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Clans of the Wastes.

Posted by GMFor group 0
GM
GM, 4928 posts
Tue 6 Jan 2015
at 10:51
  • msg #2

Re: Clans of the Wastes

Rhino
Sky Watcher sept
Summer Fury sept
Screaming Wind sept

Bison
Bison Tribe (clans per tribe 160) -> clans (septs per clan 3) -> septs (9 families)-> family.
Prairie Thunder
Red Thorn rivals
Black Shield: Wiley Ko
Skull Bat Rivals
Snow Bison
Flint Wind clan


Impala
The most popular cult amongst Impala women is Eiritha (21000), followed by Daka Fal & Helpwoman (9000 each), The Burners and Sky Gazers (7500 each), then the Seven Mothers (900), Vinga (384), then a load of small cults at less than 150 each.
Fire Feather (Fought at the Bison Grasslands and working with Yelmalians)
Spring Buck warparty
Bright Tail clan
Salamander clan
Hot Hoof gang
Thunder clan
Flint Rain clan
Rock leaper clan (Met in the Rhino Rocklands)


High Llama
Hooked Lance
Cloud Walker
High Tree Clan Allies (met in the ZF valley)
Blue Llama:  Khan Varok, Tamer of the Emerald Serpent

Sable
Sable Tribe (phratries per tribe 5) -> phratries (clans per phratry 30) -> clans (septs per clan 5) -> septs (4 families) -> family.
75000 (140 clans)
Blue Thigh High
Arinstoli (spotted in the Zola Fel valley)
Swift kick
Twistbone Clan

Ostrich
Big Pecker Decimated

River Folk
Shallow Water
Deep Channel (Corflu)

Newtlings
Salt Jumpers (Corflu)
Tuff Tail gang (Near the SW family)

Baboons
We Seen The Sea (2 left)
Walkabout Troop (Singing Safe spot)

Morokanth
Black Mud clan
White Ash clan
Green Stripe clan
This message was last edited by the GM at 08:18, Fri 16 Feb 2018.
GM
GM, 8075 posts
Tue 1 Dec 2015
at 09:35
  • msg #3

Re: Clans of the Wastes


GM
GM, 8261 posts
Thu 7 Jan 2016
at 13:03
  • msg #4

Re: Clans of the Wastes

Here are the current working runes of the cults / spirit societies from the Prax Book, all the Praxian spirits from Nomad Gods Chaosium edition fit within these:

Praxian Tradition - Man / Beast

The Great Three

Waha - Death Mastery (Rune/Spirit magic)

Eiritha - Life Beast  (Rune/Spirit magic)

Storm Bull - Storm  Eternal Battle (Rune/Spirit magic)


The Old Friends

Foundchild - Death Harmony (Spirit magic)

Helpwoman - Life Harmony (Spirit magic)

Daka Fal - Man Spirit Man (Spirit magic)


The Many Friends

The Sky Gazers - Sky (Spirit magic)

The Burners - Fire (Spirit magic)

The Thirstless - Water (Spirit magic)

The Shadow People - Darkness (Spirit magic)

The Hidden Ancestor - Moon Sky (Local version) (Spirit magic)

The Twinstars - Full Half phase Sky (Hungry Plateau version) (Spirit magic)


The Hidden Paths

The Red School of Masks (dying Phase) (Spirit magic)

Serpent Dancers - Water (originally an offshoot of the Thirstless spirit society) (Spirit magic)

Star Witches - Sky (originally an offshoot of the Sky Gazers Spirit society) (Spirit magic)

Sunset Society - Darkness (originally an offshoot of the Shadow People Spirit society) (Spirit magic)

Ghost Darters - Spirit (originally an offshoot of the Foundchild Spirit society) (Spirit magic)

The White Bull Brotherhood - Change (maybe Air) (Spirit magic)


The Other Leaders

Baba Ulodra (Agimori) - Fire  (Rune/Spirit magic)

Basmol (Basmoli) - Beast Mastery (Hsunchen tradition)  (Spirit magic)

Cannibal Cult - Spirit  (Spirit magic)

Grandfather Baboon - Man Spirit Man (Spirit magic)

Monkey King - Beast Man (Disorder also for tribe members)  (Spirit magic)

Great Rhino - Earth Beast  (Spirit magic)

Ostrich Mother - Sky Beast (Earth also for tribe members) (Spirit magic)

Pure Horse Founder (Pol-Joni) - Horse (Spirit magic)

Yelorna (Unicorn tribe) - Sky Death (Rune/Spirit magic)

Zebra Founder - Beast (zebra) (Spirit magic)


Invader Deities

Humakt - Death Truth (As HQG)  (Rune magic)

Yelmalio - Fire Truth  (Rune magic)

Seven Mothers - Death Moon Life  (As HQG)  (Rune/Spirit/Sorcery/Moon weirdness magic)

Lightbringers (no Eurmal)

Orlanth - Change (Air Mastery Storm in Pol-Joni)  (Rune/Spirit magic)

Chalana Arroy - Harmony Life Harmony  (Rune/Spirit magic)

Issaries - Movement Trade  (Rune magic)

Lhankor Mhy - Truth Law Truth  (Rune/Sorcery magic)


The Evil Ones

The Wild Hunter - Storm Disorder (Rune/Spirit magic)

Thed - Chaos Spirit (Spirit magic)

Mallia - Darkness Death (Chaos as well for Broos) (Spirit magic)
This message was last edited by the GM at 13:05, Thu 07 Jan 2016.
GM
GM, 8332 posts
Mon 18 Jan 2016
at 11:00
  • msg #5

Re: Clans of the Wastes


The Hungry Plateau tradition

Primary spirit societies
The Earth Guardians xet. Pelora ex and Gerendetho et. Accepts both men and women. Has a shaman path.

New male spirit needed to supplement/replace Waha in new land. Candidate: Gerendetho. "Kostaddi: Two thirds of the satrapy's territory is rich farmland, while the rest is the tall foreboding Hungry Plateau. This was the home of the Earth God Gerendetho, who once quarrelled with the giants who lived in a big palatial hill made of granite. During the fight, Gerendetho sheared off the whole top of the hill and the ruins of palace is now called the Hungry Plateau. Gerendetho shoved all the rest of the rock to the side, and that big pile is now called the Jord Mountains."
Gerendetho fulfills the role of dead Genert who would be his father - a "coming home" for any Praxian. For this to work, he has the runes of Death and Earth. Waha defers to him in this land.

New female spirit needed to supplement/replace Eiritha in new land. Candidate: Pelora: "Genert and Gata were children of the Primal Earth, and formed two corners of the Earth Rune. Genert fathered many goddesses upon his sister, and they are the land goddesses found everywhere. They gave their names to the regions of Genertela. Hence Ralia is the goddess of Ralios, Frona is the goddess of Fronela, and so forth. In Peloria, the daughter of Genert and Gata was called Pela or Pelora."
Pelora is the land goddess here, she is a sister-wife to Gerendetho. For this to work, she has the runes of Life and Earth. She is not a grain goddess in this form. Eiritha defers to her in this land.

The Twinstars (Full Half) .. The Sky Gazers are subsumed into this society. Now has a Moon Phase.

Secondary spirit societies
Waha
Eiritha
Storm Bull still 0.48/0.02% = 40k/4 = 10k x 0.5%= 50
Helpwoman
Daka Fal

Tertiary spirit societies
Orogerian society (crescent come) replacing Foundchild
The Burners . -  less Praxian spirits, more local ones.
The Shadow People o - less Praxian spirits, more local ones.
The Thirstless w - less Praxian spirits, more local ones.

Others
Etyries replacing Issaries
Irrippi Ontor & Buserian replacing Lhankor Mhy
Chalana Arroy lxl was 0/4% - unchanged.
Lunar/solar military cults that replaced Yelmalio 30/0%
Seven Mothers x/t was 20/20% - exists, but now includes the whole Lunar pantheon and tradition.
GM
GM, 8335 posts
Tue 19 Jan 2016
at 09:15
  • msg #6

Re: Clans of the Wastes

Trolls and Praxians

Generally speaking they are neutral. There is a spirit society called the Shadow People (for those with a Darkness Rune - present in all tribes). This society was created by Waha as a home for the Darkness spirits who helped people survive during the Great Darkness. The Greatest spirit of this society is Dark Eater herself (Kyger Litor). Although Dark Eater and her minions stole the Protectresses, they didn't kill them, but lived off their provender. Waha took them back, and realised that Dark Eater had saved many people with her Chaos fighting powers of Darkness and gave her a place in Praxian society. Waha Khans and Shaman of clans near Dagori Inkarth often do the Task of Waha call Waha and Dark Eater. It makes trolls and their like better disposed to the Praxians (and vice-versa). Without this kind of arrangement, the clans of early covenant would have been decimated by troll raiders from the Great Caves area raiding into the Dawn homelands of the Good and Better Places.
GM
GM, 8339 posts
Tue 19 Jan 2016
at 17:53
  • msg #7

Re: Clans of the Wastes

Do Praxians Look for Ransom- Taken from http://basicroleplaying.org/to...ut-the-place/?page=2

quote:
It really depends on who is being raided. Native Praxians are not ideal captives; they can ride any herd beast, survive in the Wastes, know the land, and understand the magics of their captors. So when raiding other tribes, the main goal is herd beasts - food, glory, wealth and marriage dowry. Taking native prisoners is just going to slow you down, unless you can render them harmless. The reasons for kidnapping and ransoming a Praxian is the realms of storytelling and not normal as you mentioned, they will raid to get them back. This kind of raiding is the sort that gets people killed and not really the Way of Waha, as it can turn to war. If natives are taken, then they are offloaded onto the Morokanth. Offloading stops the retaliatory raiding and preserves the balance. In order of ransom preference; weapons, trade goods, herd beasts. The Morokanth are good slavers and know how to look after people as well as herd men. The slaver clans only really exist at the boundaries of the Wastes, where outsiders are important. Raiding foreigners for prisoners is for slaves and ransom. Those who need support to survive in the Wastes are preferred, so escape is not an option. A mounted Lunar soldier is not a good choice; can fight, can ride, would try to escape. Raiding for slave wives/husbands is rare except amongst Khans who have something to prove. They dilute your bloodline.

GM
GM, 8345 posts
Wed 20 Jan 2016
at 11:19
  • msg #8

Re: Clans of the Wastes

Lesser Nation make up.

Basmoli – 2500
Bolo Lizard Folk -2100
Cannibal Cult – 1000
Men-and-a-Half – 3000
Newtlings – 3000
Ostrich Clan – 1200
Pavis Survivors – 1200
Rhinocerous Riders – 18000
Unicorn Women – 1000
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