Ramanites : The folk of the steppes
The Plateau of Rama lies to the east of the crimson sands. It is separated from the sunken kingdom
by terrible cliffs, standing nearly half a mile high. Only a few know the treacherous paths by
which a man may descend these cliffs. Even then, the paths are so steep and so treacherous that it
is impossible to imagine bringing a wagon, a camel, or even a well-trained mule up or down them. In
this way, the barrier between Rama and the Crimson Sands is nearly complete. Isolated individuals
may occasionally cross it, but there is no regular trade, no armies march across it and very little
cultural exchange occurs.
Another reason for this is that Ramanites have a very bad reputation in the lands of the crimson sands.
This stems direcly from their religion, in which they worship death. The fact that Goran Zuur is an
exile of Rama, and has used the Ramanite magics to raise the unliving legions which cement his power
base, certainly does nothing to further endear the lowlanders to the people of the steppes.
But those inside the Ramanite religion see something very different from what outsiders see. Although
their religion certainly does venerate death as the greatest, the last and the most sacred state, it
is not one that is inherently evil. The Ramanites merely acknowledge that death is the gateway into
another plane, one that is here, all around us, and one with which we can have communion if we open
ourselves to it.
Unlike the Crimson Sands, Rama is comparatively lawful. The land is organized into principalities,
each ruled over by a single city which is led by a Priest-King. The Priest-Kings and their city
states form a loose alliance, which is responsible for enforcing justice and seeing to the needs of
the people. Basically, it's a theocracy, and while the codes of behaviour are strict life in Rama
is probably more comfortable for most of its people than life in the crimson sands.
That said, the game's not set in Rama, is it? Ergo, Ramanite characters will de facto be those
who have chosen to leave their native land and go forth into the world. They could be political
exiles, religious heretics or merely curious adventurers hungry for the forbidden knowledge lost
beneath the shifting sands of Timora. whatever the reason, deciding why a Ramanite has left home
and come to the planes of sand is a key element in their creation.
Communities: Because of the above, Ramanites do not receive the free Community Membership
Key that other peoples do. (Or if they do it is to a commuity in distant Rama and will rarely come
up in play.) They may take membership in any other community by use of a regular Advance, just
as any other character may.
Crunchy bits:
Cultural Abilities
(Craft) Anatomy (R) : Detailled knowledge of human anatomy. Useful in preparing the dead,
performing surgery, etc.
(Craft) Bladework (I) : The use of a blade for precise cutting -- useful both for surgery
and for combat. Woot!
(Priestly) Cerements (R) : The preparation of the dead for burial in accordance with
Ramanite tradition.
(Priestly) The Black Speech (R*) - special, see below
Cultural Keys
Key of the Death Hunter:
As the Qek cultural key.
Cultural Secrets
The Black Speech : Ramanites have access to a number of Secrets concerning The Black Speech, which
has been described above. These Secrets are:
- Secret of the Black Speech - The character knows the language of The Black Speech and
may use it to influence the minds of others. This Secret allows the character to take advances
in the 'The Black Speech' Ability, which is a Priestly ability, listed above. At this level,
the Black Speech may affect up to half a dozen targets at once. All must be within earshot
(and able to hear - deaf people and those who fill their ears with wax are unaffected). Targets
will be aware that they are being influenced by the words they hear but will be helpless to
resist (unless they make their rolls, of course...). The effects of the speech wear off within
an hour.
Cost: 1 Reason per contest used.
- Secret of the Subtle Voice - Characters with this ability cause those they successfully
influence to forget that they ever heard the Black Speech. Their minds become clouded and
they rationalize the actions they were influenced to take to the best of their ability to do so.
Cost: 1 Reason.
Perquisite: Secret of the Black Speech
- Secret of the Opiate Eye - The speaker may alter the sensory perceptions of the
listeners, changing what they perceive.
Cost: 1 Reason per sense.
Perquisite: Secret of the Black Speech
- Secret of Swaying the Horde - The speaker may amplify his voice, and his power, to affect
greater numbers of listeners:
- up to25 targets costs 2 Reason
- up to 100 targets costs 5 Reason
- all targets costs 9 Reason
Perquisite: Secret of the Black Speech
- Secret of the Lingering Whisper - With this Secret, the effects of the Black Speech can
be made to persist for greater periods.
- effects that last till sunrise/sundown cost 1 Reason
- effects that last a week cost 3 Reason
- effects that last a month cost 6 Reason
- effects that last half a year cost 10 Reason
Ramanite Necromancy: Ramanites may also take Secrets pertaining to the art of Necromancy. The
rules for this are as per the rules for Qek
Necromancy in the TSOY
setting document.
Appropriate Qek Secrets are:
- Secret of the Necromancer (as Secret of the Walozi)
- Ritual of Spectral Form
- Ritual of Binding
- Ritual of Severance
- Ritual of Zamani Control
- Ritual of Vessel Preparation