Una guía de auto-ayuda
PROBLEMATICAS ESPECIFICAS RELACIONADAS CON SEGMENTOS PARTICULARES DE LA POBLACION
III. ESCUELAS PARTICULARES Y EDUCACION EN EL HOGAR
2. Betrayal 7. Solitude 3. Discord 8. Deception 4. Murder 9. Annihilation 5. Madness 10. TerrorAnnihilation
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The waves tossed the ship like a leaf in a stream, threatening with each swell to dash the crew to death upon the black rocks of the Dagger Shoals. Bernadan watched in morbid fascination from the cliffs as the ship pitched closer and closer to land. Although his village was a wealthy one, few traders were mad enough to attempt to reach it in this season of stormy seas. He almost pitied the poor fools who seemed mere moments from death. Even as he began to walk down from the high cliffs above his village, Bernadan could hear their desperate screams.
With a start, he whirled back toward the sea. The ship was closer now, impossibly fighting against the massive waves-close enough now that he could clearly hear that the crew wasnt screaming, they were singing. He stood as if mesmerized as the high-prowed vessel cut through the water, warriors waving steel blades from the tattered rigging.
Bernadan turned and ran as fast as his tired legs could carry him. The village had to be warned: The Serpents were coming!
The Red Serpents are an unusual WarClan, as they have no permanent home other than their warships. They are fearless sailors and buccaneers, and have a curious reputation for both ruthlessness and generosity. One day they may be murderous villains, and the next rescuers of shipwrecked sailors. Dangerous and unpredictable, they are the masters of the open seas and all tremble when they see the serpent banner flying.
Ranks
Lubber (2 glyphs) The least-experienced sailors, they are given the menial tasks aboard ship. Lubbers are eager for loot and fast promotion, which is often gained at the point of a sword. Lubbers only gain recognition after having made a long voyage with the Serpents, proving their value to the ship.
Seadog (4 glyphs) The majority of crews are known as Seadogs. Hearty rogues, they live for the sea and battle. It may take a year or more for a Lubber to gain the respect of their fellow crewmen. Even then, a show of cowardice in battle can result in a keel-hauling.
Reaver (6 glyphs) Reavers command boarding parties and raids, and occasionally are found in charge of entire ships. Only a Seadog with proven battle experience will be chosen to lead the Seadogs.
Captain (8 glyphs) These warriors are commanders of the largest vessels. They are daring and cunning, and few can stand against them at sea. It is the custom among the Serpents to take the captaincy by force, in single combat. Although by tradition even a lowly Lubber may challenge for the position, this is rarely the case, as Captains are amongst the deadliest swords in the world.
Sealord (10 glyphs) These are the commanders of mighty fleets of pirates. They are rightly feared, for no coastal city is entirely safe from these masters of the blue oceans.
Red Serpents
Armor and Equipment
Although they often have a weakness for a trusty cutlass, these rovers of the sea are masters of many weapons from exotic lands. Similarly, the Red Serpents themselves are of varying appearance, having crews from all lands and cultures. A common thread, however, is the distrust of heavy armor, as its weight is a death sentence if the wearer is thrown overboard. All Red Serpents begin play with a trusty dagger.
Personality
Doughty and lighthearted, these freebooters are never without a song on their lips and a sword in their hands. Uncomfortable on land, they have no fear on the waves. For the Red Serpents, plunder always beckons with its siren song, and adventure lies ever beyond the horizon.
Glyphs
1. Seeking 6. Rivalry 2. Passion 7. Plunder 3. Theft 8. Pride 4. Greed 9. Daring 5. Wanderlust 10. Swashbuckling#$
This blasted dust will be the death of me, cursed Prince Olorrig. He slapped his mailed glove across his saddle, raising yet another small cloud of the thick, yellow dust which had plagued his army. The winds kept a steady swirl of clouds about him, making his scouts useless.
For days now, the Prince had pursued the band of raiders across the plains. Each day he had come within sight of the fleeing riders, but never close enough to engage them. His own men, mostly garrison troops and militia, were exhausted by the chase and ready to bed down for the evening. The Prince, still furious over the loss of his prize horses in the raid, cursed again and began to dismount. He vowed he would make the Caldecan pay dearly for their audacity.
Alarm!
A lookout was pointing into the setting sun. Olorrig cast his gaze about, unable to see anything but a faint shimmer. Then his eyes picked out a horseman. And another. As if by magic, dozens of riders appeared out of the sun, the thunder of their hooves rising over the shouts of panic in the camp. Arrows were falling into the milling soldiers almost immediately, turning the camp into a scene of chaos.
Form up! Make ready! Chandrin, the Princes Sergeant-at- Arms pushed through the mob, striking about himself with the flat of his blade in a vain attempt to restore order. The Prince watched as Chandrin sank to the ground, still clutching the black-feathered arrow that pierced his throat. Riders in multihued cloaks swirled through the clouds of dust like ghosts, loosing arrows at point-blank range into the disorganized mob.
Olorrig had only a moment to draw his blade before he too went down in the hail of arrows.
The raiders returned to their camp, laden with plunder and the story of a generous prince who was not content to let the Riders leave with half his horses, but felt it necessary to bring the other half to them personally.
According to their traditions, the Riders began as the honor guard of Caldecan, the legendary warrior who stole the jeweled crown of the Dwarf-king. Although the full story of Caldecan has long since been lost to the ages, his followers still bear his name. They live from the saddle and boast the best light horsemen in the world. Unlike many of the other WarClans, the Riders no longer have a WarLord. Instead, the clan is divided into several rival bands which war amongst themselves as frequently as they raid others. Their numbers are few, however, and most are encountered as wandering bandits and raiders, keeping alive Caldecans legacy of plunder and glory.