RolePlay onLine RPoL Logo

, welcome to Three Feathered Rivals: Making a bad thing good.

10:33, 28th April 2024 (GMT+0)

Praxian Background.

Posted by GMFor group 0
GM
GM, 14 posts
Fri 16 Aug 2013
at 19:36
  • msg #1

Praxian Background



This message was last edited by the GM at 08:54, Sat 17 Aug 2013.
GM
GM, 24 posts
Sat 17 Aug 2013
at 09:00
  • msg #2

Re: Praxian Background







GM
GM, 25 posts
Sat 17 Aug 2013
at 09:02
  • msg #3

Re: Praxian Background



GM
GM, 38 posts
Sat 17 Aug 2013
at 18:19
  • msg #4

Re: Praxian Background

Now that Bison's are the go it would be good for everyone to read the below if they haven't already

http://moondesignpublications....ces-Bison-People.pdf
GM
GM, 45 posts
Sun 18 Aug 2013
at 09:54
  • msg #5

Re: Praxian Background

The Praxian Greeting ceremony: Andrew Larsen.

When Praxians meet other Praxians unknown to them, they engage in the Greeting Contest. This is an important interaction that defines how the Praxians wish to interact with each other.
The rules of the Greeting Contest are fairly simple. The new arrival is considered the challenger, and initiates the challenge by driving a spear (or other weapon) into the ground or by spitting. The defender then announces the contest. The contest can be almost anything, but there is no reason why the challenge has to be fair (Bison Riders frequently challenge opponents to a head-butting contest with each other’s mounts). Men often have a simple test of physical prowess, such as a brief race, wrestling to the first throw, or a boasting contest where each tries to impress the other with his accomplishments. Women engage in dancing or singing contests, herd-calling contests (in which the winner is the one who gets a herd beast to move toward her first). Cross-gender challenges are very rare, but occasionally take the form of dancing, recitation of genealogy, and the like.

There is considerable nuance to challenges, which generally are used to indicate the defender’s attitude toward the challenger. Challenging someone to a contest they clearly cannot win (such as challenging an Impala Rider to a test of height or an Eiritha Woman to a Peaceful Cut test) is an insult, while challenging someone to something they will clearly win is a statement of welcome. If the recipient of the challenge is hostile to the challenger, the challenge will usually be a fight with weapons.

The challenge winner is usually obvious, but sometimes each side will appoint one judge, who is expected to be honest. Tradition requires that the loser give the winner something of value or use; it can be a place at the fire for the evening, a drink of water, or a tangible gift. The value of the gift is a measure of the loser’s respect for the winner. Refusal to give anything is an extreme insult, and will often provoke violence.

The Greeting Contest between Clans

When two clans meet, the Greeting Contest typically happens between the clans as a whole. Even if the clans are known to each other and friendly, the Contest occurs, but it takes on a more festival atmosphere. Once the Contest is decided, the members of the two clans are not obligated to conduct individual contests, but they often do.
In the case of new arrivals at an oasis, the rules are slightly different. The clan(s) occupying the oasis normally maintain patrols to look for danger and intercept new arrivals. If the new arrivals are a small group (such as a party of PCs or a trade caravan), they are permitted to travel to the oasis if they win the challenge. If the new arrivals are larger (such as a clan), a more formal challenge takes place. The Yassa, Waha’s law, forbids initiating violence with a hour’s ride of a permanent shrine to the Praxian gods, which means that inter-clan violence is functionally forbidden at oases such as the Paps, Horn Gate, Agape, and Day’s Rest. So instead of a battle for control of an oasis, the clans resort to a Greeting Contest. The patrol will summon the clan’s khans and clan champion, who will decide on the nature of the contest and who is best suited to represent the clan. The losing side must leave the Oasis within three sunsets. This system is one of the reasons that Praxian clans migrate so much; it is rare for one clan to manage to defend its position for too long before they lose the Greeting Challenge to another clan.

When the Greeting Contest occurs between two clans, tradition tends to encourage the use of one of several standard challenges, although nothing mandates the use of these.

The Test of Waha is essentially a test of Waha skills. Each clan selects a herd animal and a brave (sometimes more than one animal and more than one brave are selected). The animal is goaded into flight, and is chased down by the other clan’s brave, who must catch the animal, lead it back to the oasis, sacrifice it with the Peaceful Cut and butcher it completely. The winner is the one to finish first, although sometimes khans are appointed to evaluate the quality of the Peaceful Cut instead. In this test, the losing clan forfeits its animal to the winning clan, which feasts on it.

The Test of Eiritha requires each clan to select its three best bulls, cows, and calves. The Eiritha Woman of each clan are sworn to judge fairly, and together they evaluate the quality of all the beasts. The clan who is judged to have the best beasts wins. The best beast in each clan is sacrificed to Eiritha, and the loser forfeits four of its beasts to the winner, which typically results in a feast.

The Test of Foundchild is a hunting challenge. Each clan selects the same number of hunters, and they have from sunrise to sunset to hunt, bring back and butcher animals. The clan that gathers the most meat wins the challenge, while the losing clan forfeits its catch to the winners.

The Test of Storm Bull is normally resorted to only between clans with deep rivalry. Each clan offers a number of warriors, who fight to the death outside the precinct of the oasis. The winning warriors keeps the gear of the losers.

The Test of Daka Fal is rare. It is a test of magical power. Each clan appoints a shaman of Daka Fal, who competes to see which can recite his lineage further back. Each then seeks to summon the oldest ancestor he can name. If both succeed or both fail, the clan occupying the oasis is deemed to win. In this challenge, there is no forfeit.

When clans are friendly, the Contest is treated as a sporting competition, with wagers made on which side will win. When the clans are hostile, the atmosphere of the Contest is much more tense. Cheating and accusations of cheating are common, and violence has been known to happen, regardless of Waha’s ban on violence at shrines.
GM
GM, 74 posts
Tue 20 Aug 2013
at 08:52
  • msg #6

Re: Praxian Background


GM
GM, 8131 posts
Wed 9 Dec 2015
at 16:05
  • msg #7

Re: Praxian Background

Vinga

Some more background for you. Impala Vingans make up the majority of Vingans in the Wastes, they are the single largest group with 384 of them. The total number of Praxian Vingans is 631 across all the tribes major and minor. This means that Impala Vingan Khans are 3 of the 6 in the Wastes.

There are enough Impala Vingans for them to form year round bands, not just seasonal ones. I'm sure there would always be a group up near the Paring Stones, year round.

Finally only the movement aspect of Vinga (and Orlanth) exists in the Wastes, Storm Bull is the Storm, and Waha is the Khan (mastery). Only amongst the Pol-Joni do all the aspects exist due to the proximity of Sartar and the heavier rains that fall on the Pol-Joni Marches from the West.
GM
GM, 8196 posts
Fri 18 Dec 2015
at 18:13
  • msg #8

Re: Praxian Background

quote:
The Thirstless spirit society is one of a group called the many friends. This group of societies caters for those with elemental proclivity (In HQG terms they have an elemental rune as one of their three runes). They are also the home for a range of spirits with the same elemental rune that Waha met, befriended and rescued in the Great Darkness. There's no Earth society as this covered by the Paps and there's no Air society as those spirits were gifted to Orlanth when the Lightbringer cults arrived after the Dawn. They are small (in comparison to the other societies) and based mostly with their associated major tribe, although there are splinters in all of the tribes (except the Agimori), so there are about 19500 Thirstless members of which 16500 are in the High Llama tribe. These societies are characterised by having no shaman path, open to men and women, and being led by a shaman of one of the other paths (Waha, Eiritha, Daka Fal etc). Although the members of these societies share a common tradition, many of the societies practices vary from the ways of Waha and Eiritha. These variations are accepted as normal as all the spirits are Waha's friends from the Great Darkness.

"This spirit society is primarily found in the High Llama tribe and is popular amongst the Morokanth, it teaches members how to work with Water spirits. It should be noted that Prax's water spirits hold an antipathy towards Waha due to his actions with the Sounder's river in the Great Darkness. However many Praxians have the Water Rune (water) and the Water spirits of Prax cannot but help acknowledge this. In their case, their Waha connection is overlooked. Waha members without the Water Rune may never have Water related charms, and Water spirits are generally hostile towards them."

The spirits of the society are pretty obvious if you know Nomad Gods and other publications (same for the other societies)...

(water) Zola Fel

(water) Dew Maid

(water) Frog Woman. Frog Woman survived the destruction during the Great Darkness by staying one leap ahead of her foes. Since the Dawn of Time she has been a source of charms that allow leaping great distances through the air, summoning her children (intelligent Traskar spirits), and other frog related magics. She is a benevolent being, a relic of happier days, and can only be contacted at an oasis or on the banks of the River of Cradles. With her leaping magic, a skilled spirit practitioner can jump up to 25 miles, and a shaman may carry friends as well. The taboos of these charms are to Carry a dried frog in a bag around your neck and Use the Peaceful Cut when butchering frogs and other amphibians.

(water) Moonbroth

(water) Oases Spirits

(water) River Horse

(Water) Other Water spirits (elementals, minor river spirits, serpents)

Society members are skilled at dealing with water spirits and never have to fight the serpents, they are water friends. Waha Khans with a water rune that are members of this society could control the serpents for their own benefit in war. 

David Scott over on BRP central
http://basicroleplaying.org/to...nt&comment=65275
Sign In