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.
Stephen
- In WorldofGlorantha_at_yahoogroups.com, "Matthew Cole"
<matthew.cole_at_...> wrote:
>
> Heya. This advice is very good when you are only thinking about
these
> generic nature spirits but I'd like to hear what treatment you'd
give to
> spirits from the Praxian Sword Man (you can find the heroband and
practise
> in the Masters of Luck and Death book).
>
> I see exactly what Stephen is looking for and I'd really like
something like
> that myself. I'm gonna research animist taboos online and see what
I get.
>
> Cheers
>
> -----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
kinds of
> > magic using people are the strange things that they do, wear and
say.
>
> Well, they aren't strange to them. They might not even have been
strange to
> medieval European peasants let alone American Indians, Afro-
or
> any other RW animists that you can might know about.
>
> > So. Anyone got any classic spirit likes/dislikes that they have
used
> > with animist adventurers?
>
> Simple place to start:
> Spirits are analogs of RW objects. Some are animal spirits like
mundane
> animals, some plant spirits like mundane plants, some rock spirits,
etc.
> There are spirits that are not analogs, but they tend to be too
difficult
> for non-shamans to handle (and tend to be labeled "hostile"
or "enemy"
> because of the difficulty involved).
>
> Animal spirits will like and dislike what the RW animal would like
if it
> could talk. Frex, rabbit spirits will not like it if you also deal
with
> wolf spirits, frog spirits like occasional offerings of insects,
etc.
>
> Rock spirits might insist that you include a small shard in their
fetish
> (eg, as eyes, so they can see beyond their own locale). Sea
spirits might
> like offerings of rum or singing chanties (or Jimmy Buffett), etc.
>
> Plant spirits might want the spiritist to cultivate a small patch
of their
> particular type of plant, or include sprig in their charms, or
drink an
> infusion made from the plant before contacting it.
>
> The trick for you as Narrator will be to see that the spirit types
offer
> certain "spells" appropriate to their type, rather than
certain "spells" can
> be available, and you attach weird taboos to them for cool gaming.
The next
> trick will be to teach your spiritist-playing players to think the
same way,
> and ideally start giving you the spirit and its spells and its
rituals all
> in the same package.
>
>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>