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Istoria: Generic Humanocentric Game - [Was Elements of Magic]
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<blockquote data-quote="GlassEye" data-source="post: 2939404" data-attributes="member: 40413"><p>Ferrix, here's my idea of the Clan of the Bear tradition extrapolated from what you've posted about it and Arund. I got ideas from the <a href="http://www.hurstwic.org/history/articles/society/text/drengur.htm" target="_blank">Hurstwic</a> website also. Let me know what you think, what needs to be changed, what needs to be added/removed, etc.</p><p></p><p>[sblock]</p><p><strong>The Clan of the Bear</strong></p><p></p><p>At its most basic and broadest application the Clan of the Bear is a resurgence of the code of behavior exhibited by the ancient warrior-kings of Arund as related in the epics. It is a rising movement which has great support among free men of Arund and from the High King himself.</p><p></p><p><strong>Availability:</strong> The Clan of the Bear is open to any person, man or woman, who strives for excellence and honor in undertakings important to the Arund and who attempts to embody the virtues of bravery, nobility, generosity, and strength of body and will. As magic is rare few men have the invocations they utter to the Great Bear, the land-spirits, or the ancestors answered.</p><p></p><p><strong>Thematic Elements:</strong> 'Priests' of the Clan of the Bear are likely recognized as exemplary men or women who are blessed with the spirit of the Great Bear. They do not cast spells so much as invoke the aid of the spirits. These invocations are highly personal and what works for one invoker likely will not work for another. Invocations may even change from one utterance to the next as the caster personalizes it based on the circumstances confronting him. Sacrifices promised are a common, though not necessary, element of invocations. If a promised sacrifice is not carried out the spirits may become disgruntled and refuse to respond to any further invocations. An angry spirit may cause the invoker to suffer the effects of a Compel, Drain, or Hex spell.</p><p></p><p>Invocations rarely have a sensory effect beyond a few quietly spoken words; those that do usually only have a minor effect. Only the greatest of invokers have highly visible effect for their spells, though the epics are full of descriptions of visible manifestations of the aid granted by the spirits.</p><p></p><p><strong>Spell Lists:</strong> Abjure Nature or Metal, Charm Humanoid, Create Air, Evoke Air, Heal Life, any Infuse, Summon Outsider.</p><p></p><p><strong>Miscellaneous:</strong> The Clan of the Bear is a spiritual tradition whose primary ability is charisma.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="GlassEye, post: 2939404, member: 40413"] Ferrix, here's my idea of the Clan of the Bear tradition extrapolated from what you've posted about it and Arund. I got ideas from the [url=http://www.hurstwic.org/history/articles/society/text/drengur.htm]Hurstwic[/url] website also. Let me know what you think, what needs to be changed, what needs to be added/removed, etc. [sblock] [b]The Clan of the Bear[/b] At its most basic and broadest application the Clan of the Bear is a resurgence of the code of behavior exhibited by the ancient warrior-kings of Arund as related in the epics. It is a rising movement which has great support among free men of Arund and from the High King himself. [B]Availability:[/B] The Clan of the Bear is open to any person, man or woman, who strives for excellence and honor in undertakings important to the Arund and who attempts to embody the virtues of bravery, nobility, generosity, and strength of body and will. As magic is rare few men have the invocations they utter to the Great Bear, the land-spirits, or the ancestors answered. [B]Thematic Elements:[/B] 'Priests' of the Clan of the Bear are likely recognized as exemplary men or women who are blessed with the spirit of the Great Bear. They do not cast spells so much as invoke the aid of the spirits. These invocations are highly personal and what works for one invoker likely will not work for another. Invocations may even change from one utterance to the next as the caster personalizes it based on the circumstances confronting him. Sacrifices promised are a common, though not necessary, element of invocations. If a promised sacrifice is not carried out the spirits may become disgruntled and refuse to respond to any further invocations. An angry spirit may cause the invoker to suffer the effects of a Compel, Drain, or Hex spell. Invocations rarely have a sensory effect beyond a few quietly spoken words; those that do usually only have a minor effect. Only the greatest of invokers have highly visible effect for their spells, though the epics are full of descriptions of visible manifestations of the aid granted by the spirits. [B]Spell Lists:[/B] Abjure Nature or Metal, Charm Humanoid, Create Air, Evoke Air, Heal Life, any Infuse, Summon Outsider. [B]Miscellaneous:[/B] The Clan of the Bear is a spiritual tradition whose primary ability is charisma. [/sblock] [/QUOTE]
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Istoria: Generic Humanocentric Game - [Was Elements of Magic]
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