By Green ()
Posted here with express written permission from Green
There are four major cultural divisions along which the kizimwi tend to make their distinctions. There are the Yoruba, Fon, Soninke, and Nyanga people. Each group sprouts their own kizimwi. Each group has their own leaders, storytellers, shamans, and warriors. Thus, while some kizimwi may seem alike, they are completely different in outlook and temperament. Each cultural division is composed of one or more families, which roughly correspond to Kithain kith.
The Yoruba families of West Africa believe themselves to be descendents of the gods who created the universe, earth, and human beings. When their gods came to Ife (Earth), they stayed shortly, but not before making and raising children with the mortals. The results are the Olorun, Orunmila, Obatala, and Olokun. For more information, look up the story on the creation of the universe, Ife, and human beings.
Society: The Yoruba families are probably the most organized the Kithain will encounter. The families often live together in a single tribe, and they delegate duties amongst themselves almost like the noble courts of the Western fae. Each tribe is ruled by a king, and the most powerful king is the one to whom the others defer in times of crisis. This king is not decided by election or heredity. Instead, he is picked from the best representatives of the families. Sometimes, they even choose a woman or a young man from non-traditional families, but the tendency is for older, male Olorun kizimwi to be king among kings. When the king is chosen, he moves to the city of Ife, from where he watches over the tribes and makes decisions for the rest of his life. The king makes laws, on advisement by a board of seers, which affect all the tribes in the kingdom. Although mortals are not bound by these laws, they tend to follow them out of respect for their tribal kings.
Gold is an important commodity for the Yoruba fae. It is believed to be the element which made possible the creation of Ife, the earth. It is a symbol of the divine unity which marked the beginning of creation. At certain places, links called Golden Chains bridge the gap between Ife and the sky-home. It is here where the kizimwi gather among themselves and take care of supernatural matters.
Descended from Olorun, the sky god and ruler of the heavens, the Olorun exemplify divine command. Usually, the king which rules in Ife comes from this family. They are generally radiant and powerfully built, with hair, eyes, and skin being the colors of the sky. Even for their more human-looking members, they have traces of the sky, either in their dress or bearing. A few of them resemble sidhe with pale blue hair and white eyes. Still others are midnight black with flaming orange hair and eyes which change colors at dusk. All have an unearthly air which belies their true nature.
Olorun tend to view people as little children who still have a lot of growing up to do. They are generally benevolent towards mortals, for they see no joy in subjugating a people who are powerless to begin with. This condescending attitude also extends toward the other Yoruba families. They feel themselves responsible for the care of humans and the kizimwi. Surprisingly, they are flexible and just creatures, out of habit if not out of nature. They believe the use of magic or manipulation to influence people is beneath their semi-divine status. Thus, they never use the Sovereign Art.
Awe and Beauty: +2 Appearance, even over 5. This only counts for the fae form.
Royal Bearing: +1 Charisma, but not over 5.
Ife strangers: Being unknown to Earth and its customs, the Olorun have difficulty dealing with its denizens. They have a hard time interacting with people, for humans find them strange and more than arrogant. Though people may be favorably dispositioned toward them, they are also intimidated by them. +1 difficulty on all Social rolls involving humans. +2 if they're trying to be "approachable."
Curse of the Sky-Home: Olorun, coming from the world of the sky-god, find that on Ife, the magical prohibitions still work against them. For the Olorun, the sky-home is more real to them than Ife, and as such they are more susceptible to things which remind them of their abode. All cantrips cast on or against the Olorun are at -2 difficulty.
Orunmila is said to be the prophet of the gods, who is able to predict the future. The Orunmila are the seers and visionaries of the Yoruba families. They tend to have distinguished eyes that reflect their deep knowledge. They seem to be always focused on something far away.
The Orunmila like people, but they believe the humans to be ignorant. They are usually benevolent towards the Obatala, who are humanity's allies. They like the Olorum as well, but they don't share the same attitude towards people. Orunmila prefer to give humans the tools they need to keep their independence. Not-so-shockingly, the Orunmila are reserved, introspective, and sagely beings. However, they are fiercely protective of their independence and those of others. They consider it more worthy for people to stand on their own and make their own way than to have others do it for them. Seemingly silent Orunmila can become extremely vocal when the question of freedom is asked.
Future Sight: With a successful Glamour roll against a difficulty of 7, an Orunmila can tell the future. The successes gained indicate the distance into the future they can look and how much detail can be gathered. Generally speaking, the farthest an Orunmila can see without the Soothsay and Chronos Arts is one year, and the information is hazy then. Using this power requires the use of some sort of divination tool.
Past Sight: This works the same as Future Sight, except it goes backward. However, the limit for this power without the Soothsay and Chronos Arts is two years. Also, the difficulty is raised to 8. To search for specific information can raise the difficulty even more. Once again, successes indicate how clearly the information is seen.
Unfocused: Locked in the realm of ideas and imagination, it is hard for Orunmila to concentrate on matters at hand. When their thoughts are engaged, they can be visionary, but they sometimes tune out at the most inappropriate times. Once every scene, the Orunmila has to make two successes on a Perception + Alertness roll, difficulty 7. If this roll fails, the character must be physically moved to snap him back to Ife.
Obatala believe themselves to be descended from the god who invented Ife and human beings. They are the guides and protectors of humanity, and vehemently so. Although the Olorun may rule in the sky-home, on Ife it is the Obatala who receive the praise of mortals. Humans look to their example of strength, determination, valiance, and caring. The Obatala, strangely enough, espouse the most human virtues. They are the most human-looking of the Yoruba families. They tend to have powerful, muscular bodies, and they smile a lot.
The Obatala feel a kinship and love for humans which other fae cannot understand. They consider humans their equals, almost like cosmic siblings. They believe that humans are by design supposed to be kind, intelligent, and virtuous, but that their creator, Obatala, made them imperfect in his drunkenness. So, to make up for humankind's shortcomings, they vowed to look over them and protect them.
Commoner's Touch: People like and admire the Obatala, and for good reason; the Obatala feel the same way towards them. Obatala find it easier to deal with humans, and even to lead them, because they understand them so well. -2 difficulty on Social rolls when interacting with humans. They also gain an extra dot in Empathy or Leadership, which is chosen at character creation.
Traveller's Luck: Due to their experience coming and going between Ife and the sky-home, Obatala are at -3 difficulty to travel between the worlds on Golden Chains.
Lifesaver: Same as the Flaw. No extra points are gained.
Obatala's Vice: Alcohol is the bane of an Obatala. Although they like its taste, its smell, and even how it sounds when they drink it, they know they can never imbibe it. Drunkenness was the cause of all human frailties and sorrows. Nevertheless, they like their drink; once they have one serving, they do not stop until they pass out. When they are in the presence of alcohol, they must make a Willpower roll, difficulty 8, and make three successes in order to resist taking a drink. If alcohol is offered to them, the difficulty is 9. If they fail, they take the drink and keep drinking until they pass out. They generally do not remember what they did between their sobriety and the moment they pass out, but when they find out, it can almost shock them to death. When the inevitable hangover comes, half all dice pools until the character is sober enough to pass the Sobriety Test (Dexterity or Wits + Athletics, difficulty 7, minimum of 2 successes). They can spend Willpower in lieu of making a roll in order to resist this curse.
The Olokun are descendents of the sea goddess who initially opposed Obatala and the creation of Ife, which encroached on her kingdom. Wishing to equal Obatala, she made her own beings out of the sea. The result were the Olokun. They are graceful and surprisingly strong-bodied people. Most Olokun are of the colors of the sea: turquoise, dark blue, green, and white. Often, these colors flow together and make a subtle pattern.
Olokun are a lot like their element. Placid and aloof, but at times almost violent in temper. They are often more dangerous than they seem because beneath the surface are many uncharted depths. The Olokun are nominally friendly toward the other Yoruba families. They remember the shame that they had done their mother, and while the goddess may forgive them, her children will not. They find humans to be a tolerable nuisance at best, and they, more than the other families, like to have their own separate communities away from the inquisitive eyes of humans.
Olokun's inheritance: The Olokun, so heavily aligned with the sea, can call upon its power once in a while. For a successful Glamour roll against difficulty 6, the Olokun can control the sea. A single Olokun may cause a medium-sized wave with one success, and with five successes can change the tides. A group of Olokun can pool their successes and make even more dramatic effects, such as tidal waves or oceanic floods.
Water dependent: Olokun must submerge themselves in water at least once a week or "dry up." Drying up is the slow and painful process of having the life-giving water sucked out of the Olokun. For each week they do not go into water, they must half their Glamour. When all their Glamour is gone, they die. If they find the water source before this happens, they no longer lose Glamour, but must recharge at a Golden Chain. They can only regain Glamour near a body of water, and it must be a natural, uncontaminated source such as a lake, river, or sea.
Neighbors and enemies of the Yoruba families, the Fon families believe themselves to be descended from gods as well. For more information, find sources on the quarrel between Sagbata and Sogbo.
Society: The Fon families are not as organized as their Yoruba counterparts. They too live in tribes, but there is no centralized government. They know how it would be a mistake for them to let one rule over the other. Thus, each tribe has its own chief, who can be from either family. The distinction seems to be made more along the lines of personal ability. Generally, this means the Sagbata, but occasionally the Sogbo are chosen for their ability to bring good fortune.
Sagbata believe themselves descendant from the sun god of the same name. They believe that he willingly went to Earth after a quarrel with his younger brother, Sogbo, taking his inheritance with him. On Earth, he lived with people and also made children by them, who became the Sagbata family. Sagbata can be easily distinguished by their sunny demeanor; they are warm and generous people, and generally kind. Like the sun, they are steadfast and reliable, as well as passionate. They often have skin, eyes, and hair tinged with orange, red, or yellow. They are often very powerfully built, for the road to Earth was a hard one.
The Sagbata are technically enemies with the Yoruba families. They like humans, but they do not hold the Obatala view of equality. Nevertheless, they assist people when their help is requested. They generally tolerate the Sogba, but they quarrel with them from time to time over their treatment of humans.
Radiance of the Sun: People like the Sagbata, and they are drawn to them. Many remember the past deeds of the Sagbata family, and they show their admiration. Even their enemies respect them. +2 Charisma.
Heat wave: In times of crisis, Sagbata may call upon the power of the sun to aid them. For one Glamour point spent, the character may use heat in any way he so chooses, although the effect is generally small. It can form warmth when there is cold; it can provide a blanket to cushion a fall. For five Glamour points, the Sagbata may incinerate his enemies who threaten him.
Night's curse: Being creatures of the sun, the Sagbata find it difficult to remain active at night, even if they slept all day. At the end of each nocturnal scene, the character must make at least three successes on a Stamina + Alertness roll, difficulty 8, to stay alert. If the roll fails, the Sagbata must get rest, or half all dice pools for the following day, until he gets rest.
The Sogbo are descended from the god of rain, storms, and lightning. They tend to resemble those elements. Most are changeable like the lightning they wield. They are capricious and unpredictable, and often very dangerous when their immense pride is injured. Like their solar brethren, they are also passionate, but theirs is more flashy than the Sagbata. They even look like the storm, ranging from light gray to midnight black in complexion. Their eyes are usually dark, and they crackle with electricity.
Sogbo are very dualistic when it comes to humans. On the one hand, they can like their company and treat them as equals. On the other hand, they can be very whimsical, demanding worship and punishing those humans who displease them. They also like to play pranks on people. They genuinely hate the Yoruba families, and sometimes they go out of their way to spite them.
Lightning Strike: Once per scene, and for three Glamour points, a Sogbo can call upon lightning to strike down an opponent. The damage is chimerical. Careless use of this power not only drains Glamour, but angers the sky gods. In time, this power will cease to work, causing only a miniscule electric shock. The time when this power fails is unpredictable, but it lasts until the gods are appeased through apology and penitence, which is hard for the proud Sogbo.
Thundering Voice: Sogbo are intimidating creatures. They can frighten most opposition before fighting can start. For each Glamour point, a Sogbo can temporarily (for one turn) add one die to his Intimidation dice pool, up to five additional die.
Lightning Curse: Being of a flashy, passionate nature, the Sogbo can sometimes succumb to their emotions, which are already unpredictable. They have less self-control than their sunny siblings. Whenever they are under high stress, they must make a Willpower, difficulty 8, and score three successes to keep from flying into a stormy rage or a fit of depression. If they fail, they are unable to behave like themselves for the duration of the spell. If they may attack friends and loved ones when they are enraged. They can literally shut themselves off from the world for days when depressed.
There is only one family that comes from the Soninke culture, and that is the noble and brave Fasa. The Fasa believe that they are descended from Wagadu, the goddess who created them and human beings. Wagadu disappears each time her children succumb to a certain vice, changing her name and direction upon her reappearance. First, she faced north as "beautiful Wagadu;" she disappeared when her children became vain. Then, she faced west as Dierra, bringing the songs of heroes. When her children became deceptive, she disappeared again. She returned facing east as Agada, bringing gold and pearls, until her children became greedy. She came back again, facing south, as Silla, and with her came writing. Then her children became quarrelsome. The Fasa search for her; they believe that her beauty will shine so radiantly that they'd never lose her again. Some say that when she returns, Wagadu will be in each man's heart and in each woman's womb. Never more, they believe, would there be death or despair. Find the myth of Gassire's lute for more information.
The Fasa make their roots in Faraka, which is their spiritual and governmental center. They are also ruled by a king, to whom the others show the utmost respect. There, a temple sits as a byway between Earth and the sky-home. They are usually made of earth, wood, or stone, which they believe to be sacred elements. Wagadu gains her strength from these, as well as in the imagination of human beings. They hold the gifts of Wagadu in high regard: songs of heroes, gold and pearls, and writing. Their ceremonies tend to be displays of wealth and poetry.
The Fasa look like they descend from Wagadu. They are beautiful, athletic, and regal. Their faces have the silent power of the greatest of kings. They usually have dark complexions with intense, deep-set eyes. They have powerful cheek bones, broad shoulders, and muscular bodies. They do not see the need to show off themselves with fancy clothes, so they wear traditional tribal garb of fine quality.
Fasa like those who uphold their standards of honor. They are fearless and skilled in battle, but they are also temperate. They like to test their skills in combat with those of equal station. They are religiously devoted to Wagadu. Their devotion culminates in an almost unshakable code of ethics. For Wagadu, they swore to protect humanity from itself and outside forces.
Wagadu's Blessing: +3 Appearance, even over 5
Martial Prowess: The Fasa are renowned and skillful warriors. They are easily able to best opponents in battle, cleaving through them like a sickle through wheat. They get two dots in the martial ability of their choice (Brawl, Melee, and Martial Arts are favored more than Firearms) or a -2 difficulty in all combat-oriented rolls.
Gassire's Lute: All Fasa re proficient musicians and some learn to master more than one instrument in their lifetimes. For a certain instrument, chosen at the beginning of character creation, the character is able to play a triumphant battle song or a song of sorrow. The battle song enchants people with the happy celebrations and thrills of victory. The sad song makes people weep for lost loved ones. To use the power, the character must spend one Glamour point for each time the song is played. All hearing must make a successful Willpower roll, difficulty 7, to avoid being stirred into passion or weeping uncontrollably.
Avian Friend: The partridge taught King Gassire of his path, but he didn't listen, and misery was the result. Fortunately, his descendants do not have to suffer the same fate. All Fasa can talk to birds, regardless of species, and they can understand their language. This birthright is always in effect.
Code of Honor: The Fasa are honorable and just folk. Sometimes, that is to their detriment. All Fasa take an oath which, if broken, means instant dishonor, possibly death. The first part of this oath dictates that each Fasa must protect their families and communities from all threats, even if it means death. If harm does come to their families, they must seek vengeance against the offending party. Second, they may never harm a person of lesser station unless they threaten the livelihood of their families or themselves. Third, they must accept a fair challenge and an honorable surrender. Finally, they must respect the sacred places and keep them from those who would defile them. If they fail to uphold these standards, they are Cursed until they adequately atone for their misdeeds. The exact nature of this curse depends upon the Storyteller.
The Nyanga are peaceful people who respect all living things. The Nyanga fae trace their beginnings to a hero named Mwimdo, renowned for his remarkable intelligence and devotion to his tribe. The myth of Mwindo tells the details of this hero's journey.
The Mwindo believe themselves to be direct descendants of the hero whom they are named after. They are generous, kind, and modest people, and are not prone to boasting of their own achievements. They are usually shorter than average, but still strong and well-built. Their hair and eyes tend to be the colors of the sky or the earth, ranging from dusty brown to cloudy white. They tend to have large, inviting eyes and beautiful smiles. Their personalities are typically kind, generous, and almost devoid of malevolence. They tend to feel ill will only against those who do not respect their customs.
The Mwindo epic is the cornerstone of their beliefs. In the myth, the hero learns that bravery and martial prowess have their place, but those are not as important as kindness and thoughtfulness. They also realize that there are beings more powerful than themselves in the universe, and as such they honor all beings. They have no real enemies amongst the other families, for they value peace above all else. They view humans as their equals, and they treat them as such. They also act as guides and advisors for their tribes due to their ancestral connections. Many tribes feel that to have a Mwindo amongst them is a blessing, and the Mwindo are expected to uphold the values of their family most rigidly.
Lightning's Aid: Though personally forbidden to kill, the Mwindo realize that death is sometimes necessary. For this purpose, they struck a pact with the gods of the sky. Whenever a Mwindo needs help and cannot use their wits to extract themselves from a situation, they may call upon Master Lightning to aid them. Often, this aid comes as a blinding white flash which temporarily blinds the Mwindo's opponents. Only in the most dire of emergencies can warrant this; it takes four points of Glamour to use this power. Afterwards, the Mwindo is expected to perform a task in appreciation for Master Lightning's aid.
Chiefly Aura: The Mwindo were among the first chiefs of the Nyanga people. Thus, they gain +1 Charisma, even over 5.
Lifesaver: same as the flaw, but it extends to all living things.
Geas: The sparrow is a sacred bird for the Nyanga and the Mwindo. Without Sparrow's aid, Mwindo may have never lived to have songs sung in his honor. Thus, in gratitude, the Mwindo give Sparrow respect and honor. Mwindo are forbidden to harm this bird or his descendents, and they must do their best to help any sparrow who has come to harm. They may not allow a sparrow to be harmed in their presence. If a sparrow nests in their homes, they may not attempt to force it out. When they come across a sparrow, they must always greet them briefly, giving thanks for their support so long ago.
The Pygmies are also of the Nyanga families, although their myths and legends tell different stories about them. They are enigmatic and secretive, revealing themselves only when they feel it necessary. They distrust most other families and humans, and thus they live in clusters throughout the jungles. Adept hunters and woodsmen, they live off the bounty of the forests, rarely interacting with others. They are naturally short, at most around four feet tall, and they wear garments made of leaves or hide. They tend to have features which help them hide in the jungle; their skin, hair, and eyes tend to be the colors of the jungle. They myths about "little green men" seem to have their origin in the jungles of Africa.
Camouflage: Pygmies are great hunters, and their ability to sneak up on their prey is legendary. For one point of Glamour, a Pygmy can make himself blend in perfectly with his surroundings. As long as he moves slowly and quietly, the disguise will hold. The power remains active until the Pygmy chooses to dispel it.
Mimic: Living in the jungle has taught the Pygmies the value of disguise. However, they make it into an art, imitating sounds as well as appearances. A Pygmy can imitate the calls of any creature that lives in the jungle as if he were the animal itself. They also use this to distract those they want to avoid by throwing their voices across distances. Thus, they can remain hidden.
Primitive: Pygmies are people of the wilderness, not the city. Although with reasonable instruction, they can learn how to operate certain mechanical and electrical devices, they do so at the risk of losing their connection to the wilderness. It is possible to say that modern technology is anathema to them. The Pygmies have many tales of a huntsman who went to the outside world, never to return again, and these tales are based in fact. They may not start out with any skill or knowledge which deals extensively with modern technology. If they take the time to learn those things, they may forget their origins and become one of the "other people," as the Pygmies call them. Once fully integrated into the modern world, a Pygmy loses his birthrights along with the frailty.
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