Tagged: Spirit of Suleiman
January 21, 2017 at 8:18 pm #8079
Here are some Relics (mostly Spirit Bound Relics, or Jinn Relics as I have come to call them) from my campaign (http://www.tripleacegames.com/forums/topic/campaign-spirit-of-suleiman/).
I’ll put each one in its own post.
Left is Death!January 21, 2017 at 8:18 pm #8080
While the War of Copper Jars is a defining event for all the races of Al-Shirkuh, none were changed more than the Cakali. Their society was shattered and blown away to the Seven Winds of Heaven. Untold hundreds of thousands died when the Jinn destroyed destroyed their homeland with the Black Rain.
But not all souls were lost. Brave warriors resisted and saved who they could, giving their lives so that others might survive. Refusing to leave others behind and save themselves, the spirits of these brave warriors stayed behind to guide others in the mortal world. Their spirits fused with their items and now give guidance to worthy Cakali that are gifted with them.
This particular kopesh was wielded by Bayram alim-Kasaba. While Black Rain pitted and turn the weapon gray, the weapon is still incredibly strong and holds a preternaturally sharp edge that never needs sharpening.
Game Effects: The strong will of Bayram adds +2 damage to successful attacks.
Left is Death!January 21, 2017 at 8:21 pm #8081
Bow of Ammon
Ammon was a powerful warlord that lived during the dying days of the Hekatic Empire just before it became the land of the undead. He was a Khem-Hekau Mage and enjoyed binding souls and spirits to weapons to further his prowess in war. He created this bow for one of his personal guard, binding a Soul Hunter to the weapon.
The Bow of Ammon binds the soul of those slain by the bow to the weapon which in turns feeds into the life (or undead) force of the bound wielder. Fragments of souls stolen by the bow swirl around the weapon like corpse-candles, ephemeral balls of glowing lights of red, blue, and white.
Game Effect: Khem-Hekau Relic. Activation requires a Spirit roll. While Active, arrows are treated as Magical Weapons and upon killing a target, their soul is drawn into the bow (a Wild Card gets a Spirit Check to avoid this fate (ignore wound penalties – this is beyond the body, Extras do not). These souls can in turn be expended to avoid damage (Soak only). The wielder may not exceed their normal Bennie allotment +1 in total.
Example: a wild card that normally starts a session with 3 Bennies currently has 2 Bennies available. They may have 2 Souls Bound to the bow (total of 4 “Bennies”). The Wild Card may still earn normal Bennies in excess of this cap, but none from the Bow until they drop below 4 total.
GM Note: Sometimes we use the Fantasy Companion for magic items. So this was randomly rolled – a Bow with a Healing Effect. I suspect this is an influence from a bit too much Elder Scrolls (weapons with vampiric/draining effects)
Left is Death!January 21, 2017 at 8:22 pm #8082
Majin’s Tears – Walkstone (aka – Gemstones)
The end of the War of Copper Jars was a reckoning for the Jinn. Many Jinn were destroyed, some were banished back to Jinnistan, many were in imprisoned in the Copper Jars, and some had less limited boundaries in exchange for their repentance and sworn service.
While all Jinn were masters, not all were as cruel and destructive as the Ifrit. The Majin (earth) Jinn were master craftsmen and creators of great works. Never a rush to judgement themselves, they appreciated the approach and thoughtfulness of Suleiman in the treatment of the Jinn. It could have been far worse, as most expected the punishments to be even in excess of what the ruling Ifrit did to their slaves.
Some Greater Majin expressed their appreciation of Suleiman’s fair treatment by presenting him with a favored gemstone. The natural power of those gems shine through, awoken by having long been in the aura of the powerful Greater Jinn. These are known as Majin’s Tears.
Game Effect: Walkstone – Upon spending a Bennie, once per session this apple green colored gemstone grants a reroll on the running die or movement-based Agility rolls in Chases
Left is Death!January 21, 2017 at 8:23 pm #8083
Ring of Jars
As powerful as wise Suleiman is, he could not just snap his fingers and wish all the Jinn into Copper Jars, the eventual prison for all those Jinn that were not destroyed or banished back to Jinnistan. Many craftsman had to work to create the jars and while being around some of the more elementally uncomfortable Jinn (namely, the Ifrit).
First, the smiths forged a series of of copper rings. Suleiman then bound a lessor Ifrit into a portion of these rings so that smiths could more easily and quickly both work their forges and be around the fiery Ifrit. From this process, students of Suleiman also learned to bind the Ifrit to further speed up the work. This was the birth of Jinn Relics using Spirit Binding, an art long thought lost or only seen in the corrupt .Khem-Hekau.
Game Effect: Jinn Relic. Made of magically hardened copper and etched with runes of fire and warding, when activated this ring protects its wearer from the effects of heat and fire. The wearer suffers no damage from background sources of heat, including walking through lava or surviving the heat of the desert. Against direct attack spells with a fire or heat trapping, the wearer has 4 points of Armor. In addition, he receives a +2 bonus to trait rolls to avoid such spells when allowed (such as burst).
Left is Death!January 21, 2017 at 8:27 pm #8084
(just gave this out – I suspect this will be my favorite. I likely will go back to the other Jinn-Relics and try to give them a personality)
Sirocco the Flying Carpet
Sirocco was a rather grump old khamsin (air) jinn that found himself bound to smelly old carpet. He is compelled to provide flight to the old rug, but the binder was a bit lazy in his methods. Sirocco grumbles, groans and complains the whole time and does not provide the smoothest of rides.
Despite being no faster than a person on foot, calling upon Sirocco allows travelers to avoid difficult terrain. Sirocco grumbles along at Pace 6, with with handling +0. Up to four Medium-size (Size +0) creatures can ride on the carpet somewhat comfortably with only a moderately more grumbling. Five (5) can ride for short periods, but Sirocco refuses to go higher than 10’ off the ground and no faster than Pace 4. He is also prone to buck people off if something unexpected happens (penalties to stay on in that case). Sirocco also levitates, but holding still with people on the carpet aggravates his lumbago, causing the carpet to be unstable at times.
To use the carpet, it need only be laid flat on a solid surface and ordered to rise (this represents the Spirt check to active this Jinn Relic). Directional control is by verbal command. Only the Master may give the carpet instructions (represented as person that spends a Bennie to Attune to the relic).
Game Effect Jinn-Relic. Flight Pace 6, Handling +0. Unstable Platform. Use Agility to control for maneuvers or in the thick of combat.
Left is Death!January 21, 2017 at 8:29 pm #8085
(we are just about to wrap up the Undersea adventures – this is the reward the PCs will each received from the Merfolk)
Ring of Flowing Life
These rings help those that face danger to more often recover from their wounds. A bound marid enhances that art of anyone trying to help the wearer of the ring, guiding their hands or their magic in ways to enhance the healing process.
Jinn Relic – but whomever is doing the Casting/Skill “activates” the item naturally. So long as they do not roll a 1 on the Skill Die or a Crit Fail, then item works (if Siphoning Occurs, the effects impact the Caster/Healer as they are the ones “using” the item). The wear (patient) must be Attuned to the ring for it to activate (ie, you usually cannot just slip the ring on the patient as they likely do not have a Bennie to Attune).
Jinn Relic, Activated by another person using Healing skill or Power. The caster/healer ignores 1 Wound penalty of the wearer. Caster still counts their own Wounds, as normal.
Left is Death!January 21, 2017 at 8:54 pm #8086
High Priest of Hoenir & Champion of QedeshetJanuary 25, 2017 at 2:14 am #8093
Thank you … I think (I am going to take that as “good” and not “astonishingly bad” :))
One more item – the group already has this one. Writing this up crystallized how to make the elemental mage of the Merfolk different from the Jinn Mage and the Elemental Mage, yet use the same rules:
Necklace of the Sea
Surfacers that find themselves in Madinate Almuhit find freedom by wearing a Necklace of the Sea. A water spirit is bound to a gold plated sea shell to help Surfacers both breathe and communicate while underwater. Likewise Merfolk that wear the necklace breathe air and have their telepathic communication “voiced” by the Jinn.
There are two versions of this Spirit Relic – the Zayir (guest) and the Sadiq min Albahr (Friend of the Sea). The difference is merely how long the Relic will function before it becomes mundane. The Zayir will lose its power in a month, the Sadiq min Albahr in a year.
For the Necklace of the Sea, elements of both land (gold) and the sea (the shell) are combined and the Spirit is then bound via the Concordance (see below). The Zayir is a simple gold plated scallop shell. The Sadiq min Albahr is a more complex shell such as an augur or a small conch so the Spirit has more comfortable stay.
Creation – The Concordance:
Elemental Magic practiced by the Sirens of the Merfolk is something different than that performed by their land counterparts. While they know of spirit binding of old and its part of their traditions, it is not the enslavement as seen in Al-Shirkuh or the pure domination as seen in the limited magic of Rassilon via a Summon spell. Furthermore, the Sirens are not summoning the Jinn nor are they summoning raw elements. They summon the Spirits of Nature – something that is in between if not something altogether different. Sirens do not enslave or dominate, but instead bargain with the elemental Spirits to faithfully serve for a set time and then are automatically set free. The Sirens end of the bargain is usually to provide the Spirit some physical form of their own for a like period of time. Thus the Spirit experiences a different world as they choose in exchange for a short service. Many of small crustaceans around the city are actually just shells with these elemental spirits in them, experiencing the world. The process is call Concordance. Note that many Spirits enjoy this exchange and willing come back to the physical world in all sorts of manifestations (ie, other magic effects, or other types of binding).
Left is Death!
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