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Spirits.

Posted by GMFor group 0
GM
GM, 1310 posts
Fri 24 Jan 2014
at 09:35
  • msg #8

Re: Spirits

Manul


Manuls are small Praxian cats with a grayish-brown coloring, thick fur, and squat profile. They live in small burrows and rock crevices in many parts of Prax and the Wastes, patiently hunting small rodents and birds. Typically they sleep much of the day and then emerge to hunt in the late afternoon and night. Praxians sometimes hunt them for their fur and, to a lesser extent, for their meat.

Manul, the spirit of the Manul, is often worshipped by Foundchild hunters for his patient skill.
This message was last edited by the GM at 12:31, Sun 15 Mar 2015.
GM
GM, 1390 posts
Sat 1 Feb 2014
at 10:20
  • msg #9

Re: Spirits

Acacia

Acacia trees, or thorntrees, are a basic part of the Praxian ecology. They grow almost everywhere in Prax and the Wastes, being hearty enough to handle arid conditions, but they resist cultivation. They possess sharp thorns that deter almost all animals except the High Llamas, whose tongues are thick enough to ignore the thorns, and thorntree leaves are the favored food for llamas. Thorntree seeds can be eaten by humans, either raw or fried, and are used to give a garlicky flavor to foods. Its resin is used as a glue, as a thickener for foods, and to chew when thirsty. Thorntree wood is often used to make implements for shamans, such as staves and rattles.

Grandmother Thorntree is a haughty and reserved spirit, who gives her favors only to those who court her properly.  Grandmother Thorntree’s rituals are very complex by Praxian standards. There are many ways to offend her, from incorrect posture to using the wrong words and hand gestures.
This message was last edited by the GM at 16:25, Sun 14 Feb 2016.
GM
GM, 1861 posts
Fri 14 Mar 2014
at 10:54
  • msg #10

Re: Spirits

Gadesha

Earth Guardian.


This message was last edited by the GM at 12:42, Sun 15 Mar 2015.
GM
GM, 2136 posts
Wed 2 Apr 2014
at 13:48
  • msg #11

Re: Spirits

Emesh-Ga the Earth Defender

Form: Helmet
Membership requirements: Protect the Earth, Anti Chaos and no post Compromise Gods. Square Shields. Must be touching Earth to work. Benefits foot soldier not cavalry. Hate Thanatar.
Awareness Function: Earth Feeling skill*,  Speak Earth Tongue via helmet.
Defence Function: Form a Square! A bonus to Shield Parry when a defensive square is formed.
Blessing Function: Earth Push: Gains a knock back bonus. Fight Chaos: Damage bonus when fighting as a war band.

The Shield is copper and has a Strength 2 matrix.

The Helmet gives the wearer the ability to speak Earth tongue and all the war band the ability to understand it. Emesh-Ga will speak through it.

The Axe?

The Armour?

"The Ga-metal helmet glows in Amara's hands and Haratt is aware of a ghosty presence filling the space around him.

It is warm and welcoming, smelling of fresh loam on a summer's day and then a strong bass voice fills his head.

"Welcome --------, warrior, both brave and just. I am Emesh-Ga guardian and one time Captain of the Wandering Rangers, warriors of the Earth who served great Tada himself.

Do you promise to not let chaos live?

To nurture the land we stand on?

And to strive to make it whole once more?

To stand with your Brothers and Sisters, through good and bad?

If so you are Us. You walk the walk and talk the talk and shall be protected by me in times of strife and peace…."

This message was last edited by the GM at 06:55, Thu 05 June 2014.
GM
GM, 2433 posts
Mon 28 Apr 2014
at 17:08
  • msg #12

Re: Spirits

Grandmother Spider Freezeday, Movement Week.

The Grandmother of spiders is the ancestor of a tribe of Spiders occasionally found in Prax. When chaos came she came down from Shadows Dance and wrapped the monsters in her webs, then she and her children devoured them. She is associated with the runes of Darkness and Beast.

Anu Shaman who contacts her will find all insect spirits hostile and all spider spirits friendly, though only as long as he's actively worshipping her or knows her magic.

Provides Webbing, teaches climbing and possibly other spells.

Spiders in Prax
Waha wasn’t born until late in the Great Darkness. He was gestating inside Eiritha in the underworld, waiting to be born, trapped in the endless Earth Goddesses’ Dream. Here his spider aunt showed him how to reknit the broken parts of the Wastelands, survivors and spirits together so that they would not be lost. Finally after a great struggle, he was birthed by Earth Witch and set off to fix what was broken in the world. He travelled the Wastelands meeting those who had saved people. Daka Fal, Foundchild, Helpwoman and all the spirits of the wastelands, knotting them together into a great string bag. Finally he gave the drawstrings to his spider aunt and she rose into the sky pulling everything tight and together, catching any parts he’d missed. The bag was closed and she is the black closing bead. This is why all Waha magic has string in it, cats cradles form the basis for their charms. The Spider tribe and the giant spiders who make it up originally lived at the edge of Genert’s Garden in Shadows Dance in harmony with all the other beings there. They will occasionally reappear when a khan needs their help or wisdom and performs the Task of Waha and the Spider.
This message was last edited by the GM at 07:27, Mon 18 Jan 2016.
GM
GM, 2691 posts
Mon 26 May 2014
at 09:09
  • msg #13

Re: Spirits

Oglod is a reptile spirit. The magic he commands is all related to catching lizards, resisting their poison, and surviving in the harsh conditions of the Wastes as Lizards do. None of these are hugely in demand amongst the Praxians as most of these benefits are replicated within their cultural training. Also Oglod is tied to the Disorder Rune, which makes him even less acceptable.

Nevertheless, Oglod does have followers amongst certain independent Shamans and is known to help those in need and protect certain ancient places.
This message was last edited by the GM at 12:24, Sat 27 Sept 2014.
GM
GM, 3168 posts
Mon 14 Jul 2014
at 17:04
  • msg #14

Re: Spirits

Cranes

Praxian cranes are typically grey and white, although some are all grey or all white (these latter are considered good luck to see). They flock in significant numbers along the River of Cradles, but can be found at almost all oases. Praxians hunt them for their meat and eggs, and for their feathers, which are used to decorate weapons and clothing and occasionally used to stuff pillows. Cranes are easily startled and keep an eye open for predators. Their haunting cry ‘huuruahu’ sounds like ‘come away quickly’ in Praxian.

Huuruahu, Crane Man, is a very wise and cautious spirit. He loved his wife dearly, and his children always mate for life. When Death came, Crane Man recognized him as dangerous and told his wife to come away quickly, but she was foolish and went to greet Death and never returned. Crane Man later promised Eiritha that he and his children would always warn her of danger, and so he is counted as a friend of Eiritha.

Eirithans worship Huuruahu, because he is very knowledgeable about the animals and spirits of Prax, but he is also very cautious. He will not come if anyone in the vicinity carries a weapon of any sort, and rarely appears to Foundchild’s shamans. His worshippers dance and sing a mourning song at a body of water, and if he thinks it is safe, he comes down to join them and thank them for remembering his wife. He teaches Farsee, and often gives advice about other spirits.
This message was last edited by the GM at 03:49, Mon 21 July 2014.
GM
GM, 3212 posts
Fri 18 Jul 2014
at 13:09
  • msg #15

Re: Spirits

Skullbushes

Skullbushes occur widely in Prax and the Wastes, growing best in the moist soils along river valleys, oases, and the Paps. Praxians and Oasis Folk loosely cultivate them mostly for the seeds they yield, which can be pressed for oil or eaten roasted. The plant also gives a nectar used to flavor milk and yogurt. They are sometimes cut down for wood, but this is rarely done unless the plant is scraggly and not producing many seeds.

Ehawee, the Skullbush Woman, is one of the friendliest of all Praxian spirits, and one of the 48 Old Ones. Praxians consider her a welcoming and nurturing mother. They say she lost her children in the Great Darkness and has taken the skullbats in their place. She and Helpwoman are considered great friends, which is why Helpwoman’s followers spend so much time at skullbush plants. All Praxians love her, and her cult asks only that her worshippers never kill a bat. The cult teaches  Cooking
This message was last edited by the GM at 16:18, Sun 14 Feb 2016.
GM
GM, 3221 posts
Sun 20 Jul 2014
at 09:40
  • msg #16

Re: Spirits

Cowpeckers/Horn Peckers



Cowpeckers are small brownish-black birds with red or yellow beaks. They subsist by eating the ticks, lice, and other small insects that live on Eiritha beasts. Anywhere a few Eiritha beasts are found, there will be a couple of Cowpeckers sitting on them. They are well-favored by Eirithans, both because they help maintain the health of the herds and because they chirp loudly when they sense predators. Cowpeckers are considered lucky, and it is bad luck to kill one.

Askari, the Cowpecker spirit, is considered a friend of Eiritha. In the Green Age, she gave Cowpecker permission to ride on her because he promised to keep Tick and Louse away. Because of this, some Eirithans employ cowpeckers as familiars. When worshipped, Cowpecker provides Detect Enemies.
This message was last edited by the GM at 16:17, Sun 14 Feb 2016.
GM
GM, 4624 posts
Fri 28 Nov 2014
at 06:52
  • msg #17

Re: Spirits

Sequana

A water spirit found in the Zola Fel

"Sequana blesses you today, a child of the river, the spirit brought people together, the better to discuss their problems, trade and ease their worries."
GM
GM, 5570 posts
Fri 20 Feb 2015
at 10:55
  • msg #18

Re: Spirits

Zana

A hardy shrub found in the Wastes. A protective spirit, chewing his roots protect teeth and gums from bad spirits.
This message was last edited by the GM at 16:17, Sun 14 Feb 2016.
GM
GM, 5865 posts
Sun 15 Mar 2015
at 11:37
  • msg #19

Re: Spirits

Hyena
Hyena was an odd creature. It is said that when Genert learned of his upcoming death he created Hyena to devour his body, so that it would not fall into the maws of chaos. This strange and somewhat disgusting fate was held responsible for the creature's odd behaviour.

Hyena was famous for sitting about and telling lewd and digesting jokes all day, hypnotising his audience with his power, entertaining them at the expense of all else.

Beast and Disorder.


This message was last edited by the GM at 15:53, Fri 13 May 2016.
GM
GM, 6250 posts
Thu 16 Apr 2015
at 07:10
  • msg #20

Re: Spirits

Basmol's tooth

"Dandy Man"
A small and fierce spirit, the plant is a good source of vitamins, is a diuretic, the roots producing a coffee like drink when roasted. The petals used in making a sherry like wine.


msg #666
Re: 45: A Dangerous Crossing.
This message was last edited by the GM at 07:42, Mon 17 Aug 2015.
GM
GM, 6252 posts
Thu 16 Apr 2015
at 09:18
  • msg #21

Re: Spirits

Nopal


Prickly Pear, this spirit is hard to please, with a nasty sarcastic nature, though once appeased can be friendly to those that worship it.

A source of food to the nomads, it is also a host to an insect that when collected in abundance will offer up a red dye when crushed.
This message was last edited by the GM at 16:30, Sun 14 Feb 2016.
GM
GM, 6273 posts
Sun 19 Apr 2015
at 10:58
  • msg #22

Re: Spirits

Ratel
Disorder Rune

Honey Badger is a ferocious dweller of the Wastes. Afraid of no one, bad tempered, foul mouthed and almost indestructible. Summoning him is dangerous, inevitably involves bloodshed and is only considered by either the most foolhardy or toughest shaman.

Gifts of meat and honey are needed in large quantities and only then may the spirit grant a favour teach a spell or give guidance
GM
GM, 6274 posts
Sun 19 Apr 2015
at 11:08
  • msg #23

Re: Spirits

Azeban
Illusion

An aspect of Trickster, Raccoon man is found mainly in the North of Prax and the Wastes, living in the arid hills and forests there. This mainly nocturnal, wily and intelligent spirit is easy to summon by those well versed in the arts of trickery. But woe betide anyone who fails to keep up with it's antics....

A known thief and master of the shadows this tricky spirit will aid those that pass the test.

Though often behaving foolishly or causing trouble for others,  Azeban is not dangerous or malevolent.
This message was last edited by the GM at 11:13, Sun 19 Apr 2015.
GM
GM, 6409 posts
Wed 29 Apr 2015
at 17:49
  • msg #24

Re: Spirits

Zizi

Rhino Thorn has thick greyish bark, and sturdy thorns. Found in places known to be connected to Rhino this 10 m tall tree provides tasty leaves that can be cooked into a tasty spinach and the fruit are very nutritious, though not very tasty.

  A beer can be made from the fruit, it's recipe known only to the women folk of the Tribe.

Bad tempered and easily angered the spirit can nevertheless be smooth talked into allowing it's leaves and fruit to be picked. In return it expects a libation of beer to be poured on it's roots.
GM
GM, 6972 posts
Sun 21 Jun 2015
at 10:12
  • msg #25

Re: Spirits

Pallas

Son of Manul

Hunting spirit.
GM
GM, 7211 posts
Tue 11 Aug 2015
at 17:58
  • msg #26

Re: Spirits

Rainbow girl. Air spirit.


The Praxians have always had contact with the Orlanthi of Sartar, so much so that they have their own presence in the Praxian Pantheon. The Orlanth Society in the Wastelands has Rainbow Girl as one of the Air spirits they work with. Rainbow Girl's is only present in this society, so not normally available except to Orlanth society members or Shaman. She's called Rainbow Girl by the Orlanthi of Sartar. "This Air spirit provides charms that relate to resolving conflict peacefully. The taboo of these charms is to always try and resolve any conflict through peaceful means first, if possible."

She has an air and fire origin - air provides the water, and fire the light to produce the rainbow. I'd say from that that she was born when Orlanth and Yelm contested - Yelm shone himself brightly to wither Orlanth, but Orlanth's Middle air nature dispersed the light and Rainbow Girl was born - and immediately started to mediate between her fathers.
GM
GM, 9322 posts
Sat 27 Aug 2016
at 16:54
  • msg #27

Re: Spirits

Cunicul
Burrowing Owl



Teaches Survival and the spell XXXX
GM
GM, 9368 posts
Sat 1 Oct 2016
at 05:59
  • msg #28

Re: Spirits

The Lonely Ones

Waha and his friends were not able to meet every spirit and soul in the fragmented Wastelands before their deaths. Waha’s Net caught most of those they missed and bound them into the Wastelands. These singular spirits are everywhere. Some are friendly and will willingly help those that seek them out. Some hate everything them due to wrongs that Waha did against them, including being bound to the Wastelands. Most are neutral, and wait to see what is offered in return for their work.
GM
GM, 9528 posts
Fri 4 Nov 2016
at 18:18
  • msg #29

Re: Spirits

Grokka. This is dragon spirit often found around the Vast Teeth Hills. Sometimes it goes by the name All Eyes Open But One, but more often calls itself Grokka. Many fear its strange magic and stranger taboos.
GM
GM, 9807 posts
Wed 4 Jan 2017
at 11:52
  • msg #30

Re: Spirits

El-Bobak

Grandfather Marmot. A generally friendly spirit when encountered in the Wastes. His aid has been sort out in the past when defending against Horse riders.

Teaches Dig and Survival.



This message was last edited by the GM at 18:08, Wed 04 Jan 2017.
GM
GM, 9835 posts
Tue 10 Jan 2017
at 14:06
  • msg #31

Re: Spirits

Murrungun

Mulga snake spirit. Earth spirit.

Skills:Taste analysis and hide in cover

Rune Magic: poison immunity.

Dislikes Manul cats.

Fears winter and the axe of Babeester Gor
GM
GM, 9942 posts
Mon 30 Jan 2017
at 10:49
  • msg #32

Re: Spirits

Ronance

Son of Ernalda and Tada

This movement spirit provides charms that relate to following his magical roads and finding animal fodder. It is sometimes possible to summon his chariot to ride in.

Ronance an associated cult of Eiritha spirits as per Cults of Prax, page 30. He's one of the Paps spirits. As a son of Ernalda and Tada (see genealogy on page 31), he was the god of fertility to the people of the Golden Age. He embodied a specific part of the fertility of Genert's Garden, much as Tada's Loincloth did. When Tada was killed and his loincloth lost, much of Ronance's power was lost too. Now he lives between Ronance Well and the Paps:
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