Wizard School


Do you dream of being a wizard? I do.
Do you ever have trouble sleeping? I do.
Do you ever use the time you're not sleeping to spiral into a temporary manic state and carve out one of your half-schemed ideas? I did.

Wizard School. Because morality is for the Mundanes.


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Los Luchadores

Trouble rules the land. Bandits surge the country side, as the oppressive Lord increases taxes. The old and weak are forced from their homes, their crops burnt in the fields. The poor are pressed into work gangs as they fail to pay tithes. The people cry out, their voices stifled by their oppression. The people dream of a hero. Their hearts ache for a champion. One man answers their call:

El Luchador

Bound by honor and a desire to bring Justice to the world, the Luchador is a travelling hero who's goal is to bring peace to the lands he walks. His identity hidden by a mask, his heart steeled by righteousness, his spirit unbreakable. He is a man of the people. He is the champion they require.

Any Luchador with Personality 15+ may, once per day, give a motivational speech full of flexing to re-inspire their allies and refresh their endurance points.

Level 0
Espíritu de Misión

Level 1
Mascaras
Mano y mano

Level 2
Influir en los Corazones
Código del luchador

Level 3
Mini-Estrella
Técnica Impresionante

Level 4
Exótico
Consejo de los fantasmas

Level 5
Invencible
Espíritu de un campeón

Espíritu de Misión - It is said that one does not chose the life of Luchador, rather the life chooses them. This, in its entirety, is true. Should one show signs of the honor, truth, and spirit needed within their soul, El Santo will call to them in a dream and assign a Quest. Should they succeed they will be entrusted with a Mask.

Mascaras - To the Luchador, a Mask is more than just a method of hiding their identity, it IS an identity. An embodiment of Spirit. An embodiment of Works Done and Future Hopes. While the Luchador wears the Mask, they benefit from the powers entitled to their level. Further, they use their Personality to determine To Hit rolls. Once the Mask is donned, it must never be removed. Should the Luchador suffer defeat and be demasked, they lose their powers until the atone.

Mano y mano - The Luchador takes advantage when performing hand combat and feats of grappling.

Influir en los Corazones - When making a diplomatic check accented with words of Truth and Honor, and many flexing gestures, the Luchador may add their Level to the Target Number

Código del luchador - To a Luchador, Honor is everything. Should an enchantment ever cause a Luchador to shame himself, the spell breaks instantly.

Mini-Estrella - The Luchador's fame has begun to spread, with tales of his deeds told, and from it an admirer. You gain a specialized Mook who dresses exactly as you, and has half your stats and half your height.

Técnica Impresionante - Through describing "high-flying" maneuvers in a vigorous manner, the player may gain a bonus - determined by the GMs impression - to the attack they are making. HOWEVER! The Luchador must never pile drive, for it is shameful.

Exótico - With a bit of preparation and some costume, the Luchador may impersonate any individual they have studied for at least an hour. While the Mask may not be removed, those fooled do not seem to notice.

Consejo de los fantasmas - The Words and Deeds of true heroes are never forgotten. In times of great need, or in great doubt, the wearer of a Mask may reflect within himself and seek the council of the Mask's former wearers. Activating the process takes one hour.

Invencible - Though the Luchador may lose the fight, they are never defeated. The Spirit of a Champion is unbreakable. Once per day, with a moment of pause to catch his breath, staggering to his feet, and an inspirational monologue (given at the table in real life), the Luchador gains a second wind, restoring half their endurance points.

Espíritu de un campeón - To continue to risk the safety of your friends in a fight you could end is cowardice. Once per day, you may call out a single combatant for a fight. On a successful Personality check, they accept your challenge. The fight is to the finish, as long as others do not interfere.

Unmasked Luchadors 

Any Luchador that becomes unmasked loses access to their powers. They can, however, seek atonement through the retrieval of their mask from the opponent that felled them. If they are successful, while they may not wear the mask again, as long as it is within their possession, their powers return in full. The fight to retrieve the mask is carrera contra carrera, where the loser is forced to "retire", be it through walking away from their army of thugs, imprisonment or, in case of the Luchador, walking away from the life knowing they have failed.

Rudos

Sometimes, despite all odds, a Luchador turns heel. These fallen warriors are known as Rudos. They are men of evil and pervert the Luchador way. It is the duty of every tecnicos (those still true to the Luchador way) to seek out rudos and offer them a second chance, or the taste of defeat.


If there are further questions, please consult this video. 
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More on the Erdgeist

I've had a request for more information on the Erdgeist. I find this a bit strange as, while they are essentially gnomes, they are meant to be horrible monsters. They are not the same as the other races, hardly even related to the Hulder. With that in mind, I attempted to make them different not just in fluff, but in mechanics, in an effort to show how alien they are. They're basically a forced combination of race and class - they were after all only suppose to be GM controlled creatures (specifically Mooks for Huldra), but you monsters drove me to dignify their existence.

The Erdgeist


Your first lullaby was the scratching of digging claws from passing creatures. Your mother's milk was the water you suckled straight from the roots of a plant. Your first memories are those formed when you first took conscienceness within the mud womb, and decided it was time to be born. Your "brothers" and "sisters" are those that also crawled from their holes in the ground around the same time you did. Your "parent" was the first Erdgeist that found and collected you, giving you tasks to perform.

You are an entity unto yourself. No family you have, as the mortal races would see it. From a moist hole in the ground you crawled, and to a moist hole in ground you hope to return once your body is weak and broken. Every fiber of your being urging you to serve Huldufolk. Through service you find neither oppression nor freedom, but rather meaning. As long as your hands stay busy, and your mind full, you hold off the Boredening - your fall into Goblinhood. This is critical, for once it starts, there is no undoing the process.

Unfinished Work is as a piercing, ear splitting siren to you. Tasks are meant to be completed, crafts are meant to be smithed. As such, in this new world, Human settlements, specifically the cities, are cacophonies of torturous bedlam, unlike the idealic symphonies of Huldra settlements attune with the workings of your ilk. Because of this there have been reports of human villages being swarmed at night by Erdgeist; clattering, ratterling, plucking and picking, cleaning and scouring all that needs it, leaving yarn spun, shoes cobbled and kitchens cleaned in their wake - albeit with causalities sustained to pets and sleeping children. Materials were needed after all.

To your ears, dwarrow settlements are a low hum, and the woodwose produce no sound at all.

Most beautiful to your ears, however, are the Words of the Hulder. For their most addictive of voices, you would do anything they command, no matter how dangerous or insane.  Though, their voice is not the only that you know. Through no conscience effort of your own, when in proximity of a native speaker of a language, that language is known to you. This service extends even unto the animals of the air and wilds. Fish, obviously, have no language.

As a creature of Productivity, an undeniable hatred for Urisks pumps through your veins. While Mortals often confuse your two kinds (As you do with humans and those tree dwelling creatures...what are they?...oh, "birds".) there is a very real and striking difference. The Urisk take to Lounging at streams and waterfalls, and offer no domestic help, but often steal or beg for their food. Disgusting things.

Further, as a creature of Productivity, crafting comes natural to you. While not as consistent as the dwarrows, you are able to produce items of stunning quality, with even the slightest of training. In Otherworld, these items were permanent. However, in this new reality, such items do not survive long after your death.

Speaking of your death, traditionally when your body was weak and broken from a life time well spent in service, you would find a nice hole in the ground and crawl in for your reward. Now though, in this strange new world of violence and sleep, when you fall, if left alone, your body will decay and strange mushrooms will crop up in a ring. The commoners have taken to superstitiously burn these rings, for fear of what will grow.

Also of note is your ilk, like the Huldra, sleep standing up, as sleeping while laying down invites death.

The Stats


  • Unable to resist Commands (per spell) given by any Hulder, even through magics.
  • In times of boredom, or idleness, must make a Personality Save vs Boredom. Failure results in a cumulative -1 to Personality score. Upon reaching Personality 4, the Goblinization process begins. 
  • Being a resident of Otherworld, your mind is built differently and, due to which, enchantments do not affect you. 
  • Any Erdgeist with <= Strength 7 gain Levitate Object level times per day. Just because you can't lift a thing, doesn't mean you ignore the order to retrieve it. 
  • When within (level * 10)feet of a natural speaker of a language, you too can speak that language. Should they move out of range, you lose the ability to speak the language. You retain no knowledge of the language. Within the company of other Erdgeist, your native language is a combination of clicks and whistles. 
  • When joining an adventuring group, you must designate one other member as your Master. You should then seek to serve them and fulfill their wishes. To willfully deny a direct order, carries the penalty of a cumulative -1 to your Personality score. To willfully refuse to take a Master carries the same penalty, but applied per day.   
  • You do not benefit from Mooks. You are the Mook. 
Level 1
  • Master Craftsman - Choose a crafting skill. You now gain a rank per level in that skill. Further more, once per level you may generate a masterwork item in the skill. Should you perish through age or violence, the object begins to degrade quickly. Weaves unravel, beer curdles, iron works dull and rust; all becoming unusable. Any spell targeting the item affects the Erdgeist as well. 
  • Gerry Rig - Given at least some time and vaguely the correct tools, you can repair a thing to working condition for Personality Bonus days. If the bonus is zero or negative, the time becomes fraction of a day. After the time passes, or first usage, the item breaks once more and needs to be repaired properly. 
Level 2
  •  Torchbearer - With a moment of concentration (standard action, if this is a factor), you may summon Swiftness number of floating orbs of light. They give off the dim glow of a standard torch and may be directed anywhere within 50 ft of you. They last roughly an hour. 
  • Strong Back - You gain level number inventory slots, as long as the items carried within are your Master's. 
Level 3
  • Transmutation - Given the proper focus (say, a spinning wheel) you may change one mundane substance (say, hay) into another (say, gold thread). This transformation, however, only lasts until the sun crosses the horizon. 
  • Helping Hands - To better assist in their tasks, the Erdgeist may create smallmen (think tiny homunculus) from rocks, sticks, children skulls, radishes, or anything else on hand. They won't fight, but have two inventory slots. Any damage they take, you take, and you can only make Vigor bonus number of them. They remain animated for one day, before the magic consumes the component parts. 
Level 4
  • Treasure Keeper - To better watch over your Master's treasure, you may place it into a nice sturdy vessel, like a pot. This vessel then acts like a Bag of Holding, but specifically for coin. You may only have one at a time. 
  • Chthonic Sympathies - With concentration you may detect the presence of valuable stones within 50 ft of you, Intelligence bonus times per day. 
Level 5
  • Immaterial Made Manifest - To better serve your Master, you may play host to entities on the Ethereal plane, potentially gleaning some of their knowledge. 
  • Hinzelmann's Homing - Should your Master ever misplace or lose an object of their ownership, you, the good servant, can take a few moments of concentration to know instinctively the direction and distance of the object. While arrows and items sold don't count, items stolen and daggers stabbed into the hide of a rare beast do. Tracking. I'm suggesting if you do it right, you can track a creature. Almost perfectly, without regard for terrain.  

So, yes, there it is. Clarification on how classes work will soon follow. Probably.

Enjoy being a Mook. 

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Random Encounters in the Tavalinen Sea

My current leafwrit is taking longer than expected, so to keep activity up, I offer a list of random encounters for adventuring on the Tavalinen Sea.

1d30

  1. A camp of the Wagonfolk, offering trade and rest. But are they what they seem? Yeah, probably. But are they?
  2. A stampede of Dire Bison
  3. Tick bite. Roll for disease (1d6: 1. Blood fever, 2. Lycanthrope, 3. Head broken off in skin, 4. Allergy to meat, 5. Skin fever, 6. Just an itchy bump) 
  4. Cultists around one of the mysterious monoliths. Doin' something evil, I bet. 
  5. A mammoth skull from which an ancient voice echoes within the characters' minds, demanding vengeance.
  6. 1d12 giraffes humming to themselves in the dusk of the plains. Does the air feel...thicker? Soon bats begin to sing, joining in the choir. 
  7. A half-orc on a coming of age spirit quest. 
  8. As 7, but the beast he is hunting has begun to hunt him. 
  9. Quicksand! The horses and wagons are stuck, and in threat of spilling. 
  10. Thick smoke on the horizon, leading back to a raided town. 
  11. Is that some sort of thunder lizard?
  12. A maiden is bathing in hot springs by moonlight. Wait...no, not a maiden. Her head is on backwards and there's blood on her fangs.
  13. A group of riders is chasing down a man. The riders claim he is a criminal. The man claims they're bandits. 
  14. Witches dancing in the full moon.
  15. Wizards picnicking in the noonday sun. 
  16. Bootleggers being chased into the depths by local law.
  17. An active still being tended by corpses.
  18. An active still being tended by goblins. The concoction is highly flammable. As is the surrounding grass, mind you.
  19. The ruins of nameless forgotten city, nearly reclaimed entirely by nature. What treasures or strange idols sleep within?
  20. Pajaki war party
  21. A half burried box. What's in it? (d6: 1. Coin 2. Mold covered scrolls 3. Hope 4. Ancient plague 5&6. Nothing.)
  22. A big god damn snake! 
  23. Heat strokes pretending to be a hookah smoking, vest wearing ferret with bifocals.
  24. Trip on a rock. Nice job.
  25. A memorial stone with weathered inscription 
  26. Large floating human head that vomits lighting from its can't filled mouth.
  27. A nest of Thunderbirds
  28. A man digging up dead bodies. "Mind your own business!"
  29. A river. How are they to cross? 
  30. A sign post which as been knocked over. The signs pointing to the next towns hang limp. Which way was which?

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Taverns and Inns built in a Dungeon

A 1d6 list of Taverns and Inns built into the Dungeon for Katabasis. Or where ever. 


The Bearded Wench: While not exactly "dwarf only" the physical structure of the place makes anyone taller than a dwarf uncomfortable, as they must bend or squat to fit. Rooms are tight and small, just the way Dwarves like them. The Inn also offers equipment repair services. The cook is famed for his Rat Bisque. 

McCarlin's Hearth: Built in the upper level of a dungeon, the interior has been completely remodeled from the former vile temple it once was. Stone floors have been refitted with hardwood floors and thick rugs. The sacrificial alter is now the bar. The blood pit has been reworked into a large, welcoming Hearth in the common room. Guests are waited on hand and foot by the fancified staff, and the rooms are plush and impeccable. This is, of course, reflected in the bill. 
Trouble is, the cult that ran the temple never actually left. They just became wait staff. Sacrifices of blood are made over the bar, guests are kidnapped from their rooms in the night via secret passage, and old chants are given to pacify old, insane gods. That delicious three course meal you just had? Was probably a person at one time. Although, no one knows this. Yet. 

The Accords: Largely a "self service" establishment. Numbered room keys are given with little more than a grunt from the keeper. The bartendress pours and serves drinks at the bar, refusing to carry a tray. "If you're too lazy to get up and get it yourself," the Keeper points out, "you're free to leave." Despite the gruff exterior, the staff are friendly enough, to the Usuals at least. While mage folk are the primary customers, magic is frowned upon (or rather sneered at) with the walls of the inn, and the layout and furnishings reflect this. Thirteen tables fill the tavern, as nine stools line the bar, each lined and decorated with iron. Doors, as well, are banded and knobbed with iron. Also of note is the room-sized, silver summon circle in the common room. No one is sure which accords the inn is named after.

The Malicious Mallard: A foul stank hole of a place, built in the old prison area. The walls are damp, cold, and grow strange mushrooms. Rented rooms are old cells, separated only by prison bars. The drinks are swill (but cheap!) and brewed in jugs that have never known cleaning. The staff are just as likely to cut your purse as the patrons are. Bar fights are often and, should they become lethal, the bodies are dumped in a "bottomless" pit under the trap door behind the bar before they rise again. Yes, that does mean there's a room full of wraiths somewhere. A secret switch in the backroom leads to the Thieves Guild lounge.

The Gilded Pentacle: Built in the ruins of a long abandoned vault, the inn also offers secure storage in addition to room and board. Also uniquely, the guards of the City tend to drink in the bar once off duty. The interior is as gilded as promised, including a bartop inlaid with gold. Some of the more illiterate of the City come to the Gilded Pentacle looking for a guild to apply for. 

The White Hart: Built in the remains of a long ago looted library, the inn caters to a more scholarly crowd. Large shelves that once held uncountable scrolls containing long forgotten lore, now hold codecs of various topics. Guests are encouraged to share their knowledge through impromptu lectures around the fire.  Most rations available are melted cheese based. For some reason. 



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The Huldufolk and Otherworld Creatures


Elves. Tolkien's overpowered, "we came all this way just to let Isildur walk off with the McGuffin, and did nothing about it" saps who refuse to share boats for the most childish of reasons. My displeasure of them is known. I also waggle a finger at Lord Dunsany's version. Albeit, less so.

But never mind that. Ignore it completely. These things don't suffer from the human condition, so why should they mock us with their human traits? Most settings describe them as "fey like." Why? Throw your hat over the wall. Go all in. Make these things the monsters the old stories make them out to be.

With that in mind, and a fifth of tequila in hand, I offer:


The Huldufolk

Some times written as "the Hulder", or "the Huldra" by illiterate peasants ("Huldra" already meaning "The Hulder"),  these creatures are, to put it simply, "not from here." Nearly one millennium ago, a night of strange absurdity poetically remembered as the Great Sigh, saw the entrance of the Hulder into the world as pockets of Reality were torn asunder, and hastily patched. Strangely, however, little damaged was invoked. Oh, sure, towns were halved as chunks of another world forced their way in, but actual damage was minimum. Instead of the smith being next door, just feet away, his shop was now half a mile or more, through a strange and sweet smelling forest of hardwood mushrooms.

Mortals have learned little about what brought chunks of the other reality, "Otherworld" to humans and "Huldreheimen" to the Hulder, into their own. For the most part, the Elders, who's strong magics held chunks of their world together, refuse to speak of the cause of the incident. What they will speak of is beholding Seas of Mathematics, Mountains of Inverse, Forests of Time and other impossibilities as their reality shifted, the skies burning with arcane sigils.


Physicalities

While Huldra look similar to humans, they are most assuredly not. Standing an average of five and a half feet, slightly pointed ears, two arms, two legs, skin ranging from alabaster to olive to ebony. Standard affair.  Were things begin to diverge, and what people usually first notice upon meeting an Hulder is their eyes: Gold, silver or red irises, a corresponding glow, and nictitating membranes. The membranes, when closed, reduces normal vision, but allows for the seeing of ghosts. It also has produced the strange rumor that the Hulder do not sleep. They do, just with the over lids open.

Also usually noticed is their tails, typically fox or cow in nature. Not usually noticed (unless you're one of them perverts and get in the skins with one) is their hollow back. Where a human would have a spine, they have a cavity, reminiscent of a hallow log. Not the best to look at. Kind of gross, actually. Don't try and put things in it.

The differences don't end at simply the physical level. Being of alien origin, their minds are built around a different architecture that the mortals and, in short, work differently. While their conclusions are sound, their logic is absurd. Two plus three equals five not because there are five units total, but because two concede favor in the presence of three to whisper rumors of six, yet we must remove one for our favored daughter who is yet to be. Somehow this works for them. What this means, however, is that enchantments have a hard time effecting the Hulder. Further, their Personality is awkward to mortals, and tends to act as a bane.

Their actual architecture (building wise) borders on and crosses the line of impossible, most notably for their lack of euclidean space. They're not fans of Minkowski space either, as time and space become distorted. Some structures can be built plainly on a hill, but only seen or entered after walking widdershins three times around said hill. Adventures can feast for a single night in their halls and (allegedly) awaken the next morning to find a century has passed in the normal world.

Life cycle 

Huldra are born the same way as any other creature: they're found as babies on the dew covered leaves, wrapped in gossamer blankets. Taken in by who ever finds them, the child is cared for without second thought, as Huldufolk communities aren't in the habit of want.

They soon come to adulthood in a mere one hundred and fifty years. Their days are spent in the pursuit of learning and pleasure. Hunting is often taken as a pass time, with younglings learning to stalk and track through the hardwood mushroom forests, and now, into the surrounding "normal" country side. Charcoal burning has become a popular manner of interest, as of late.

Where death was unknown in their previous realm, in this one they are stripped of their immortality, and are reduced to simply agelessness. In this reality, violence and disease have been introduced into their experience and wordstock. However, there's no place for them to go. Mortals move on, assumedly, to their various afterlives, while Huldra have none to speak of. Instead, their spirits linger as ghosts, while their bodies decay into mushrooms and trees. On the rarest of occassions, these ghosts can be glimpsed in the morning light. Mingling as gossamer in the fog of dawn.  

These ghosts linger for an indeterminate amount of time but, inevitably, grow tired. Drawn by what few memories they have left, they return to the woods, and find rest on the soft dewy leaves. From there, their fates are unknown.

Playing One of the Huldrufolk

While I'm against using Huldra as PCs at the moment, here are some notable stats in case you decide otherwise. You maverick. 
  • Personality (c) 13+ - once per day - command Gnome (no save)
    • Gnomes were/are servants 
  • Dex 15+ - once per day dimension door
  • Save vs Death when confronted with sadness
    • Mortally wounded by sadness
  • Ringing of iron bells stuns them
  • Dex must be higher than Con, Personality (w)
    • Huldra are lithe and agile, but frail and their minds are built different
  • Personality bonus is treated as negative when interacting with non-Faerie creatures in a social setting. Their mannerisms and social cues are entirely different than what mortals are use to. 
  • Glowing eyes make stealth impossible, but the second eyelids allow for ghost sight. 
  • Resistant to enchantments, as your alien mind works on a different architecture. 


The Erdgeist

Also called "gnomes" by the unwashed masses who seem to insist on commenting about every damn thing I type, the Erdgeist are short creatures, roughly knee height. Their entire existence is one of servitude to the Huldra. Not slavery, mind you, but service. It is this service that gives them purpose in their lives. Think English butler with a loose grasp of reality or morals. As such, they are unable to resist a command issued by a Hulder, even through magic.

In their role of servants, the gnomes have the strange ability to speak any language, as long as they are in proximity to a native speaker. This includes both the language of the Hulder and the speech of animals. In times of solitude, they speak their own native tongue, which is largely composed of clicks and whistles. Further in their role, the Erdgeist are quick and quality learners, able to take up masterwork craft with but the basic of instruction.

The Erdgeist aren't so much born, as they crawl out of a hole and report for work. When their bodies have grown weak and frail, they turn in their uniforms and crawl back into a hole. Assuming they don't goblinize first, that is. Within the confineds of the new reality, a gnome must be cosntantly entertained, be it through riddles, craft or service; otherwise, they begin an agonizing and irreversible transmutation into a goblin. Sort of like the Isz from the Maxx.

More info on them here.

Goblins

Goblins, a name give by common folk, as it was in this reality in which they first appeared, are the corrupted form of a Erdgeist which has succumbed to boredom. Prone to random violence and acts of destruction, goblins lust for chaos. The craftlores they once held as gnomes become corrupt within their fractured minds and all quality is lost. In the rare moment a light of skill shine through, it's still shown through a dust covered stain glass. Where a gnome would craft a blade of polished silver with etched details, a goblin hammers out rusted iron, chipped and dented, even before use. Over all just shitty and not worth blundering.

But, there is some reasoning to this quick production, other than laziness and loss of talent, as their numbers constantly swell. Goblins have the ability to heal from almost any wound, but, sometimes, instead of the wound growing shut, it begins to grow a new goblin. Severed arms grow new bodies. Hatchet wounds in necks grow new heads, sharing the same frame with the old. The numbers swell in haste, and the new goblins must be armed! Armed so that the glory of violence can spread!

There are also the Brood Mothers, but they are best left mentioned for another time.

The Fae

"Fae" or wyldfae -  A broad term that can be applied to the creatures that inhabit the Faelands of Faerie (basically "the woods" or wild areas of Huldreheimen). In this instance, however, it specifically refers to what can be equated to the wildlife of that other world. Brownies, nixie, pixies, nymphs; the list goes on and on. While some do appear humanoid and are capable of speech, they are little more than animals to the Hulder and Erdgeist. Since the Great Sighing, the creatures have spread out into the new reality, causing the utmost confusion and trouble amongst the mortals.

There is rumor that the Fae all yield to a "Faerie King," but such notion is absurd. It would make as much sense as there being a King of Dogs. (Dogs, after all, use an imperial system).

The Erlking

The fabled Faerie King, ruler of the wilds of Otherworld, the Erlking stands an impressive nine feet tall. Though rarely seen out of his antler helm, his face is rumored to bear a wild nobility with hair as tangled as underbrush. A cloak of enchanted fur hangs from his shoulders, and a crown of golden flowers hangs from his belt. His voice is that of a rock avalanche. His hall is the thickest part of the woods, where neither Huldra nor adventurers have dared to go.

Of children, he has many, though all daughters they be. It is they who lead the nightly dance deep in the Faelands; a ceremony to ensure that the night continues until dawn. Lacking a male heir, the Erlking rides the roads closest to his kingdom, seeking to steal away sons from unsuspecting travelers.

It is rumored the Erlking was once a human named King Herla who, in fulfilling an oath to a Hulder King, became trapped within the Otherworld. This is troublesome, as the Earlking has been in power long before the Great Sighing. 

Nevertheless, human or faerie, he leads the ritual of the Wild Hunt based on a complicated lunar schedule. 

The Wild Hunt

The Erlking leads the ritual hunt from atop a mount of pure myth and terror, accompanied by his faithful Blood Hound (note: not bloodhound), and swarms the country side looking for game worthy of the Erlking's attention. Sometimes adventurers fall in the path of the Wild Hunt. In times like this they're offered a simple choice: "Hunt or be hunted." Should they choose to join, they are expected to uphold the honor and integrity of the hunt. Should they refuse...well, at least they were worthy of the King's attention.

Of what this ritual symbolizes, many have guessed, few have learned. Some think it to be celebrating the passing of the year, but time is not the same in Otherworld. Some years the Hunt occurs twice, some years not at all.
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People of the Plains

Out in the Tavalinen Sea, a rolling plain of purple leafed grass, you'll find two nomadic groups of people: The Vapara and the Pijaki. While they travel the same "sea", they rarely come into contact, or desire to, as their routes often take them in separate directions. There have been known encounters between the two, however it rarely goes well for the Vapara.

Vapara

Also known as the Wagonfolk, the Vapara are a culture of largely human traders and merchants. Traveling in covered wagons, often brightly painted with strange murals reflecting the many stories they collect,  they skirt the edges of the Tavalinen Sea, connecting the "Port" towns and cities along it in a system of trade. While they're certainly not the only traders out there, they are the most well known.

Often seen as thieves and dirty, and accused of stealing children, they actually hold to strict hierarchical traditions, strict hygiene habits, and hold no prejudges in race when taking in orphans.

Gender Roles
Much of Vapara life is separated based on gender. Males hold public authority, while females are the head of a household. Men are typically the producers, seeing the construction and toolage, while the women are the upkeepers, giving to cleaning and preparing. In business, males tend to trade for other items, while females will sell outright for coin. It is thought women are more inclined to mystical arts (fortune telling, speaking with spirits, etc) while men tend to the material arts (song, brewing, etc).

Hierarchy
Traditionally, a band (or Vappania) of Vapara consists of ten to fifty extended families, and is lead by a Voivode, or "chieftain" for the cruder tongue. The Voivode is selected for life, and is assisted by a Phuri Dai - typically the Eldest woman of the Vappania. Whenever two or more bands find themselves in the same city, the Voivodes will hold council, usually to trade news and rumors (as well as to over drink in peace). All Voivodes, upon taking the station, swear fealty to the ancient, one true King of the Vapara - Johnny Faa.

Clothing and Style
The Vappania, both men and women, wear bright colors, often yellows and reds, and loose, flowing clothing. Women always wear dresses or full skirts, as bifurcation would be inappropriate. Men wear baggy pants, loose fitting shirts and large belts. Both wear jewelry, women fashioning gold, men silver. Though, men wear substantially less jewelry than women. In some of the more prudish cultures the Wagonfolk encounter, Vapara women are seen as lustful or seductive. This do to the held belief that the upper body is clean, and is fine to expose, while the lower body is dirty, for obvious biological reasons. The Woodwose don't see the issue.

Religion
While the Vapara do not worship a god, as they have "no king before Johnny Faa", they do hold themselves to a list of taboos, and acknowledge the importance of Faa's first consort Laxshi, Mistress of Wealth. As well, they pay homage and respect to the gods of the culture they are currently surrounded by. To do other wise would be the sign of a poor guest.

While they don't hold to any gods, they do have a handful of superstitions.

  • Pure should not be contaminated by unpure. 
    • This includes cursing. Vapara men are forbidden from cursing. Women, having a natural cycle of unpurity, are allowed leeway and, if really worked up, can generate some of the most sailor blushing curses heard.
    • This also includes not drinking from the same water source as an animal that cleans itself (dog, cat). Drinking from the same water source as a horse or oxen is fine, as they do not lick their genitals. Strangely, it has come up.  
    • A note should be drawn between "unpure" and "honest dirt." "Honest dirt" is gained through work and duty, though should still be cleansed, while "unpurity" happens through blood shed or sickness. 
  •  A lucky charm is good to have
    • A member of the Wagonfolk always has on them a lucky charm. Be it a four leaf clover, a rock with a hole, an iron nail, or nearly any other small carry-able object. (Doesn't take an inventory slot, if this is in question)
  • The hooting of an owl and the screaming of a falling tree are ill omens.
    • Care should be taken, and ears covered, least your soul be taken or the death screams drive you mad
  • Bird droppings falling upon you is good luck
    • this may be a joke created to screw with outsiders
  • The lost and dying should be taken in, and given comfort. 
Stats
  • Any Wagonfolk failing a Save of any sort, may instead lose their Good Luck Charm to ignore the result. Without the Charm however, the character takes -2 to all rolls until a new one is gained. Gaining a new charm should be a task and trial, not just simply "herp, derp, a neat stick, done."
  • Any wearing over 10,000 gold in jewelry gain +2 to Personality(c) when interacting with other Vapara. 
  • Any with Personality(w) of 13+ playing with a tarot has 1 in 20 chance of telling actual future. 1 in 12 if a witch. 
  • Any Vapara that drinks from the same water source as a self cleaning animal, doesn't cover their ears and cross themselves at the hooting of an owl or felling of a tree, or if a male curses,  automatically fail their actions until they make themselves clean - or a bird defecates upon them. 


Pijaki

Named after their word for the bison they follow, cruder tongues refer to them as "Half-Orc." This name is incorrect at best, a horrible insult at worst. The Pijaki breed true, but as an off branch of Orc species, they tend to be more civilized than their cousins. "Half-human" the slur goes. And, of course, "civilized" in this context meaning they don't immediately kill you for trespassing. They'll probably even ask you questions first. Truth be told, they're inclined to ask questions and come to an arrangement, rather than kill out right. This is possibly the sole reason there are any Vapara left.

"Do not kill the entire herd when you are hungry," is an old adage of theirs. Being a people that follow herds, they harvest only what they need from the herd. In this way, the herd survives and grows stronger. From this the Pijaki grow stronger. And you're entirely correct to think they do the same to the Vapara. If you kill a man, and take his stuff, his line and trade end there. BUT, if you take only a few of his nicer things, that man can still make a living, and grow rich to have many fat children. Those children will then form more caravans, which your children will then raid.

Obviously the Pijaki do not share this plan with the Vapara.

But, yes, as stated the Pijaki are herdsmen, following herds of the huge Dire Bison (from which they take their name) across the plains, riding atop great domesticated bears. They take almost everything they need from these herds: meat, shelter, weapons, clothing. In return they see that the herd grows stronger. They cull the weak, stifle sickness, ensure the strong breed. They're like gardeners. Meat gardeners.

Little is known of the Pijaki other than that, and such is the way they prefer it. That being said, here is an assortment of information.

Language
The Pijaki speak a language their own, derived from Orc, but instead of being grammatically gendered between male and female, their words are divided between animate and inanimate. Interestingly, their words for other cultures are inanimate, with the words used to describe themselves and orcs are animate.

While the Pijaki have a rich oral tradition, handed down by a shaman or elder witch, they lack written historical records and even, usually, literacy, as reading and writing is clearly a form of magic. I have, after all, implanted knowledge in your head about a made up fantasy race, without even uttering a word to you. They don't truck with that.

Religion
The world of the Pijaki is a mixture of the physical and the spiritual, the latter bridged by shamans and heavy intoxicants. These shamans, usually alone or with a member of the tribe going through rite of passage, commune with the spirits in holy sites spread through out the Tavalinen Sea - hot springs, neat looking boulders, the mysterious monoliths dotting the landscape. In times of need the Shamans consort the spirits - called the Kwiocos - for guidance and wisdom.

Werocosuk
Chief among the Kwiocos is Werocosuk, the most Pijakish looking of all the spirits. All members of the Pijaki who have undergone the Rite of Passage have encountered Werocosuk, always appearing as a young warrior alone in the towering grass of the Sea. Standing a broad eight feet tall, wearing simple pijaki-hide (the animal, not the people) armor, and encloaked in a fur of an animal not native to the grass lands (actually, extinct, but they have no way of knowing this) Werocosuk will speak to the Tribe Member in a voice echoing of breaking wood. He then challenges the Member either mentally or physically. Those who fail the test, die. Those who pass are warned not to seek him out again, and are made a part of tribe upon returning from their vision quest.

Werocosuk's primary domains are Wisdom and Strength, his words often warning that one must be had only in the place of the other. Wisdom without strength is inaction. Strength without wisdom is destruction.

All members of the tribes go through the Rites of Passage, both male and female, for all members are expected to be strong. Should a member of the tribe grow enfeeble, they are given a melee weapon and a week's rations, and are expected to wander out into the Sea to find their end.

Currently, they are not intended for player consumption, but this may be revisited.


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