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Superstitions

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Superstitions

These are some of the common variants of superstitions that will often be heard in both Tuluk and Allanak. Use your discretion on whether your character would have heard of these if you're from a different locale. Players are welcome to create their own variations using this as inspiration, or create new ones.

A variation of a children's rhyme that dares each others to torment elves:

Pitch a rock at an elf,
Hit it and survive, you're safe!
Pitch a rock at an elf's head
Hit it and survive, you're lucky!
Pitch a rock at an elf's eye
Hit it and survive, you're damn good!

Some superstitions pertaining to number of feathers:

  • Two, four, eight, you're fated to be mekillot's bait
  • Three feathers, five feathers, seven and nine Will keep you just fine

A common variation of the superstition that tends to be heard often, especially nervously at end of a King's Age:

When the two Moons and Suk-Krath walk in the same sky
Bad omen, all dead are doomed to defy
the eternal sleep until the the two Moons and Suk-Krath
Parts ways to travel their own path.

Superstitions for the battle-minded:

  • Trip over your blade, bad luck to you!
  • Spend the night with your love, lose your head (an admonishment for those who let their loved ones linger in their mind before battle)

A reminder to the flea-ridden:

  • When you itch, time to change your clothes.

Variations of common sayings that say if it's storming in daytime, people will more likely go to local taverns to while away time, instead of working in sandstorms.

  • Hear thunder in day, it's time to be gay
  • Keep your ale for a sandy day.
  • When the sand dances with Whira dance, go join them.

Superstitions regarding Water:

  • Bathing is for nobles or fools (a saying that says only foolish commoners would waste water)
  • Shelter your vitals from the heat of the day, Lest you lose your vitals. (Crude way of saying, keep your drinks capped in daytime, or you'll die from lack of water)

Superstitions regarding Templars/Nobles:

  • Lick one's boot, and you will be free from the runs for a week.
  • Catch one's eye, and you will have luck for a day!

Superstitions spawned in Tuluk:

Ware of a lost forest child,
Take note of his teeth and feet,
And his wailing, and weeping
lest he be a halfing in guise.

If your child is lost in the forest,
And then found, feed it only plants,
lest the bloody cravings resurrect.

Superstitions regarding Ginka Vines:

  • Kill not by these vines, for they might come to life and strangle you!
  • Water your thirsty plants by the light of Jihae,
    Ward off the bloody ginka vines.

Superstitions regarding the Silt Sea:

Keep ways from the edge of the Sea,
For there are creatures below
that would upon you feed
Head to toe in one gulp whole!

Magicker Superstitions

These are some of the common variants of superstitions that exhibits how non-magickers feel about magickers, and perhaps even how magickers feel about magickers. They will likely be heard Allanak and elsewhere. Use your discretion on whether your character would have heard of these if you're from a different locale. Players are welcome to create their own variations using this as inspiration, or create new ones.

If a shadowy one looks at you with a drink in their hands, your neighbor's mother's cousin will disappear this very evening.

When shadows creep on you suddenly, it surely must be a magicker. Kiss the back of your hands and pray to the Highlord to ward it off.

Kiss the ground for the Highlord before bed, and He will protect you from magickers robbing your breath.

If you see a Krathi in the throes of their magicks, you will suffer burning sensations for weeks.

If flames flare when a Krathi laughs, you will get boils on your bottom for three days.

If a Whiran smiles at you, you must go gamble this very day, or else you'll have ill fortune for a month.

If you see an even number of feathers and feel Whira in the same day, you will suffer itchy feet for two weeks.

If you hear a Whira sneeze, you will suffer the wanderlust for a month.

Five feathers woven into a cross will ward off minor Whiran ailments.

When the winds rages and stones flies, a whiran and a rukkian are battling somewhere; you must seek shelter or suffer in their stead.

Be warned, if you cross an angry Rukkian, your home might be swallowed up into the ground.

If the walls of your home shake and tremble, you must feed the earthen ground quickly, lest it collapse on you.

If a Vivaduan wishes you a good day, you will bear children quickly and easily. (both a blessing and a curse)

When a Vivaduan sings, everyone who can hear it will become thirsty within the hour.


Compiled by / Ashyom
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