STAR WARS: RETROSPECTION- Teachings of the Shaman

Started by HereticalDruid16 pages

I do not actually have that. Can I try rolling off a stat? I'm assuming Presence can kind of help.

In this instance, it is a very specific skill to be able to cow animals to your will. You don't even have the faintest idea how to begin.

Is there anyone that could help him in his village? Otherwise Azarl is walking I guess.

There are some in the village who know how to work these beasts. Sometimes they are used for labor by farmers, and other times for mounts by the village protectors.

Who does Azarl trust more? If he doesn't trust either he will try to sense which is the better option.

The Shaman Salcazar insisted once that you trust no-one. Not even him.

"It will be the death of you if you do," Salcazar said.

-

The harvesters are just a collection of common folk from your clan. They do as the Shaman suggests and spend their days gathering food for everyone. Most Kaals are farmers, actually.

The soldiers, on the other hand, have a strained relationship with the Shaman. Protector Zalmar Kaal is their commander and they begrudgingly have obeyed not to attack any neighboring clans, per the Shaman's orders.

Then Azarl will talk to a farmer that might be able to help him tame a mount. He just wants to be sure that the farmer won't talk to anyone about the conversation or the help he gave me.

Can I guarantee that? Maybe Intimidation or talk him into keeping mum?

There are no guarantees that anyone will stay quiet on what you ask of them.

That's irritating. Well he doesn't need to tell them exactly what he is doing. He will enlist a farmer to get him a mount and then head off to the meet the other clan, so he can find out what he can about the starship he saw.

Okay! One of the farmers you come across is more than happy to help the Shaman's student! He sets you up with one of those creatures- something like a bison with leathery skin.

Azarl will mount the leathery beast of burden with the farmer's help. He will bring a spear and a shield just in case he encounters trouble along the way (since you mentioned those were the weapons of the Kaal clan).

He will also pack any other supplies he needs, like food and water to get him to the Nurks.

You can have these things packed and with you when you mount up, and with a slap from the farmer, the beast sets off from the Rock of Kaal toward the coast.

You do not encounter anyone or anything on your way there. The hills are barren around the Rock, once you are past the farmlands. You stop to feed the beast occasionally and have a few mishaps getting it to go again.

Eventually, you notice the fresh salty scent in the air and come upon a rise that overlooks the coast. The village of Clan Nurk is situated at the mouth of a small marshy bay. Their farms are smaller by comparison; they fish for meals, an option your clan does not have.

Azarl finds no point in waiting around on the hill. He spurs his beast on down to the village, looking for signs of Vudans and keeping his senses about him, willing the world is reveal itself to him.

You make your approach. You collect a few curious glances from some Vudan farmers in their fields near the village. When you make the final approach, following the unpaved trail that connects the Rock of Kaal to the Bay of Nurk, a few guards come out to block your path.

The Nurks use tridents instead of spears. They fish with them more often than they fight.

Azarl will greet them and see what they want.

They want to know what business you have in the Bay, and what clan you are from.

Azarl happily tells them that he is a Kaal and he's looking to speak with their religious leaders.

"I study with the Shaman under the Rock," Azarl says cooly.

They shift uncomfortably.

"What do you want with our shaman?" they ask.

"I seek knowledge that mine own will not divulge," Azarl says. "I was hoping he could help me find something."

"We'll need to check with him," says one.

"Are you armed?" asks another.