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
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
Evening Star (Light, Death): True Spear
Frog Woman (Water, Mobility): described in GoG, under Horned Man
Good Shepherd (Earth, Life)
Seal Spirit 3 pointceremony: summoning, one use
Inora (Cold, Ice, Harmony): two spells
Chill (spirit spell) 3 pointtouch, temporal, passive
Frost (divine spell) 1 pointtouch, 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 pointself, instant, non-stackable, reusable
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 pointstouch, 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 pointranged, temporal, stackable, reusable
Sun Hawk (Sky, Mobility):
Sun Run 2 pointstouch, 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 pointsThis 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 pointsranged, 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 pointtouch, temporal, stackable, reusable
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