One Sheet : Qarimi

In a nutshell

The "Dune People" (as the Timorans call them) originally came from far to the south. They have been living in the Crimson Sands since the fall of Tan Silat. They are a semitic people and would appear to us today to be of middle eastern extraction. Their culture has changed since coming north. Once, they worshipped the dreamtime and their ancestors, but now they worship the Hundred Gods.

Communities

Zanat'lan, Deep Well, Bazaar, Teng'la, Yarsht, Farthest, the Dune Sailors.

Cultural Abilities

[Artistic] Appraisal (R) : Figure out the true worth of artworks and artefacts. Keeps you from buying a pig in a poke.
[Craft] Distill Plants (R) : Qarimi know how to get the best poisons, hallucinogens and medicines out of the flora of the desert.
[Outdoor] Dune Sailing (I) : Knowing how to operate a dune vessel, how to sense the currents in the sands and the like.
[Outdoor] Direction Sense (I) : Never get lost, even if you're away from defined Paths.
[Priestly] Dream Walking (I) : Knowing how to enter a lucid dreaming state, while still waking. Similar to "dreamtime" notions stolen from the aborigines.
[Social] Sword Dance (V) : How to dance like a crazy dervish, while wielding a bladed weapon. Useful both for display and martial purposes.

Cultural Secrets

Secret of Bodily Going
The character is attuned enough to the Story Time that s/he may enter a deep trance wherein s/he actually enters the Story Time and leaves the physical world behind. With a successful Dream Walking roll the character may trance and dream his or her way to where s/he wants to be. On awaking, she will find herself physically transported there.
Cost: 1 Instinct per day of travel.
Perquisite: The character must worship the Qarimite ancestors, not the Hundred Gods or other masters.

Secret of Leading the Waking
With this Secret the character may lead others, even those not naturally welcome, through the Story Time.
Cost: 1 Instinct per "guest".
Perquisite: Again, this gift is only available to orthodox Qarimites.

Secret of the Healing Slumber
The character may use trance to effect significant healing. While in the Story Time you receive a bonus die to all Healing and Counsel checks to remove damage.
Cost: none.
Perquisite: Only available to Orthodox Qarimi.

Secret of the Songline
This is a special form of Secret of the Hidden Way which is only available to Qarimi. It functions mostly like that other Secret, however Qarimi may also choose to spend a point of Instinct to collapse the travel time of the Songline to just one day, regardless of how long it would normally take.

Secret of Dowsing
The character may find water, food and other valuable things in the desert by following an inner instinct.
cost: 1 Instinct to find enough water and food to survive for a day. 3 Instinct to find a long-term source of water, food or some other precious thing buried by the sands.

Secrets of the Hundred Gods
This "secret" is really a placeholder for the many gifts that the Hundred Gods bring. Once per day you may spend 1 Vigor and make a Pray ability check. The resultant success level indicates the number of Prayer dice given you by the God in question to be used as Bonus Dice on activities sanctioned by that God.
    Note that each of the Hundred Gods has a separate sphere of influence and is thus a separate Secret to learn.

Cultural Keys

Key of True Lineage
The character may trace his or her ancestry back to the First Peoples. The character is conscious that their actions reflect not only on on themselves but also on the whole line of Qarimi that links the Story Time with the Here And Now.

  • Gain 1 XP whenever you make obeisance to your ancestors, tell their story or keep their traditions.
  • Gain 3 XP whenever you undertake a dream quest or do a great deed which extends the legend of your lineage.
  • Buyoff: Put aside worship of your ancestors and choose to follow another path, such as the obeisance to the Necromancer King or the worship of the Hundred Gods.
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