, stackable, reusable
Lets the caster know where the nearest oasis is. If stacked, the second point lets the caster know where the second nearest oasis is, and so on. The caster magically knows the direction and the distance to the nearest 10 km.

Sun Hawk (Sky, Mobility):

Sun Run                                                  2 points
touch, duration: special, non-stackable, reusable Allows the target to travel all day without fatigue. The spell can only be cast while the sun is up and it ends when the sun goes down. It can be cast on a mount or a person. It effectively doubles the distance that an unmounted person can travel, and triples the distance a mounted person can travel.

Tada (Earth, Harmony): Summon Gnome, Command Gnome

Thunder Bird (Air, Mobility):

Whirlwind                                                4 points
This spell creates a magical wind with a strength of 4D6 (roll each round that the wind tries to affect something). The locus of effect of the wind can move 10 meters per strike rank so long as it remains within the spell range.

        The wind will extinguish fires with a radius of one meter or less if it overcomes the intensity with its strength. It will pick up an object of less than one cubic meter if it overcomes the object's size with its strength, but it cannot be used to carry things--rather, it tosses them in a random direction. The wind cannot affect objects tightly gripped by a person or tightly connected to a large object.The winnd will pick up and scatter dust, water, and sand, which may reduce visibility in its immediate area or even temporarily blind someone standing directly in it (this requires the caster to overcome the victim's MP--if it fails, the wind dies). The wind will also fill sails.

Three Bean Circus (Earth, Harmony):

Peace                                                    3 points
ranged, temporal, non-stackable, re-usable Roll a single resistance roll against all sentients within 160 meters of the caster. Add an allied spirit's or familiar's MP to the character's. If the spell overcomes the sentient's MP, the sentient will not fight for the duration of the spell. The caster must preach peace and love for the duration of the spell, or else the effect will cease.

Yelorna (Fire, Spirit, Death):

Shooting Star                                             1 point
touch, temporal, stackable, reusable
Causes an arrow to trail sparks when it is fired, and act as a combination Firearrow and Multimissile 1. Each additional point stacked in the spell adds 2 more missiles. All missiles must be targeted against the same target. This spell is incompatible with Firearrow and Multimissile. If the arrow is larger than normal, each point of spell will add only 1 more missile. If the arrow does more than 3D6+2 damage normally because of its size, the spell cannot affect it.

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