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FrankTrollman
Native MagicsMagitech, domestic livestock, and steel were entirely unknown in the New World before the arrival of settlers from the Old. Nevertheless, native societies existed for hundreds, even thousands of years before they were "discovered". The magic used by each tribe is very different, and even within each tribe the magical capabilities of Shaman vary spectacularly. Native magic is not Magitech, it does not appear in books and seems to follow few rules.
Each Shaman has their own particular tricks which are usually kept well hidden from others, even within the same tribe. Some of it seems to be a boon, other magic appears to be quite baleful. All of it is mysterious, and most of all
personal to the shaman invoking it.
Kachinas"
All of life is a dance. We dance because we are alive. How can you live and not dance?"
The Kachinas are a collection of tribes whose people resemble statues made out of cornhusks, feathers, and plaster. While they are living things, the first colonial explorers to meet them mistook the Kachinas for machines. Kachinas stand an average of 1.7m tall, and speak a language wild gesticulations and wooden-sounding clacks.
Kachinas are virtually incapable of standing still. Every moment of the day they are dancing, or fidgeting, or running. The muscles of the Kachina are tied together in a massive spring-like system where it is literally less effort to continue moving than it is to stop. Also, the lungs of a Kachina are unpowered and open to the air through a series of holes in the chest. If a Kachina were to stop moving, it would be unable to breathe (barring a strong wind).
The Kachinas are generally agriculturalists. They live in adobe villages and grow maize.
Kachina Magic: The magic of the Kachina people is very somatic. Specific dances cause specific events, and the Kachina Shamans are able to use these dances to control the weather six months out of the year. More powerful magic requires more Shamans and longer dances. Most magic dances govern wind, water, and maize – which are considered to be the elements of life.
Inspiration: Hopi, Navajo, Pueblo
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Each of the tribes gets their own Magic write-up because they don't use the normal system of steam-punk devices and magitech that everyone form the Old World does.
-Username17
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Frank Trollman
Catharz wrote:I have no idea what the "inspirations" for a lot of these are. Obviously Ananzi, Katchina, and Sidhe are African, Hopi/Zuni/"Pueblo", and Celtic. What are the stories that the Romani pixies, Wakyambi, and Skriatok are from?
cthulhu wrote:The current races are god damn fantastic however. I love the little but BIG differences. What inspired the Duszek?
OK, the Lutin are French pixies. Pranksters, little people, flying butterfly winged pixies. Also they are giant green dudes with sharp teeth and shit, but that's folklore for you. Combining the folkloric constraints of being impish and small with the characteristic of being stupid and easy to take advantage of I found a common ground with the Romani, the Gascon, and the Basque - groups in the French lands who were
portrayed as stupid and easy to take advantage of as part of institutionalized racism that took advantage of those groups. Basically I gave them the appearance of one version of the Lutin, and a social caste consistent with another. And then I gave them the location of people who were appropriately treated by the people whose name that is.
Wakyambi are big night walking, blood drinking, warrior ogres from African folklore. Basically all African folkloric creatures are
extremely horrific as far as I can tell. Bloody histories make for bloody legends. In deference to their location I threw in some biological notes from bats (who walk the night) and elephants (who are associated with Wakyambi folklorically anyway). I took out the canibalism and the poison use because honestly I don't think it adds anything. The empires they pine over are recognizable as the Golden Kingdom of Mali - which was indeed essentially torn asunder by the slave trade.
Skriatok are Slovakian Leprechauns. Straight up. Gold filching, green wearing little people. From Slovakia. I don't know why - maybe it has something to do with the whole Indo-European thing? I mean hell, the Irish caste system and the Indic caste system aren't convergeant, they are
divergeant. Anyhow, the fey folk in those stories have to leave you alone if you give them alcohol, and have a tendency to turn to stone in sunlight. Turning to stone in sunlight permanently, or every time the sun came up would be unplayable, so I simply grabbed another Slavic thing about spirit people having to do things in threes to turn and slipped in the gold escape to put things on an even keel.
Duszek are Polish fairies, but they are also ghosts. So the same word pops up when you're talking about floating sheets with eyes that pass through walls and also when you're talking about little girls with dragonfly wings. Sigh. Straight incorporeality is unplayable, so I did a little digging and in Eastern European stuff the undead have their powers tied to their shadows - vampires and such are at full power at night and also at high noon. I combined that with the notion that sometimes they are incorporeal and sometimes they are not to get the variably solid thing they have going on. In deference to their appearance as floaty-marshmallow dudes I gave them the distinctive fingernail-less fingers, and the special mouth came in as a good "real world" look of the jack-o-lantern faces these guys have.
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The folk process is taking things you like and leaving things you don't. Mixing and matching until you get a good story. D&D has conditioned us to expect a single word to refer to a single monster, but that's really not how things work. A single monster goes by multiple names (see: Catoblepas, Gorgon); while a single name refers to many different kinds of creatures (see: dragon, fairy).
So in looking through wildly disparate stories, and cross referencing with real-world historical analogues, I had to toss out a lot. You can't have "Duszek" mean everything that it actually means, because it means more than one thing. But you can make something cool that uses elements from a lot of versions of the Duszek, and then future storytellers will reference that work and so on.
Lago wrote:Am I just being too overly sensitive for finding this topic offensive, especially the description on races?
Not really. The year is 1854 or so, and things are
really offensive. People, real live human beings who can talk are owned as property and repeatedly raped so that they will give birth to a new generation of people that will also be owned
by the people who raped them. The Cherokee live in Oklahoma because white people wanted their gold mines and prosperous cities and fvcking took them away in gross violation of treaty.
The old west is a really offensive time and place. And if you can read about it and not have your heart catch in your throat a little bit there's something wrong with you.
And every time you have real human beings replaced with some sort of specifically non-human creature that on some level cheapens them. No matter what kind of magic powers you ascribe to them, the fact is that you're making them "non-human". On some level they just aren't as worthy in your story as they actually are in real life. The entire concept of the elf, regardless of the culture which spawned the legend, is a way to explain away the extermination of peoples.
The statement "There were great people here before, they had powers and culture, but they became small and live underground" is a fvcking euphamism for genocide. Every single race I have written up so far is itself a euphamism for genocide. The Wakyambi, the Sidhe, the Efreet, the Alfar - all of these are stories from the world to explain why there are remnants of cultures who
are all fvcking dead.
In any language. In any civilization. In any corner of the world where you find stories of "elves" you are finding evidence of a crime so heinous and so massive that it defies description and becomes euphamistic legend. Everyone in this setting is an elf, and it's really offensive. It's supposed to be.
-Username17
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FrankTrollman
Lago wrote:Unfortunately, this is almost thematically impossible in games like D&D and Shadowrun. That makes me feel bad. I guess I just got kind of depressed when I see a setting where your children and your children's children will be brainwashed by society to become slavers and mass murderers. I understand there's a RL basis for this and everything, but still.
That's not entirely fair. It's about 1854. If things go according to human histry (which they may or may not), the Emancipation Proclamation will happen in 11 years. In our world not did open war seem inevitable, it
actually happened, and the slave holding population
lost.
This is the time of Bleeding Kansas. Each of the new territories in the West can
vote to be Slave or Free. The Free Territories (which have more people) respond by shipping people to the west in order to rock the vote. The Slave Territories (who have more evil) respond by sending killers out to murder people in the west that are agitating a pro-Free vote.
This is the time of John Brown, Mammy Pleasant, and Chief John Ross. There are lots of things you can do to make the world a better place. Lots of them were done by real people, and they really worked.
-Username17
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FrankTrollman
Wendigo"
If you can understand me, you will be delicious."
The Wendigo are a collection of tribes of wandering hunters and cannibals. The Wendigo are both a race and an ideology of man eating and insanity. The original people are gaunt creatures who tower as much as 2.3m in height even stooped as a mantis is. They are stick-thin and their hands end in claws and hooks. The Wendigo are all-white and their bones grind together audibly if they stay still for more than a few minutes. Wendigo have hooks on their faces which are sufficiently load bearing to hold meat.
The Wendigo tribes are very small for whenever they run out of huntable meat in an area they quickly turn on their own children and devour them. Wendigo are also known to dye captives white and force them to enact their depraved and cannibalistic lifestyle. Wendigo keep to the mountains and the forest and are constantly trying to tear down the cities made by settlers and tribes alike.
Wendigo seem to derive sustenance not from the chemistry of a food, but from its thoughts. While devouring an apple or a potato gives no nutritional benefit to a Wendigo, eating animals is beneficial and eating people the most filling of all. However, a horrible side effect of this is that while eating the livers of many people who had hopes and dreams and language will sustain a Wendigo, it will not satiate them. Worse, such over stimulation causes the Wendigo to grow taller, which in turn increases their need for their ghastly food.
Wendigo Magic: Magic, no matter how cleverly or efficiently it is used, leaks into the world and accumulates in pools and eddies. These turbulences cause the dead to rise and the night to fill with terror. In most tribes it is the job of a Shaman to mitigate these potentially disastrous results. To channel magic into places where its animating nature can be bled off harmlessly or to send it to a far away land. The Wendigo stand a sharp contrast to that aim, and most of their rites involve releasing unrestrained magic and invoking calamity upon the world or its denizens.
Wendigo shamans borrow heavily from the rituals of other tribes. However, since the entire
purpose is to advance hordes of the undead and eventually swallow the sun, they rarely bother to actually learn the intricacies of these magics. Wendigo practice human sacrifice, but almost always consume most or all of the corpses before the Lurkers can take their fill. A Wendigo shaman will often stop what he is doing mid-verse and simply stare intently, waiting for the built up magics to dissipate balefully.
The one ceremony that the Wendigo seem really intent upon perform correctly is an induction ceremony. An ordinary person captured by the Wendigo will be burned and mutilated with small knives and hot rocks and forced to eat the flesh of another person. At the end of the dark rite the victim's mind is burned out and its body is recolored white as bone. While no physiological changes other than coloration seem to be changed, the new inductee will believe himself to be a Wendigo in truth – hunting people for food along with the rest of its reviled tribe.
Inspiration: Algonquian, Cree, Seminole
-Username17
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Tribal discussion continues.
Ani-Yunti"
WE'VE HAD DAUNTING PROBLEMS IN MANY CRITICAL AREAS."
The Ani-Yunti appear as 1.8m tall tornadoes filled with chunks of charred sycamore. Ani-Yunti are in fact humanoids who are about 1.4m tall who are surrounded by a curtain of wind and ash at all times. Their feet rarely touch the ground. When an Ani-Yunti reaches through its wind sheathe, it makes a thunderous roar. The suspended particles in the wind sheathe are conductive, and Ani-Yunti are effectively protected from electricity. Ani-Yunti can feel the presence of metals within about 4m of their bodies even if there is solid rock in the way.
The Ani-Yunti were very sympathetic to the settlers from the Old World and aided them in many things. They taught them agriculture techniques appropriate to the land and moved storms away from their cities. The Ani-Yunti also learned from the settlers, adopting much of their magitech and building cities of their own using the fruits of Old World science. During the revolutionary period, the Ani-Yunti fought side by side with the colonists against the Old World kingdoms. Some Ani-Yunti joined the Union as citizens, and some Old Worlders joined the clans of the Ani-Yunti.
But as the Ani-Yunti became wealthy, the Southern states became jealous. The magictech devices of their cities harvested power from water and wind. They excavated copper and gold from the ground. And the plantation owners wanted it. And so a fake treaty was drafted authorizing the removal of all the Ani-Yunti from their cities, farms, factories, and mines. The Ani-Yunti were forced out of their homes at gunpoint and forcibly marched into the West, left there to live or die as the elements saw fit.
Ani-Yunti Magic: The Ani-Yunti can call and direct storms. What actually comes from these storms, be it rain or lightning, frogs or hail, is completely out of the control of Ani-Yunti shaman. By putting the proper smoke and songs into the air, groups of shamans can create the storms and move them crudely north or south, east or west. In ages past this was used primarily for agriculture as a storm upstream would send water down the rivers that the Ani-Yunti could use for agriculture. But in their new lands, the rains come infrequently and the paths of rivers are unpredictable.
The Shamans have become marginalized in Ani-Yunti tribes. Their power has been almost wholly replaced by magitech engineers.
Inspiration: Cherokee
-Username17
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Maizenians"
The sun is the source of life, but it is also cruel and harsh. Life is a planted seed, ultimately harvested in death. If you do not resign yourself to this, how can you be happy?"
Standing 1.2m tall, the Maizenians are a plant-like people who grow edible and delicious seeds on their faces. Their feet are covered with root hairs from which they conduct all of their drinking. And while they do gain a substantial amount of nutrition through photosynthesis when their green bodies are exposed to the sun, their veins flow with bright red blood and they do have to eat food.
The Maizenians are deeply aware of the agricultural nature of their existence. The legends of their fallen empires held that people had been literally planted in the ground in order to create a constant crop for blood hungry and savage gods. Maizenians consider themselves to be food, though they generally have no particular desire to die
Some of the largest cities the world has ever seen were populated by Maizenians in the days before the arrival of the Old Worlders. Many of these cities have been razed to the ground, only to have the sites claimed by the devouring jungle which surrounded them. Maizenians avoid clothing (but not jewelry) instinctually as it blocks out the life giving rays of the sun. Under Ifrit rule, Maizenians are forced to wear clothing in public, which causes them distress.
Maizenian Magic: The ancient practices of the Maizenian priests have long been effectively outlawed by the Ifrit overlords of the lands once belonging to the Golden King and the King of Rain. The few rituals which remain are practiced in secret. Mock battles between jaguars and eagles spread strife, pull sunshine and rain out of the sky and keep lurkers away. The Maizenians who participate in these rituals have elaborate animal costumes and beat each other bloody with flails.
Inspiration: Aztec, Maya
-Username17