Marraqs and the Marraq Mind

 

The Marraq race was so closely linked with the Elenorians that it was almost impossible to separate them in both appearance and in mannerism. The one obvious difference was the mind. Some learned Elenorian sorcerers suggested that a Marraq was simply a higher mutation of the largest elven race on Grayhawk. The Marraqs knew differently, although they courted their Elenorian cousins because the safety and protection offered within the great expanse of the northern realm.

 

But there was one who despised the Marraqs. One so great she would shape the Marraq destiny forever. The great queen of the elves, keeper of the Mara tree, most powerful of all elves on Grayhawk she wanted that which no Marraq could give her…she yearned for the secret of the Marraq Mind. Queen Elena’s advances were spurned by a prominent Marraq sorcerer who told her that only one born with the lore of Mara could aspire to the power she desired.

 

Elena was furious. She could not stand the Marraq mockery any longer and history had never seen such brutal and treacherous revenge as she metered out to the children of Mara. The tree, which gave the telepaths their power, could do nothing as Elena struck at the heart of the Marraqs. Many died in their sleep, she was particularly keen to wipe out the children, the childbearing females and burn the gifts the tree had given them. These gifts – branches from Mara herself – would be cultivated by the Marraqs and become the deadly Darkbows…the signature weapon of the Marraq. Never in history has a race been so close to extinction as the Marraqs in the early part of the third millennium. Queen Elena used her great sorcery to squeeze the Marraqs to extinction, but even as her grip tightened a few Marraqs survived, slipped through her fingers into the world.

 

For the survivors there was solitude and despair. Entire families, generations of memories had been wiped out by one Elenorian’s desire to share their secrets. The Marraqs became outcasts, renegades committed to survival and fed by the hatred of the queen of the Elenorians. As the years passed the weak fell by the wayside and only a handful of powerful telepaths survived. Grayhawk witnessed the emergence of a race polarised and honed by the destructive force of one woman.

 

The Marraqs would drift for the next two thousand years.

 

The conjunction of a Marraq with any other race had a fifty-fifty chance of producing a true telepath. But procreation was not high on the agenda for these lone wanderers. In an attempt to survive the remaining Marraqs never met – only the conversations in their powerful minds kept their secrets alive…secrets that have survived to the present day. Hatred of the Elenorians cannot be underestimated. It is rare for a Marraq to be in the same location as an Elenorian…the scars are too deep and every single survivor has a relative that has been slain by the Elenorian treachery.

 

It is said that history is only a representation of the winners. Such is the case with the Elenorians. Grayhawk sees them as the purest elven race, the most benevolent and the teachers of many of the skills of the elder races. Marraqs on the other hand are seen as the evil drifters, the elven gypsies who cause trouble and are shunned by many as troublemakers and thieves. It is said that the Elenorians gave the Marraq weapon its name – Darkbow – a word that conjures up fear in the hearts of men (and in many Elenorians!). In reality most humans – and elves for that matter – could not distinguish a Marraq from any other elven race…indeed many elves have difficulty in identification. (A notable exception is the Elenorians…they can spot one all right!)

 

The Darkbow

The Mara Tree was planted by the lady Mara, a powerful elven queen. The Marraqs were the gardeners, the keepers of this fine tree and their study of it led to their powers. As they ate the fruit from it so their minds grew, as they gathered the dead wood from its branches so their fires blazed. The Mara tree adopted these elves and taught them how to exist in the world of men…taught them the secrets of the mind.

 

The darkbow is fashioned from a single branch of the tree. As the elf grows so he or she cultivates it until it is ready to be strung. Only when the telepathic mind is ready can the darkbow be employed. No human, elf or any other creature can wield the darkbow – even the strongest individual cannot even draw it.

 

A master of the darkbow can hit an individual thousands of miles away, he only needs to find the mind to hit it. It is the Magnum .45 of Grayhawk…an enemy hit by a darkbow arrow is likely to be knocked to the ground like a felled tree. The bow acts as a focus to the mind…losing one would be like losing a limb and is not recommended. The Mara tree exists today but is located deep within the vast expanse of the Elenorian Forest. Few elves have ever seen it; fewer humans still…even today the great race of the elves keep it hidden from all eyes. They restrict contact with it to all but the most devoted Elenorian. Needless to say a Marraq would not get within twenty miles of it!

 

Telepathy

The Marraq mind is to telepathy what the rifle is to the crossbow. Their skill is honed to the point that they can search a mind without the victim even knowing; they can communicate over thousands of miles and search entire continents for a single individual within minutes. They possess offensive abilities and all Marraqs can defend against many of the psionic attacks some sorcerers employ.

 

The base chance to reach into a mind is: Intelligence +5% per level. There is no limit to the amount of times a Marraq can search for a mind but there is a cumulative –5% modifier each time you fail to connect.

This base chance is modified as follows:

Sight range - +50%

Known mind - +5% (known means you have communicated before – no range for this…if you know the mind you can communicate with it wherever it is)

Unknown - -20%

Locate mind (unknown) - -70% (you don’t have to communicate with a mind, you can just feel it’s location)

 

As with all % rolls 1-5% always hits the target, 96-100% always misses. There may be times when you cannot reach the mind…this means they are either dead, asleep or somehow shielded (anti magic etc…)

 

 

Marraq level based mind skills

5th LevelMinor Control – the Marraq can bend one mind to his will (power vs power)…the victim will effectively be open to suggestions and will not necessarily know why or who is doing the suggestion)

6th Level Thought Shield – this ability acts as a defence against any mind attacks (power vs power) and will also shield the user against any prying minds.

7th Level Thought Strike – a mind punch (roll to hit – once per round) will deliver d6 damage + 1 per level (overall). A critical hit will stun the opponent for 1-2 rounds.

8th Level Major Control – a souped-up version of minor control. This skill allows the Marraq to gain control of up to 8 levels of minds (8 1st level opponents, 4 2nd etc…).

9th Level Antithesis – this ability can instil abject hatred into a mind for either the Marraq or some other recipient. The victim will stop at nothing to get at the subject of their hatred, all sense and reason will leave them.

11th Level Combat Sense – this neat ability let’s you get into the mind of your immediate opponent so that you know what he’s going to do before he does…almost. It only applies to one opponent per round (which must be chosen at the start of the round) but it increases your parry or dodge by 15% as well as increasing your strike to injure by 15%.