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Fun With Wyters


dumuzid

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8 hours ago, dumuzid said:

Anyone have thoughts on how to use this wyter to best advantage, now that its traits are largely known?

Hello

It could be helpful to describe what is the purpose of the community ? from what it was built, why was it created , what is its daily activty, relationship with neighbours, cults, etc..

A wyter should not be only a new weapon but more a (dis)-incarnation of the community (of course if the community is an army or troop, the wyter should be dedicated to fight, but if not ?)

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Sure, this is is good a time as any to expand on those details.

11 hours ago, French Desperate WindChild said:

what is the purpose of the community ?

The community is founded around a cluster of powerful magical sites aligned to Earth, Storm, Darkness and Time.  It was founded by the victors of a Unity Battle staged to destroy the chaotic monsters squatting in the ruins the community is being built over and within.  The community's main components are:
1) Trolls and trollkin - the trolls are mostly from the Shadow Plateau, and the trollkin are legally and magically considered full trolls.

2) Beast Valley beastfolk - centaurs, satyrs, minotaurs

3) Humans - mostly Old Tarshite Gorians, but many Sartarite settlers are anticipated.

4) Elves - mostly green, some brown, already used to living alongside humans.

Its reason for existence is to protect and promote mutual access to its magical sites for the many societies that value them.

11 hours ago, French Desperate WindChild said:

what is its daily activty,

The place has only been settled a matter of weeks at this point, but it's shaping up to be the site of four or five important activities:

1) Pilgrimage.  It holds many important places that have been unavailable to the people interested in them for centuries, and efforts to promote that availability were very successful in the weeks after the community was founded.  

2) Trade.  The settlement is ideally situated between several major economic centers and has sufficiently agreeable relations with its neighbors to make previously unrealized trade routes possible.

3) Agriculture.  The community can call on powerful Ernalda and Flamal/Aldrya magic, and conditions are ripe in the next Sea season for an enormously plentiful harvest.

4) Mercenaries.  Many of the founders of the community were brought into the Unity Army as mercenaries and settled with their followers, but remain interested in work outside the community.  The trollkin include many professional mercenaries initiated into the Argan Argar and Humakt cults, and there's been talk with the ducks of Duck Point about hiring them out to fight in the marshes.

5) Unorthodox magic.  The community has access to a blend of Earth, Darkness, Storm and Plant traditions that is pretty uncommon in the Third Age, and even has connections to the House of Black Arkat and special resources for heroquesting.  The community already has plans to coordinate some of its upcoming Sacred Time ceremonies with the Colymar tribe, from which its Sartarite settlers are expected to come.

11 hours ago, French Desperate WindChild said:

relationship with neighbours,

Almost every society neighboring the new community contributed someone or something to support the Unity Army that won its settlement site, and those people maintain good relations with their former homes.  Thus far it's managed to remain independent of the main regional powers, and that independence/neutrality is important to its trading position.  The community is likely to be one of many parties involved in war with Lunar Tarsh in the next year.

11 hours ago, French Desperate WindChild said:

cults,

In rough order of precedence: Ernalda, Arachne Solara, Kyger Litor, Argan Argar, Maran Gor, Babeester Gor, Humakt, and an array of troll gods that includes Xiolah Umbar and Zorak Zoran.  Orlanth and the rest of the Storm Tribe will rise in prominence as soon as the first new settlers arrive.  The community wyter has been integrated into all their seasonal rites, and this rainbow religious calendar promises to keep it flush with mp.

 

The main drawback of the place is that it's in ruins, though its Sartarite neighbors have committed to sending craftspeople in the next year to assist with rebuilding.  That doesn't matter so much to the trolls and beastfolk, and the elves have already started reforesting, but for human inhabitants there's some grandiose ruins but nothing in terms of tilled fields or well-insulated houses.  My character intends to change this by attempting the Wooing of Esrola heroquest during Sacred Time with the goal of harnessing the climax of the myth, when Argan Argar forced Lodril to build the Palace of Black Glass.  This will be the first heroquest we take the community wyter on.

Edited by dumuzid
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thanks for the detail

 

My first feeling was it is sad that the heroes were not able to give "good / peacefull" magic for the wyter. But what can we expect from fighters ?! ;)

If I were member of the community (but I have a kind of aldryami pollen allergy so it would be unlivable) I would try to give the wyter two protection powers :

"Unity Battle Memory" a kind of moral spell : if people from different races fight together against an ennemy, they obtain some bonus. 

"True Peace is the only answer to war", like morale but in their main peaceful activity (not weapon skill): if people from different races work together for a nice purpose they obtain some bonus

I am sure that a mix between argan argar and humakt cultists could obtain these powers (maybe if zorak zorani and aldryami accept to sacrifice something of their racial war powers)

And maybe a difficulty : the wyter can use the powers you describe only when people from different races work together

 

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