* Welcome!

* Important Links

* BR Councils



Character of the Year

Thread of the Year

* Affliates

Affiliate with Us

Blood Rites RPG

Listed At

RPG-D Nerd Listings

Our Affiliates


* Credits

RSS Feed  Facebook  Tumblr    E-Mail

Canon: © Anne Bishop
Board's Plot: Blood Rites
Points Scheme: Mother Night
Ratio System: Blood Rites

Blood Rites best viewed in Firefox.
Established February 2010
by Jamie, Gina & Bowie.

* Plot Information for Pruul

Seven children are destined to save Pruul and shake the traditions of the territory to their very core. In response, factions have broken the peace of a previously unified territory and violence has erupted across the dessert. It is a battle between the past and the future, the young and the old, and blood won’t stop seeping into the sand.
Culture of Pruul
Court of Pruul
Naming Conventions
Clans and Tribes
Recent History

* Welcome Guests

You are currently viewing our forum as a Guest. While you can see all we do, you can't participate. Please think about joining, we love new players. Click Here for more information.

Author Topic: The Winds of Pruul  (Read 1181 times)


Offline Saiph al-Kaid

  • Character Account
    • pd2sapphire
    • bwpq
    • Role

      First Circle

    • Faction

      Ta-Awy Province Court

    • Territory


    • Character Sheet


    • OOC


    • Posts


    • Here lies a toppled god.

    • View Profile
The Winds of Pruul
« on: Apr 09, 12, 05:07:10 PM »

There are no Winds passing over Pruul. A few of them--the Summer-sky and the Sapphire--cross over the corners, but none of them are conveniently placed for anything important. This means that Pruul has developed many alternate ways of moving its goods and people, such as the Horse Tribes and the Caravans. Its main messaging system is the sandriders as opposed to Windriding couriers.

The Horse Tribes
The most prominent change is the shift away from established villages and towns. The vast majority of Pruul’s population lives in the nomadic tribes, which largely trade in horses and various crafts with the other Tribes and the great Clans. A tribe consists of anywhere from one to ten families; tribes swear to ally with Clans, who are the Province-level courts. In every tribe, the horse is considered an almost sacred animal. No one would willingly harm a horse of their tribe; Healers are taught to care for their animals as much as they care for the people. Horses carry much of the tribe’s property, and wagons are often built to slide over the sands. They often meet with other tribes at seasonal festivals, once every quarter of the year, with larger festivals during the highest points of summer and the longest nights of winter. Gathering into one place keeps the tribes largely without war, as it’s hard for stories to spread and mutate between gatherings.

Horse tribes only rarely use armor, which leaves other groups who do, such as sandriders, going to...

The Trade Caravans
With no Winds to carry couriers with large shipments, caravans have become the backbone of trade in and through Pruul. Even considering the Winds, it is often cheaper to pay people to trade through Pruul than it is to go around--plus, there is an entire customer base which many merchants are willing to pay storm insurance to reach. Trade caravans are the image most people have of the Pruulian populace, as many foreigners will never travel further than the border towns of Pruul. Each caravan consists of a single extended family, with satellite branches in the two towns that the caravan travels between to maintain homes or rest stops at each edge of the trip. They are populated by fast-talking bargainers, brilliant naturalists, and skilled leaders; those who have no use to the caravan are left in cities, with the stationary branches of the family.

Children with the caravans are taught early to be quiet and obey their elders without question; those who are rebellious may be dealt with with some degree of lenience when there’s no problems, but in a crisis situation such as an attack or a sandstorm, a child who disobeys causes problems for more than one person.

The leader of a caravan is the head bargainer. Usually this is a Queen or a Black Widow, one who is not a member of Pruul’s Coven--the caravans are alone in their distaste for the Coven Widows who are otherwise fairly revered among the Pruulian populace. Their second is the ride leader, the one who manages the caravan’s herd. Other important positions are the caravan’s Healer, who is essentially a third-in-command to the bargainer and the Ride Leader, and the caravan’s Priestess--although this role is not considered overly necessary. There is also the Master of the Horse, usually a Prince or Warlord Prince as a horse is the most valuable asset to a caravan; and the navigator of a caravan is considered its backbone, one to be valued and protected as the path of education for a navigator is even longer than that of a bargainer.

The most important thing to remember about Pruul’s trade caravans is this: Caravaners trade, they don’t do. They don’t handle, they don’t work. They pay the lowest price for the valuable work they buy, with intent to sell it for as much as they can. Caravaners generally don’t show an interest in craftsmen, unless they think it will earn them lower prices on their purchases, and they don’t produce craftsmen themselves--ever.