Andrew Larsen

Although it is a barren steppe, Prax and the Wastes are home to a wide variety of plants and animals that the Animal Nomads have learned to use for survival. The shamans of Eiritha and Foundchild regularly communicate with the spirits of these plant and animal life for various purposes. Here are some of them.

Fauna of Prax

Cowpeckers

Cowpeckers are small brownish-black birds with red or yellow beaks. They subsist by eating the ticks, lice, and other small insects that live on Eiritha beasts. Anywhere a few Eiritha beasts are found, there will be a couple of Cowpeckers sitting on them. They are well-favored by Eirithans, both because they help maintain the health of the herds and because they chirp loudly when they sense predators. Cowpeckers are considered lucky, and it is bad luck to kill one.

Askari, the Cowpecker spirit, is considered a friend of Eiritha. In the Green Age, she gave Cowpecker permission to ride on her because he promised to keep Tick and Louse away. Because of this, some Eirithans employ cowpeckers as familiars. When worshipped, Cowpecker provides Detect Enemies.

Jerboas

Jerboas are small gerbil-like rodents with long hind legs and tails and large ears. Nocturnal mammals, they feed on plant shoots, seeds, and berries and on small insects. They do not require water, getting the moisture they need from their food. They thrive in hot climates and can be found across Prax and the Wastes. They construct elaborate burrows with many false tunnels designed to confuse predators, and multiple points of entry, to enable them to flee if needed. Outside, they are capable of jumps of up to three meters at a time, faster than a normal person can run. They have large ears and excellent hearing. Foundchild hunters admire them for their skill at evading prey.

Yarbu, Grandfather Jerboa, was a clever spirit who was always one leap ahead of his predators until Foundchild trapped him one night with a small lasso. To save himself, he agreed that he would teach Foundchild a few tricks and would allow Foundchild to eat whichever of his children were too slow to escape capture. Thus Jerboa is worshipped as a small but widespread subcult of Foundchild; its members must know Jump at 50%. Foundchild hunters make an annual sacrifice of berries to Grandfather Jerboa to maintain this deal, and he always honors his bargain, appearing at the edge of a burrow to accept the sacrifice. Grandfather Jerboa teaches Listen and the spirit magic spell Jumping (identical to the Kygor Litor spell). His followers must agree to never worship Manul or Sun Hawk, two of his great enemies, and they must leave some berries or seeds outside a jerboa burrow every time they hunt jerboas. He loves dancing, and those who worship him do so with leaping dances.

Grandfather Jerboa is a popular figure in Praxian folklore, often appearing to offer advice to those in need. He is clever, but honest except with his enemies. Praxians view him as a symbol of resilience and survival.

Manul

Manuls are small Praxian cats with a grayish-brown coloring, thick fur, and squat profile. They live in small burrows and rock crevices in many parts of Prax and the Wastes, patiently hunting small rodents and birds. Typically they sleep much of the day and then emerge to hunt in the late afternoon and night. Praxians sometimes hunt them for their fur and, to a lesser extent, for their meat.

Manul, the spirit of the Manul, is often worshipped by Foundchild hunters for his patient skill. He is not an easy spirit to make contact with; he typically makes potential worshippers wait for a long time in a gulley or near an animal burrow before he emerges to offer his knowledge. He teaches Hide in Cover and the divine magic spell Catseye. Manul requires those who worship him to never kill a manul or wear manul fur. Manul dislikes Brother Dog, and rarely appears to those who are accompanied by dogs, but has been known to reveal himself to Orlanthi and Odaylans, who consider him one of Yinkin’s litter.

Leaping Bears

Leaping bears are dark-furred predators about the size of a tiger, with short tails and a dog-like head. They are generally nocturnal, and prefer to leap onto a target from the cover of a gulley or a large bush or rock. They are generally solitary, except when they mate. They are extremely aggressive animals, and prefer very fresh meat; because of this often do not even finish eating a kill, particularly if new prey presents itself. They have been known to kill animals and not eat them, something that makes them seem particularly villainous to Foundchild’s followers. They are most common in the Wastes and Hidden Greens, but occasionally venture into northern Prax.

Tripanandar, Leaping Bear Man, was always a difficult spirit. In the Great Darkness, Waha told him that he could only eat 1 out of 1000 animals, but Tripanandar thought that Waha had said he should kill 1000 animals and eat one. Later, he plotted to kill Tada, who defeated him and ordered that he and his children should be hunted down and slain. As a result, leaping bears hide and attack from surprise.

When traveling through the Wastes, Eirithans sometimes leave sacrifices to Tripanandar to encourage him to leave the herds alone. Foundchild hunters occasionally worship him to gain the Fanaticism spirit magic spell. Waha shamans occasionally encounter him as an enemy in their rituals, or re-enact Tada’s defeat of him to keep him away from the herds.

Cranes

Praxian cranes are typically grey and white, although some are all grey or all white (these latter are considered good luck to see). They flock in significant numbers along the River of Cradles, but can be found at almost all oases. Praxians hunt them for their meat and eggs, and for their feathers, which are used to decorate weapons and clothing and occasionally used to stuff pillows. Cranes are easily startled and keep an eye open for predators. Their haunting cry ‘huuruahu’ sounds like ‘come away quickly’ in Praxian.

Huuruahu, Crane Man, is a very wise and cautious spirit. He loved his wife dearly, and his children always mate for life. When Death came, Crane Man recognized him as dangerous and told his wife to come away quickly, but she was foolish and went to greet Death and never returned. Crane Man later promised Eiritha that he and his children would always warn her of danger, and so he is counted as a friend of Eiritha.

Eirithans worship Huuruahu, because he is very knowledgeable about the animals and spirits of Prax, but he is also very cautious. He will not come if anyone in the vicinity carries a weapon of any sort, and rarely appears to Foundchild’s shamans. His worshippers dance and sing a mourning song at a body of water, and if he thinks it is safe, he comes down to join them and thank them for remembering his wife. He teaches Farsee, and often gives advice about other spirits.

Flora of Prax

Sunflower

Sunflowers grow in moist soils that get a lot of sun, and are therefore mostly found at Praxian Oases and along the River of Cradles and its tributaries. The sunflower is prized for its seeds, which can be eaten raw, toasted, or processed into sunbutter, a food similar to peanut butter. The seeds can also be pressed for oil, often used when skullbush oil is not available. The stalks and leaves can be used to feed herd beasts, while the petals are used to make a yellow dye.

Essaseela, Sunflower Girl, is one of the 48 Old Ones revered at the Paps, where sunflowers are actively cultivated. During the Godtime, she stood gazing at Bright Treasure. When he was killed, she hung her head in sorrow, but now that he has returned she follows his daily journey across the sky. She may only be worshipped during the day, and she requires her worshippers to plant sunflower seeds at least once a season. When worshipped, she provides Plant Lore and the spirit magic spell Follow Sun.

Follow Sun Variable. Instant. Self. Passive.
This spell allows the caster to know exactly where the sun is in relationship to the caster. At night, it indicates where the sun will rise the next morning. This is particularly useful during dust storms and the cloudy weather that is frequent during Winter and Winter Fertile seasons. It grants the caster +5% to Navigate rolls per point of the spell.

Tobacco

Tobacco grows in warm, well-drained soils, and is found most commonly at the more arid oases, such as Tourney Altar and Day’s Rest, but it can also be found growing wild. Praxians consider it a sacred plant, and consequently its use has not spread to non-Praxians for the simple reason that Praxians rarely reveal its use to non-Praxians, although some Oasis Folk know how to use it. It must be dried to be used properly, then coarsely ground, put into a pipe and smoked. Its chief value lies in its unique property, because when it is smoked, it provides a form of Mindspeech to those who share the pipe. Each person takes a drag on the pipe and casts a magic point into it. For as long as the smoke continues to hang in the air, all participants can understand the meaning of what the other participants said, as long as it was said in a language they understand. This prevents misunderstandings and makes agreement easier to achieve. Consequently, tobacco is used in many situations where clans are negotiating or when those of different tribes need to reach an agreement. Holding a peace pipe is considered a statement of peaceful intent and a desire to negotiate for something rather than to fight for it.

Tobakeh, the Tobacco Man, is a quiet but friendly spirit who sought to win friends during the Great Darkness. His skill at bringing people together in easy communion makes him a well-liked spirit, and he is often worshipped along with the Three-Bean Circus. He is commonly invoked in meetings between the Animal Nations. He is one of the 48 Old Ones, and his small cult there teaches Orate and Mindspeech.

Acacia

Acacia trees, or thorntrees, are a basic part of the Praxian ecology. They grow almost everywhere in Prax and the Wastes, being hearty enough to handle arid conditions, but they resist cultivation. They possess sharp thorns that deter almost all animals except the High Llamas, whose tongues are thick enough to ignore the thorns, and thorntree leaves are the favored food for llamas. Thorntree seeds can be eaten by humans, either raw or fried, and are used to give a garlicky flavor to foods. Its resin is used as a glue, as a thickener for foods, and to chew when thirsty. Thorntree wood is often used to make implements for shamans, such as staves and rattles. Thorntree bark, if burned, gives off a smoke repellant to most spirits, who must overcome the bark’s POT (typically 2d6 to 4d6) in order to approach the fire. Thus shamans burn the wood when they feel a need to ward off spirits or to help exorcise possessing spirits.

Grandmother Thorntree is a haughty and reserved spirit, who gives her favors only to those who court her properly. She is worshipped by the followers of Llama-Eiritha because the acacia is critical to the survival of the herds. Grandmother Thorntree’s rituals are very complex by Praxian standards. There are many ways to offend her, from incorrect posture to using the wrong words and hand gestures. As a result, only the most experienced Eirithans are permitted to contact her, lest her anger deprive the herds of their food. All rituals to contact and worship her are done at -20% penalty. She teaches the spirit magic spells Glue and Detect Thorntree, which has a range of 1 kilometer.

Saltgrass

Saltgrass is found primarily along the Praxian coastline and the mouth of the River of Cradles, but it also grows in the bogs of Prax, where it does well in the brackish water. It is edible by humans, but has a bitter and salty flavor, so most Praxians eat it only in extreme situations. It is mildly toxic to most herd animals, giving them stomach aches and diarrhea. But the gern of the Morokanth thrive on it, and so Morokanth seek it out. Saltgrass marshes grow quite high and are a haven for small birds and rodents, as well as a good hiding place for the Morokanth.

Tehonkawa, the Saltgrass Maiden, is the spirit of Saltgrass. She was a spirit of Genert’s Garden; some say she was Genert’s daughter. When the warriors approached her to woo her, she rejected all of them because none was exactly as she wanted him to be. This one was too tall, that one too short. This one was too war-like, that one too peaceful. She scorned them with harsh and mocking words. Finally, Genert lost his temper with her, and said there was no room in his garden for one as bitter as her. He ordered to go and dwell among the bitter places of Prax until she learned her lesson and he called her home. She left and grew lonely in the bitter places, and she learned her lesson, but before he could call her home, he was slain. Thus she waits for an invitation that will never come.

Saltgrass Maiden is a lonely spirit, eager for worship and company, and always willing to hide or feed those in need. Consequently, she makes no demands on her worshippers, other than that they talk a lot when they seek her aid. Most Praxians find little value in worshipping her, but the Morokanth give her a good deal of worship. Both Eiritha and Foundchild shamans worship her. She manifests as a whispering breeze that moves the grass. She teaches the divine spell Marshcover.

Marshcover 1 point Divine spell. Range touch. Duration 15 minutes. Stackable. Reusable.
This spell can only be cast on a target who is in some sort of bog, swamp, or marsh. It allows the target to blend in easily with his surroundings. It grants the caster +20% Hide in Cover. Additional points allow additional targets to be affected. The spell ends if the caster moves onto solid ground.

Water Melons

The Praxian watermelon is a small round melon, 6-9 inches across, with green and yellow or green and red stripes. Its flesh is yellow or red and filled with sweet juice, which Praxians sometimes ferment into a type of wine. Its rind is quite bitter, but Morokanth use it as fodder for the gern. The vines are used as bindings, because they are quite strong, even when dried. Water melons grow in warm, shady places with access to water. They grow best at the oases, especially Agape, but they can be found even in the Wastes, because their vines are very good at seeking out water deep in the rocks. Checheh, the Melon Boy, is a friendly, inquisitive spirit, worshipped as one of the 48 Old Ones. During the Great Darkness, he always found good places to hide, and was always willing to share what he had, even if it was only water. Eirithans revere him for his friendly, gentle nature. He is typically only worshipped at the oases, and only during Winter Fertile. He is easily contacted and readily teaches his spell Detect Melon to anyone who agrees to share his bounty when they find it. Detect Melon is a standard Detect spell with a range of 1 kilometer, a surprisingly useful spell because it helps find water.

Skullbushes

Skullbushes occur widely in Prax and the Wastes, growing best in the moist soils along river valleys, oases, and the Paps. Praxians and Oasis Folk loosely cultivate them mostly for the seeds they yield, which can be pressed for oil or eaten roasted. The plant also gives a nectar used to flavor milk and yogurt. They are sometimes cut down for wood, but this is rarely done unless the plant is scraggly and not producing many seeds.

Ehawee, the Skullbush Woman, is one of the friendliest of all Praxian spirits, and one of the 48 Old Ones. Praxians consider her a welcoming and nurturing mother. They say she lost her children in the Great Darkness and has taken the skullbats in their place. She and Helpwoman are considered great friends, which is why Helpwoman’s followers spend so much time at skullbush plants. All Praxians love her, and her cult asks only that her worshippers never kill a bat. The cult teaches Craft: Cooking and Command Bat.

Tamarisk

The Tamarisk is a scraggly evergreen that grows in dry, salty conditions. It puts down deep roots to find water, and so survives well in the Wastes. Its needles provide reasonable fodder for herds, though only the High Llamas can easily graze on them, since they grow up to 18 meters tall., and their branches rarely droop low enough for other herd beasts to graze on them. Tamarisk trees exude salt from their bark, a vital commodity in the Wastes. And their sap is a sweet; it is consumed both as a syrup and dried into sugary crystals.

Askuwhetu, the Tamarisk Man, is a wise old spirit, who knows many secrets to surviving in difficult conditions. He is a stubborn and tenacious figure, easy to summon but hard to win over; rolls to persuade or bargain with him are made at -20%. He teaches Survival and Detect Salt.

Saxaul

The Saxaul is a shrub that often grows to the height of a short tree. Its bark is spongy and water-soaked. It favors dry sandy conditions and puts down deep roots that allow it to find water even in the Wastes. In some parts of the Waste, it is the only vegetation for miles. Its leaves are good food for sable and llamas, and its bark is often stripped and pressed for water. Saxauls are commonly parasitized by other plants, because of the water easily available in the bark. In particular, Praxians find two common parasites useful. Goyo is a celery-like tuber that is poisonous; its juice, with a POT of 2d6, is sometimes used to poison weapons. Borji grows on the roots of the saxaul, putting up a yellowish shoot that terminates in a structure like a pinecone. Eirithans value the cone as a treatment for impotence and infertility.

Saxaul, the Saxaul spirit, is a challenging spirit to deal with. She is the last vestige of Genert’s Garden, and determined to help the weaker plants who need her moisture to survive. She knows much about the plants of the Wastes, but requires reassurances that a shaman is not a threat before she will share her knowledge or aid. She teaches Vigor to those who can win her confidence.

Serpentweed

Serpentweed is a flowering shrub with irregularly-shaped leaves and a white or purplish flower that emits a pleasant fragrance. It grows wild in moderately moist soils and consequently is found near most oases and the River of Cradles. When conditions are too dry, it withers and lies dormant, but quickly flowers when water arrives. Its name derives from the fact that it grows in the beds of the serpents when the water flows. At the oases, it invades the fields of other crops and is hard to eradicate.

Serpentweed is a potent poison. The leaves contain 3d6 POT; the flowers 2d6 if eaten raw, 1d6 if boiled down into a mash. If the poison overcomes the CON of the consumer, it causes delirium, erratic and often violent behavior, and extreme dilation of the pupils (which produces light-sensitivity) for a number of hours equal to the POT. If the poison fails to overcome the CON, it produces less violent symptoms, including hallucinations and pupil dilation. Praxian shamans sometimes intentionally consume the drug to have visions, but more commonly the plant is eaten accidentally. In particular, herd animals tend to love it, and serpentweed often grows amid the grasses favored by impalas, bisons, and rhinos. Animals that consume it tend to be violently agitated or act in unpredictable ways.

Datura, Serpentweed Woman, is a malicious spirit who delights in causing trouble for others. She becomes angry when she is not treated with respect, and tends to find ways to get herd animals and children to eat her. As a result, Eirithans offer her propitiatory worship and treat her politely. Some shamans worship her for the visions she sends, but she has no formal cult, and rarely offers access to magics.

Scenario Ideas

Eiritha has sent the clan dire omens that the herds (or the women of the clan) will have trouble conceiving in the coming year. The player characters are sent into the Wastes to find borji. It is not hard to find saxauls, but none of the ones they find host borji. If the Saxaul spirit is summoned, she can tell the players where to find borji, but she wants them to do something for her first…

During an Eirithan ritual, Huuruahu suddenly arrives and reports that a great danger is coming. A plague of cowpox has broken out and is spreading, carried by harpies who worship Malia. The players must find a way to stop the harpies from infecting their herds.

The cult of Foundchild is holding its annual ceremony to renew the pact with Grandfather Jerboa, but the spirit is angry because a member of the clan has made a pact with Manul. Jerboa threatens to spook all the cult’s prey until the cult makes a special sacrifice to appease him. The players must find a rare fruit that grows at a particular oasis…

Out in the Wastes, the players find a stand of tamarisk trees. Its sap is a valuable trade item and the salt the tree produces is useful as well. But before the players have a chance to harvest the sap and salt, a group of Bison Riders shows up, demanding that the players leave the trees to them. Do the players fight for the tree, or let themselves be intimidated into leaving?

Tripanandar has been causing trouble for the clan lately. Several rituals conducted by the clan’s shamans have been disrupted by him, and several leaping bears have been stalking the clan’s herd. When the players investigate, they find evidence that a shaman from a rival clan is behind the troubles. Once Tripanandar has been defeated, the rival shaman must be dealt with somehow.