Sha'ib: City of Mazes (Arabian Nights/Fantasy Sandbox LGBT Accepting Characters)

Started by Crash, February 22, 2015, 03:19:52 PM

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Crash


The Game

Free-form Fantasy and adventure in the vain of the Arabian Nights.   Come explore and adventure in the Great Dune Sea, the vast lush Veldt and Sha’ib, City of Mazes.  This is a fantasy sandbox game that explores a non-European setting in all of its silk and golden glory.  Tricky merchants and cunning Wizir’s plot and play amid whirling dervishes and adventurous nomads.  If you are looking for something exotic and wonderful grab a scimitar and your favorite flying carpet and come test your wits against wicked Jinn and dashing warriors or explore the lush Veldt filled with tribal elves and the prides of the Domadh Khans.  This is a game where riches and wonders are a lantern rub away and adventure awaits the bold and the brilliant.

I wanted to explore a different setting and thought an Arabic and African themed game would be inspiring and interesting here as I have not seen many.  This game is open to all sexual orientations.  As a GM I am most comfortable playing heterosexual, bi and lesbian characters, but I am accepting of anyone playing any orientation in my games and honestly I like the diversity so please join and bring others!  Take a look at the information below.  It is a skeleton of what I am looking at with the centerpiece being Sha’ib, City of Mazes as a place for everyone to be able to meet.  The adventure can certainly spread to the Great Dune Sea and The Veldt, but I wanted a central location that could gather the different players together easily enough.

As with all of my sandbox style games this game is character driven.  I will not be leading any players around by the nose and players have a say in what happens in the world and will help to develop it.  I have left a lot open in the city and the races below that they can be fleshed out more if there is interest enough to start this game.

I have borrowed from a number of roleplaying games such as Hellfrost: Lands of Fire and Talislanta among others for this game and added stuff from my own imagination.  Much is modified, some was copied directly and others mashed together with brand new ideas.  I hope you all enjoy.

The City

Sha’ib, the City of Mazes, gained its moniker not only from the twisting streets shielded by colorful drapes to ward off the heat of the sun, but from the labyrinth of caves that twist and turn diving deep into the canyon walls that surround the city.  Below the city is a true maze left over by some ancient civilization that left little record of its passing.

The city is located in a gap in the Jinn-Wall Mountains.  It was discovered by accident as there is only one way in to Sha’ib and one way out.  The Trail of Nadhir is a twisting path from the Great Dune Sea that winds between shear canyon walls only revealing the city after its last twist.  The Trail of Sighs leads southward out of Sha’ib through walls as shear and steep as those of the Trail of Nadhir to the cooler grasslands of the Veldt.

Sha’ib was discovered, or rediscovered, but a Bedu tribe hundreds of years ago who used it as a hidden oasis during the worse of the summer months in the Great Dune Sea.  Eventually the tribe settled the area and traded between other Bedu tribes and the tribes of the Veldt south of the Trail of Sighs.  Now it is a city of trade along the Northern Trade Road between Balyana, the Crimson Fortress and the Veldt.

Sha’ib has surprisingly few permanent residence for its size.  However the transient population of merchants, traders and adventurers can swell the population to overflowing during certain times of the year.  The claustrophobic nature of the streets of Sha’ib do well to hide the fact that some of the districts are virtual ghost towns at low points of the season.

The City is fed by an underground river.  Fresh water is pulled from cisterns and wells in the northern section of town from designated areas upstream and refuse is disposed of into the maze below the city which has been breached in many areas by the underground water ways and act as a sewer system that is periodically flushed with river water.  It is rumored that the Maze below and caves deep within the canyon walls you can find remnants of the civilization that lived in Sha’ib millennia ago.  Strange ophidian artifacts and artwork are said to have been found there.  The sewers and deep caves are said to be the realm of the Hungering Dark and therefore have never been extensively explored.  The people are very superstitious of this and Clerics of Ashameen bless the cisterns and wells of Sha’ib each morning to ensure the water is safe from the taint of the Hungering Dark.

People of the City

Hadaree


Hadaree literally means “person or people of the town,” and is used to denote both singular and plural. Of Bedu origin, it is conferred on any human born in a village, town or city, and applies irrespective of their creed, heritage, and nationality. While some commonality exists between settlements in a given geographic region, the word does not truly describe any exact culture—in the same way Bedu tribes have cultural differences built around common social mores and customs, so the same is true of the denizens of permanent settlements. In essence, it simply means a non-nomad.

The Hadaree of Sha’ib, City of Mazes, are extremely learned.  They are masters of alchemy, a more structured form of magic than the Bedu sand magic or the tribal magic of the Domadh Khans and the Nafasi.  Alchemy uses computations and formula of a mathematical nature.

The citizens of Sha’ib believe in the dual forces of Asaheem, Jann of Light and Air, and an entity known as the Hungering Dark.   These forces of Law and Chaos are in constant battle with one another.  Asaheem is a creator and seeker of knowledge while the Hungering Dark is a devourer and corruptor.

Names: Ahmed, Azhar, Badr, Farhan, Hazim, Mushtaq, Ra’if, Zarif (male); Almas, Asiyah, Gharam, Husna, Juman, Nadia, Sirah (female). Hadaree do not use familial names. Instead, they typically use the word “ibn” (“son of ”) or “bint” (“daughter of ”), followed by the name of their father. Though it is common among the lower classes to end here, nobles often list several ancestors, if only to show the unbroken line of their familial power. A new trait is developing, however. Rather than us- ing familial name strings, many folk have begun using their personal name followed by “the” and a self-given title, often relating to an occupation. Thus, one may find Ahmed the Beggar, Farhan the Guide, or Sirah the Wise. Some say this began long ago with a certain famous mariner, though others argue it stems from the mighty nobles who rule the great cities.

Djaffir

Uniformly slender and wiry of build, the Djaffir are swarthy skinned and of average height. Flowing headdresses, robes and cloaks of beige or white linen are worn along with boots of soft animal hide. It is the peculiar custom of all Djafflr to wear leather masks, which are made to cover the entire face. They will not remove these masks except in the privacy of their homes or tents believing that “the face mirrors the soul,” and that their masks protect them from hostile magic. Fashioned by Djaffir wizirs, these devices do indeed seem to confer some protection from magical influences and certainly are of practical use during sandstorms. Individuals of a more skeptical nature claim that the Djaffir wear masks simply to conceal their identities from those who, by one means or another, they eventually intend to relieve of their money.

The Djaffir were once nomads like the Bedu, but in ancient times discovered secrets of forging crimson steel and build the Balyana, The Crimson fortress, at the base of the only remaining mountain in the midst of the Safar Desert.  This city-state trades with most of the counties surrounding the Safar making their merchants some of the more well-travelled individuals in the land.

Names: Abaza, Ajlan, Bayram, Durukan, Fukri, Ilhan, Necip, Oktay, Tabari, Ya’kub (male); Ajda, Denktash, Hanife, Roxelana, Suzan, Yelda (female). Djaffir do not use personal surnames, but use those of their merchant house. House names include Aricanli, Cetinok, Kasata, Sevim, and Yanalak. Names are always given as personal name followed by alim-(“House of”) house name, such as “Ajlan alim-Sevim.”


People of the Desert

The Bedu

The Bedu (plural and singular are the same) live a predominantly nomadic existence. They are a clannish people with strong ties of blood. Families are grouped into clans, which in turn belong to a tribe. Clans within a tribe often share a common ancestor, though purely political alliances are not uncommon.

Many Bedu are traders, and their camel trains, which can stretch to over half a mile in length, are frequent sights in the great deserts. They produce little of their own, and serve as middle men between the disparate cities and cultures. A few, however, make a living as slavers, raiding small villages or attacking caravans, then selling captives in the Caliphate, the Sultanate or worse one of the undead rulers of Hekata.

All tribes control one watering hole, where the tribal sheikh has a permanent tent encampment. Any visitors who come in peace are welcomed to an oasis as honored guests, though non-Bedu must sleep in a separate tented area to avoid “contaminating” the nomads. The desert is a harsh mistress, and the Bedu have a strict code regarding hospitality. No one who asks for hospitality is ever refused, and they are treated as guests. However, they are also a pragmatic people, and, given the amount of precious food and water it would take to nurse a person back to health, unconscious travelers found in the desert may be left to their fate.  Breaking the laws of hospitality is seen as a grave insult to one’s host and can result in guests being banished to the desert without food or water.

Some Bedu rules:

The various nomad groups have a bewildering list of rules governing their lives. Here are some of the more common ones travelers should remember.
* Never eat with your left hand or offer it in friendship (Bedu use the left hand to clean themselves or handle unclean materials).
* Never leave food on your plate (it implies the food is poor) and never ask for more (which implies the host is not generous).
* Belching after a meal honors the host (and not belching is an insult).
* A gift must be answered with a gift of equal or greater value (to offer a lesser value is an insult).
* Business is never discussed until after coffee has been drunk.
* Coffee is only drunk after small talk has occurred (it gives the host time to judge your character)
* Speak only if you have something to say (nomads do not engage in idle chatter).
* Never ask for a private meeting (it implies you have some bad desire in mind).
* Never be alone with a nomad woman, married or unmarried, who is not of your family (liaisons must always take place with another member of her family present).


Given where they live, it is perhaps not surprising that sand magic is the most practiced arcane art. Jinn-blooded are common, as are dervishes.

Names: Abdullah, Irfan, Jabbar, Mahmoud, Nasir, Qadir (male); Aminah, Bisar, Falak, Hala, Randa, Sulafah (female). Bedu surnames encompass the family, clan, and tribe names, in that order. Each name is separated by “dar-,”which means, “of.” For instance, a nomad may introduce himself as “Abdul dar-Farraj dar-Mazzin dar-Duamutishel.” Abishur is the individual’s name, Farraj is the name of the head of his family, Mazzin is the name of his clan sheikh, and Duamutishel the name of his tribe (which translates roughly as “Chosen of Duamutef ”). A mir (head of a clan) uses his personal name, that of his sheikh, and then his tribe. A sheikh uses only his personal and tribal names. The fewer names a nomad has, the more important he is.


Jinn-Blooded

Any race can be Jinn-Blooded.  These people have the blood of the Jinn in their veins and take on some outwardly appearance of their Jinn ancestor.  Ifrit and Marid blooded are most numerous of the Jinn blooded and seen as auspicious births while those of Vetala blood are children of ill-omen.  Sila-blooded are extremely rare as the trickster Jinn are the least numerous on the physical plane, though their mischievous interest in other races ensures that they do occur.  Ghouls are Jinn that have been corrupted and are feared by all.  There are no known Ghoul-Blooded.   Their culture and names are based on the conventions of the non-Jinn parent.


People of the Veldt

Nafasi Elves

These dark-skinned semi-nomadic people follow herds of Great Basuro’s (huge horned buffalo-like creatures) that graze the Veldt.  Their culture is extremely sophisticated with many taboos that can be difficult for outsiders to follow.  They hold their traditional tribal herds as sacred and use the Basuro in many of their tribal rituals.  Even those Nafasi that have taken to living a pastoral or the few that have taken to living in the city hold a reverence for the animals and keep many of their beliefs, adapting them to their new environment.

The Nafasi are an animistic people and worship both animal spirits and the spirits of their ancestors.  The Nafasi practice a form of necromancy that allows their ancestors to continue to communicate long after death.  It is not uncommon for a dead ancestor to be one of the tribal elders.  This practice leads to many misunderstandings with other cultures where any form of necromancy is considered the height of evil.


Domadh Khans

The Domandh Khans are nomadic bands of Leonin-like people.  They have a short layer of fur covering their skin in patterned forms that help them blend into the surrounding Veldt.  Some of the Domadh share a symbiotic relationship with prides of big cats that that live in the veldt.  These Domadh tend to be more bestial in nature than others of their kind.

Domandh Khans are often at odds with the Nafasi as their lands often intersect and the Domadh raid the Great Basuro herds for sustenance.  The Domandh Khans lands are closer to Sha’ib and a number of their people have taken to city life when drought seasons have gotten particularly severe.  The city of Sha’ib has a unit of Domandh Khans that have won renown as loyal and dedicated soldiers in service of the City-State.  The Domandh Khans are polytheistic and worship a variety of deities than can vary some between Khans.  Each Khan has a patron deity, usually the patron deity of the Khans shaman.

Noble Titles


European Title|Bedu (m/f)|Hadaree/Djaffir (mf)
Knight|Bey/Beyah|Effendi/Effenda
Baron|Mir/Mirah|Pasha/Pashar
Count|(Not Used)|Sirdar/Sirdara
Duke|Sheikh/Sheikhah|Emir/Emira
Prince|(Not Used)|Meliq/Meliqa
King|(Not Used)|Sultan/Sultana (Hadaree) or Caliph/Calipha (Djaffir)



The Magic

Jinn Magic

Elemental Magic that is highly formulaic.  Most Jinn mages focus on one element in particular; Air, Earth, Fire or Water to start with. An Jinn mage power comes from the bound spirits of these raw elements. Their powers are limited and specialized, however, so  young  wizards  must  choose carefully, as the element chosen determines their available powers. As they advance in experience and wisdom, they may slowly learn to master other elements as well.

Casting: Jinn Mages must make gestures with at least one free hand and speak aloud various magical words at least at a whisper. If either their hands are bound or they are prevented from speaking, they cannot cast their spells.  They may

Alchemy

Alchemists are gifted with the ability to animate inanimate objects and create potions. They learn the secret names of every type of object and the charms necessary to impart a tiny fraction of their own essence into these forms. The objects they awaken must be solid and non-living. Undead, plants, jinn, golems, and so on all count as living beings for this purpose, whereas stones, cut timber, and non-undead bones are not. While an alcemist could animate a cloak, he could not animate a pile of sand for the same purposes.

Casting: An Alchemist must have an item and the item to be animated must be touched as the spell is being cast.

Sand Magic

Sand magic is the understanding of how to manipulate the magical energy flowing through the great deserts. Despite its name, it also covers ash and dust, though not other particulate matter, like snow. In many ways, it is a form of “desert druidism,” though the term “druid” is unknown among desert dwellers. Sand magic is an old art, and one which has been used for both good and evil.

Casting: Sand mages must have a pound of sand, ash, or dust adjacent to them for each spell they wish to cast. This is rarely a problem in the deserts, but within towns and cities, tombs, or on a boat, however, sand is not always present. If a mage does not have a pound of sand, he cannot cast a spell. The sand is thrown at the target, and consumed in the casting.

Dervishes
Dervishes, sometimes called whirling dervishes, work their magic by spinning their bodies like a toy top. As the mage spins, her arms initially outstretched, so she winds the threads of magic around her, gathering more and more the longer she spins. Every spell has a unique style of spinning associated with it, though often these differences are very subtle, such as raising a thumb, or turning the hand a few degrees counterclockwise. When the Dervish eventually stops spinning, she draws her arms into her body, and the magical energy is released.

Casting: A dervish does not have to speak to work her magic, but she must have her arms and legs free and have room to spin. A dervish who does not spin cannot work magic.

Wizir Magic

To the unenlightened masses, wizirs are simply close advisors to nobles. That they can wield magic is common fact, and not treated as anything unusual. After all, what better way to protect yourself than have a powerful magician by your side?

Wizirs come in two distinct types. Those who act as advisors, spies, or similar are known as counselors, and are by far the more common type of wizir. Their magic is geared toward information gathering and courtly activities.

Guardians, on the other hand, use their magic to protect their lord from harm. Most disguise themselves as lesser courtiers or regular bodyguards, so as not to reveal their presence in advance to potential assassins. When a character decides to play a wizir, he must decide which type of mage he will play. Once chosen, this cannot be changed. Wizirs do not belong to any brotherhood or organization. Individuals serve an apprenticeship under a master, and then go out into the world to find employment befitting their skills.

Casting: Wizirs do not need to make gestures to cast spells, but must be able to speak in a clear voice.

Khem-Hekau

Hekau (which simply means “magic”) is the oldest form of sorcery known to humans. It dates back to the distant days of the Hekatic Empire, from where it takes its name. At first, practitioners summoned nature spirits to do their biding, calling upon their true names to force service. But as the empire expanded so the great pharaohs feared their own mortality and sought to become true gods, immortal rulers over an eternal realm. Masters and students of the art were ordered to find the secret of immortality, and so began the journey down a dark path.

When nature spirits could not provide the answer, the magicians turned their magic toward the spirits of the Hungering Dark, for surely those who had passed beyond could help them in their quest. From the realm of the dead, the mages learned the secrets of creating mummies and the fell magic for trapping a soul in the withered husk. They also learned how to force spirits into lesser corpses, how to call forth dark swarms of spirits to protect them and harm others. Within a generation, the art had become khem-hekau (“black magic”), better known as necromancy.

Living students of the art are rare, for the darkest, most potent secrets of khem-hekau were lost when the Hekatic Empire ceased to exist. Current students know only the lesser spells, formidable in their own right, but a far step from the power mages once wielded. Today, the greatest exponents of this art are the withered kings and liche-wizirs of the Withered Dynasty, some of whom actually helped develop the art.

The Nefasi Elves of the Veldt use a magic very similar to Khem-hekau though theirs are prayers that bring their dead back to life.  Speaking to the dead, ancestral recall and putting souls to rest require the same casting for Nefasi as other practitioners of Khem-hekau, but the actual raising of the dead is a long and difficult process so the dead do not come back as angry and malevolent entities.

Casting: Khem-hekau mages must be able to speak to work their magic.

The Gods

The Gods of the Hadaree


Asaheem
Titles: Jann of Light and Air, Lifegiver, the Eternal Spring, Well of Knowledge
Aspects: Light, Knowledge, Drinkable water, Birds, Wells
Symbol: Pure white Ibis in front of a brazing sun.
Priesthood: Clerics of Asaheem
Herald: An ibis-headed human carrying a huge roll of papyrus and a quarterstaff
Holy Days: Dawn of every day. The first day of Amt Alak Arkhet is a high holy day.
Duties: Record and protect knowledge, Protect wells and other sources of water, keep water sources pure, protect humanity from Jinn and the Hungering Dark.
Sins: (Minor) not sharing water with a “good” creature, not seeking out lost knowledge if offered, not cleansing a polluted water source, not helping an Ibis in distress; (Major) allowing a water source under your direct protection to become polluted, wounding am Ibis, letting a minion of the Hungering Dark live; (Mortal) polluting a water source, killing an Ibis, Willing allowing yourself to be corrupted by the Dark.

The Hungering Dark
Titles: The Chaotic One, The Dark One, He Who Tips the Balance, Scourge of the Heavens, Evil-Worker, Night Fiend, Tempter of the Righteous.
Aspects: Chaos, evil, undead, destruction, darkness, corruption, disease.
Symbol: A black circle.
Priesthood: Voices of Chaos (priests); Hands of Chaos (paladins).
Herald: A mummified creature of the same race as the summoner carrying a two-handed, rune-etched scimitar (use the stats for a herald of Hela from the Hellfrost Bestiary).
Holy Days: The four nights of the new moon.
Duties: Perform evil acts, corrupt others, destroy order, bring chaos to the universe.
Sins: (Minor) performing a charitable act, refusing to aid or working against a Ghoul or undead, planning instead of acting, not committing treachery when the chance occurs; (Major) willfully slaying a lesser Ghoul or undead, upholding or promoting law and order; (Mortal) willfully slaying a greater Ghoul or undead.


The Gods of the Bedu


Apsu
Titles: The Camel, Source of the Celestial River, Lord of the Inundation, Lord of Oases, Soul of the River,
Aspects: Drinkable water, hippos, oases, rivers, springs.
Symbol: A single drop of water.
Priesthood: Jugs of Apsu (priests); Bulls of Apsu (paladins).
Herald: Apsu’s heralds appear as hippo-headed humans
Holy Days: The last day of Amt Alak Arkhet is a high holy day.
Duties: Protect oases, keep water sources pure.
Sins: (Minor) not sharing water with a “good” creature, not drinking your share of water each day, not cleansing a polluted Oasis, not helping a hippo in distress; (Major) allowing an Oasis under your direct protection to become polluted, wounding a hippo, failing to offer a quart of water to Apsu each morning; (Mortal) polluting an Oasis, killing a hippo.

Ashtart
Titles: The Celestial Palm, The Celestial Gardener, Plantmother, The Green One, The Bee Queen.
Aspects: Plants, herbs, crops, shade, fertility, birth, marriage, children.
Symbol: A palm tree.
Priesthood: Roots of Ashtart (priests); Stings of Ashtart (paladins).
Herald: Ashtart’s heralds appear as a tangle of humanoid vines, but with a bee’s stinger.
Holy Days: Every Yaus al-Kemi is a holy day. The first day of Amt Alak Paret is a high holy day.
Duties: To bless and protect crops and children, conduct marriage ceremonies, act as midwives.
Sins: (Minor) eating meat, burning wood, drinking anything except water or nekta, allowing a child to beharmed (except chastisement), not assisting a childbirth; (Major) willfully hurting a child (except chastisement), allowing plants to be destroyed (except during harvest), breaking up a marriage; (Mortal) willfully destroying plants (harvesting does not count), killing a child.

Duamutef
Titles: The Heavenly Sheikh, Desert Master, The Endless One, Lord of the Dunes, Soul of the Desert.
Aspects: The desert, sand, nomads, hunters, archery, hospitality.
Symbol: A sand dune, breaking like a wave.
Priesthood: Sandwalkers (priests); Sandlords (paladins).
Herald: A black-furred Jackle headed humanoid armed with a fearsome bow.
Holy Days: The first Yaus al-Nefar of each month is a holy day.
Duties: To protect the desert from despoilers, to maintain the ancient customs of the nomads (all races), to protect one’s family, clan, and tribe.
Sins: (Minor) allowing a nomad to be harmed (except one’s tribal enemies), living in a town or city for more than a month, traveling by ship or flying carpet when one can walk the desert; (Major) unwittingly breaking the laws of hospitality, breaking the customs of one’s tribe; (Mortal) knowingly breaking the laws of hospitality, planting trees or other hindrances to the expansion of the desert.

Shamash
Titles: The Celestial Sultan, He of Two Eyes, The All-Seeing One, Celestial Watchman, The Burning One, Flesh Scorcher, Thirstmaker.
Aspects: Sun, nobility, vigilance, order, moon.
Symbol: A golden sun disk, partially overlaid by a lunar disk.
Priesthood: Eyes of Shamash (priests); Rays of Shamash (paladins).
Herald: A hawk-headed human carrying a mace.
Holy Days: Priests hold a small ceremony each dawn and dusk.
Duties: To destroy the forces of darkness, to promote law and order.
Sins: (Minor) not welcoming the sun each morning, remaining underground for more than a day, performing a minor evil or immoral act, talking with a Ghoul (except to Intimidate or Taunt it); (Major) knowingly befriending a follower of darkness, permanently blinding a foe, refusing to fight the forces of darkness, not standing up against immoral behavior, committing a major evil or immoral act; (Mortal) willfully aiding the forces of darkness.

Tamarni
Titles: Lady of Fortune, Claws of Heaven, Lady of Insatiable Pleasure, She Who Hunts in Shadows, Finder of Lost Secrets, Vermin Killer.
Aspects: Cats, pleasure, the home, stealth, curiosity, luck, thieves.
Symbol: A cat’s paw.
Priesthood: Eyes of Tamarni (priests); Claws of Tamarni (paladins).
Herald: A cat-headed woman (see page 171).
Holy Days: Yaus al-Niwt.
Duties: Protect cats, discover secrets, enjoy the many pleasures life has to offer.
Sins: (Minor) failure to stroke a cat in your path, making excessive noise, refusing to enjoy a pleasure offered you when you have other obligations; (Major) accidentally killing a cat (includes lions, and such like), refusing to enjoy a pleasure offered you when you have no other obligations; (Mortal) willfully killing a cat (includes lions, and such like), being chaste, poor, or anything else which could deny you pleasure.

Tammuz
Titles: Lord of the Dead, Guardian of the Dead, Lord of the House, Weigher of Souls, The Final Judge, The Balance.
Aspects: Death, mummification, tombs, justice, balance.
Symbol: A set of balanced scales, one side light, the other dark.
Priesthood: Judges (priests); Executioners (paladins).
Herald: A vulture-headed human armed with a scimitar in one hand and a set of scales in the other.
Holy Days: Yaus al-Maat.
Duties: Protect the dead, destroy undead, to maintain the cosmic balance, to ensure the dead receive proper burial rites.
Sins: (Minor) refusing to destroy an Extra undead, engaging in conversation with an undead (except to Intimidate or Taunt it), acting in a biased manner, not blessing a corpse, falsifying evidence; (Major) breaking the law, refusing to destroy a Wild Card undead; (Mortal) knowingly aiding an undead, convicted of a crime (innocent or otherwise).

Upuaut
Titles: Opener of the Ways, Lord of Winds, Voice of the Gods, The Celestial Wanderer, He Who Cannot be Shackled, He Who Looks into Dark Places, The Unchainer.
Aspects: Travel, wind, birds, secret places, freedom, messengers, personal choice, ships, chariots.
Symbol: A swirl of blue lines.
Priesthood: Journeymen (priests); Pathfinders (paladins).
Herald: A tall, muscular cakali with swirling green eyes and feathered wings.
Holy Days: None. Priests make prayers whenever they must undertake a journey lasting two days or more.
Duties: To explore the world, oppose slavery and stagnation, ensure freedom, to bring new ideas to the masses, to ensure routes of communication remain open, to uncover secrets.
Sins: (Minor) owning a slave, sheltering from a storm or any sort of wind, staying in one place for more than a month, unwillingly delaying a messenger, misdirecting a traveler; (Major) destroying maps or erasing signposts, willfully delaying a messenger, living in the same place for more than a season; (Mortal) supporting rigid and oppressive governments, living in the same place for more than a year.


The Gods of the Nafasi


The Nafasi worship nature spirits and their ancestors and do not have gods.


The Gods of the Domadh Khans


The Domadh worship a set of gods they call the Rakshasa. Each Khan has its patron diety.  I have not written any of these up so any player help is welcome.  Like most pantheons they have "good" and "evil" represented sometimes within the same diety.


GM ANNOUNCEMENT

I have created a finders/seekers thread for artwork.  I will add some tonight but feel free to add your own if you find art you think will work.

https://elliquiy.com/forums/index.php?topic=224233.msg11010687#msg11010687

GM Note

This is something that is cropping up and I would like to check it a little now.  Please do not double and triple up concepts in one character.  Clerics (Priests/Paladins) should not be Mages and Mages should not be Clerics.  No one should have more than one form of magic please.  These are callings and you do a disservice to your god or your magic to not devote your full time to it.  I did not mention this before sorry. 

GM Note

Guidelines on Magic, Priests and Jinn-Blooded

This is a fantasy game so there will certainly be magic and other cool abilities being thrown around.  I want this to be present but not out of hand. 

Magic is not easy so do not make it so.  It is strenuous and dangerous to the user.  If it wasn't, people would be using it right and left.  They don't.  If I think you are going nuts I will GM some sort of drawback or backlash. The more powerful the spell the more backlash their will be.

Healing Spells and potions help heal they do not insta-heal.  The only thing that can insta-heal is wishcraft which is not available to characters.

Alchemists can make lots of interesting things, but put some drawbacks into your creations.  Also remember that Alchemists still have to get the items they enchant, which is expensive if you are trying to make a dancing scimitar or a flying carpet. 

Prayers have no drawbacks, but they are limited to your god's aspects and duties.  If you build up sin or are not RPing your devotion to your god from time to time I will inform you that your prayers are not being answered. I will try to test your devotion from time to time with scenes that have some hard choices.


GAME THREADS


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Crash

Character Sheet


[float=right][img height=400 padding=8]<insert image>[/img][/float][b]Name:[/b]
[b]Player:[/b]
[b]Concept:[/b]  <A short description about who you are:  Cunning Wizir, Dashing Rogue, Dervish of the Sakir Clan, Sand Mage of the Wandering Wastes, Marid-Blooded Merchant, Domadh Lionbrother, Nafasi Questing Warrior>
[b]Trouble:[/b]  <Everyone has a trouble. It could be addiction, troublesome family, owing money to the wrong people, arranged marriage, whatever>
[b]Sex:[/b]
[b]Age:[/b]
[b]Orientation:[/b]
[b]On’s:[/b]
[b]Off’s:[/b]
[b]Race or People:[/b]

[b]Appearance:[/b]
Hair:
Eyes:
Height:
Weight:

[b]Description:[/b] <Text, Images or Both>

[b]One Unique Thing:[/b] <Tell me one unique thing about your character.  This shouldn't be anything powerful.  Just something Unique about you>

[b]Personality:[/b]

[b]Skills:[/b] <Give approximately 5 skills your character is good at>

[b]Residence:[/b] <Tent, house in Sha'ib, Shop...etc>

[b]History:[/b] <At least 3 paragraphs>

[b]Equipment:[/b]



"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Madame Professor

The Professor's Research Notes (O/O)  Locked away in the Laboratory (A/A) 
Not currently available for new roleplays
Procaffeinating: (verb) The tendency to not start anything until you've had a cup of coffee.
Perkatory: (noun) The anguished, prolonged period spent waiting for a fresh pot of coffee to be ready.

Crash

Thanks.  I wanted to give players a guide for the type of magics they could have and what they do.  Most of that is from the game Hellfrost: Lands of Fire with some modification. 

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Congratulations, you've unlocked Flirtatious Crash! - Envious

la dame en noir

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Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Nowherewoman

This...looks like an amazing setting. I applaud the work you've done on it. I wish i weren't so backlogged :(
Instead of obsessing on the person you want to be, focus on who you DON'T want to be. It's much easier to not do certain things than to break your head on some ideal of yourself.

When the dust settles, you may find out you've become who you were supposed to be all along.

more me here now!  (O/Os, ideas and junk): https://elliquiy.com/forums/index.php?topic=215830.0

and mea culpas  (A/As): https://elliquiy.com/forums/index.php?topic=221151.0

Dhi

This has so many things that I like, it's overwhelming to think about what one idea I'd like to work with.

MdG

I should definitely be interested; this has great potential. Thanks, Crash!

Crash

Quote from: Dhi on February 22, 2015, 08:23:16 PM
This has so many things that I like, it's overwhelming to think about what one idea I'd like to work with.

Yeah me too.  I have a character I can make for any of the groups and I am sure some players will think of other cool people and things to add too.

Quote from: MdG on February 22, 2015, 08:24:46 PM
I should definitely be interested; this has great potential. Thanks, Crash!

Glad you are interested MdG.

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

la dame en noir

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Crash

Quote from: la dame en noir on February 22, 2015, 08:35:33 PM
I'm definitely intrigued by the Nafasi Elves

Yeah, they are one of my favorites, too.  I have had to edit quite a few pictures to get African-esque Elves as they are not all that common in fantasy art.  I do like the one below that I may use,


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

la dame en noir

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Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Paladin101

I am interested in this. I have a quick question though. On Dervishes, you describe how they cast spells, but I am a bit unsure of what type of magic they do. Is it things like controlling wind, or similar to sand mages, or something else? Also, could a dervish work their magic while wielding blades? Have a bit of an idea for a Bedu nomad.

Crash

Quote from: Paladin101 on February 22, 2015, 09:06:41 PM
I am interested in this. I have a quick question though. On Dervishes, you describe how they cast spells, but I am a bit unsure of what type of magic they do. Is it things like controlling wind, or similar to sand mages, or something else? Also, could a dervish work their magic while wielding blades? Have a bit of an idea for a Bedu nomad.

I did leave some things vague so players can help define things, but controlling wind, entrancing, some overlap with sand mages works.  And yes I expect many Dervishes to wield blades. ;)

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Paladin101


Crash

Added some Gods for the Hadaree and the Bedu though there are members of both cultural groups that worship the gods of the other.

I am open for changes or additions to the Bedu religion.  The Nafasi and Domadh could likely use some fleshing out. Though I am basing them on African cultures so European like pantheons are not going to work for them.

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la dame en noir

Which region of Africa? Or are you basing the lore around all African religions?
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Ontan

Probably won't be able to join, but I'll be following this as a reader with avid interest  ;)

Crash

Quote from: la dame en noir on February 22, 2015, 10:46:16 PM
Which region of Africa? Or are you basing the lore around all African religions?

I have used a little Bantu and Maasai culture.  The religion of the Nafasi is a construct of my own devise and is animistic which is true of ancient Africa as it is in most cultures. I don't want to directly copy just use interesting parts of non-European culture and religion.  Like how the Hadaree are based off of Zorastrian religion but very loosely.

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

la dame en noir

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Dhi

How would you say alchemists learn their craft? Is this more fitting for great library academia or opium den tinkering?