Been away from my e-mail too long...I missed out on most of round one.
I see the plains people splitting into two distinct groups. The followers of the Wolf-Spirit are drunk with power. They've just successfully decimated their enemies the Hill People with their beast totem, and have gained control of their tribe. Unfortunately, the Wolflord's boon is a curse as well as a blessing, and along with the strength and honor of the wolf, they have also assimilated some of the wolf's savage nature. The Wolf Sect warrior/shamans will develop more and more "combat buffs", as they continue to please thier animalistic spirit guides. Some of the most favored shamans are granted the ability to summon spirit wolves to fight for them (Summon Nature's Ally).
Meanwhile, the Plainsters's Head Witch tried to call on the Hill People's fire magic, and was spurned, and then was spurned again when the Animal Spirits granted their boon to her rival. The old Witch's few remaining loyal followers, mostly in exile from the tribe since her death, will be searching for a new source of spiritual guidance. Maybe they come to the conclusion that they're on their own, and forsake the divine in favor of the more practical. As followers of the Old Witch, they are well versed in the lore and the songs of their tribe, and find that these ancient songs have a power of their own. As the lore is passed from Elder to apprentice, the beginnings of Arcane Magic is formed.
The broken remnants of the once-proud hill-people live in small conclaves, high in the mountains or deep in caves, only venturing out when they must. Raiding parties of the Wolf Tribe continue to make life difficult for them. They continue to revere fire as a protector, and the find strength in meterial talismans (like the bone shard used to fend off the werewolf). Alone in the dark, afraid and desperate, a young shaman-in-trianing reaches out to the flame for help, his various talismans of bone and feather and bronze lying around him. And something answers...
I see the plains people splitting into two distinct groups. The followers of the Wolf-Spirit are drunk with power. They've just successfully decimated their enemies the Hill People with their beast totem, and have gained control of their tribe. Unfortunately, the Wolflord's boon is a curse as well as a blessing, and along with the strength and honor of the wolf, they have also assimilated some of the wolf's savage nature. The Wolf Sect warrior/shamans will develop more and more "combat buffs", as they continue to please thier animalistic spirit guides. Some of the most favored shamans are granted the ability to summon spirit wolves to fight for them (Summon Nature's Ally).
Meanwhile, the Plainsters's Head Witch tried to call on the Hill People's fire magic, and was spurned, and then was spurned again when the Animal Spirits granted their boon to her rival. The old Witch's few remaining loyal followers, mostly in exile from the tribe since her death, will be searching for a new source of spiritual guidance. Maybe they come to the conclusion that they're on their own, and forsake the divine in favor of the more practical. As followers of the Old Witch, they are well versed in the lore and the songs of their tribe, and find that these ancient songs have a power of their own. As the lore is passed from Elder to apprentice, the beginnings of Arcane Magic is formed.
The broken remnants of the once-proud hill-people live in small conclaves, high in the mountains or deep in caves, only venturing out when they must. Raiding parties of the Wolf Tribe continue to make life difficult for them. They continue to revere fire as a protector, and the find strength in meterial talismans (like the bone shard used to fend off the werewolf). Alone in the dark, afraid and desperate, a young shaman-in-trianing reaches out to the flame for help, his various talismans of bone and feather and bronze lying around him. And something answers...