ooh. Research sounds serious. One day I may get the time back to do
research for my gaming. :-)
look forward to seeing if you get anywhere.
- In WorldofGlorantha_at_yahoogroups.com, "Matthew Cole"
> Heya. This advice is very good when you are only thinking about
> generic nature spirits but I'd like to hear what treatment you'd
> spirits from the Praxian Sword Man (you can find the heroband and
> in the Masters of Luck and Death book).
> I see exactly what Stephen is looking for and I'd really like
> that myself. I'm gonna research animist taboos online and see what
> -----Original Message-----
> From: WorldofGlorantha_at_yahoogroups.com
> [mailto:WorldofGlorantha_at_yahoogroups.com] On Behalf Of David Weihe
> Sent: 02 June 2008 06:42
> To: WorldofGlorantha_at_yahoogroups.com
> Subject: Re:Spirits
> > OK. One of the things that distinguishes animists from other
> > magic using people are the strange things that they do, wear and
> Well, they aren't strange to them. They might not even have been
> medieval European peasants let alone American Indians, Afro-
> any other RW animists that you can might know about.
> > So. Anyone got any classic spirit likes/dislikes that they have
> > with animist adventurers?
> Simple place to start:
> Spirits are analogs of RW objects. Some are animal spirits like
> animals, some plant spirits like mundane plants, some rock spirits,
> There are spirits that are not analogs, but they tend to be too
> for non-shamans to handle (and tend to be labeled "hostile"
> because of the difficulty involved).
> Animal spirits will like and dislike what the RW animal would like
> could talk. Frex, rabbit spirits will not like it if you also deal
> wolf spirits, frog spirits like occasional offerings of insects,
> Rock spirits might insist that you include a small shard in their
> (eg, as eyes, so they can see beyond their own locale). Sea
> like offerings of rum or singing chanties (or Jimmy Buffett), etc.
> Plant spirits might want the spiritist to cultivate a small patch
> particular type of plant, or include sprig in their charms, or
> infusion made from the plant before contacting it.
> The trick for you as Narrator will be to see that the spirit types
> certain "spells" appropriate to their type, rather than
certain "spells" can
> be available, and you attach weird taboos to them for cool gaming.
> trick will be to teach your spiritist-playing players to think the
> and ideally start giving you the spirit and its spells and its
> in the same package.
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