Blood and Salt
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===Effects=== | ===Effects=== | ||
The fleet gains a significant boost to its effective rank, provided it takes a [[Fleet#raiding|raiding]] action. This temporary bonus increases the rank of the fleet by the equivalent of 5 normal upgrades. | |||
The target | The character who controls the target resource is under a [[roleplaying effect]] for at least ten minutes after the ritual is performed: ''You feel unrestrained and unconcerned about the consequences of your actions, with an urge to take what you want; you feel uninhibited about using violence against anyone who gets in your way. | ||
{{Season Duration}} {{Downtime buff}} | |||
{{Season Duration}} {{Downtime buff}} | |||
===Additional Targets=== | ===Additional Targets=== | ||
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==Description== | ==Description== | ||
This ritual is sometimes called ''Blood in the Water'', ''Shark Amid the Nets'', ''Corsair's Cruel Smile'', ''Rusalka's Bounty'', ''Three Fangs of the Hydra'' and other equally poetic names. It helps ensure that a [[fleet]] will get good weather and excellent tides, but more importantly fires the ship's crew up with vigour and primitive strength. The more aggressive the crew is already, the more the [[Spring magic#Savagery|magic of Spring]] encourages and strengthens them. If they engage in relatively bloodless pursuits such as [[Fleet#Trading|trade]] or [[Fleet#Scouting|scouting]], the [[enchantment]] quickly fades. | |||
The folk enchanted with this ritual do not turn on one another (although there are stories of crews who were already mutinous who tore each other apart once the enchantment began to erode their inhibitions and restraints); nor do they become monstrous (although there are also stories of cruel, merciless folk who lost the last vestiges of humanity under the influence of this enchantment); they are, after all, possessed of free will. If a fight does break out they are less likely to offer or accept quarter or mercy, and likely to fight with wild, terrifying abandon. In many cases, the sheer ferocity of the sailors in the enchanted fleet is enough to convince the prey to give up without a fight. | |||
The ritual is perhaps most common among the [[The Brass Coast|Freeborn]] [[Corsair|corsairs]] and adventurous [[The League|League]] privateers; there are also plenty of reports of the [[Grendel]] using similar enchantments. It is common for those who receive the benefit of the spell to offer a portion of any plunder they gain in the coming season to the ritualists, although this is by no means mandatory - not least because some ritualists prefer to be paid in advance rather than trust to the short memories of corsairs and privateers. | |||
The ritual is | |||
==Common Elements== | ==Common Elements== | ||
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The [[magic items|magic item]] known as the [[Corsair's Bloody Mask]] can be used to make this ritual easier to perform. | The [[magic items|magic item]] known as the [[Corsair's Bloody Mask]] can be used to make this ritual easier to perform. | ||
[[Category:Spring Ritual]] | [[Category:Spring Ritual]] | ||
[[Category:Rituals]] | [[Category:Rituals]] | ||
[[Category:Resource]] | [[Category:Resource]] |
Latest revision as of 14:03, 24 March 2025
Rules
Spring Magnitude 12
Performing the Ritual
Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a fleet. The character who controls the target personal resource must be present throughout.
This ritual is an enchantment. A target may only be under one enchantment effect at a time.
Effects
The fleet gains a significant boost to its effective rank, provided it takes a raiding action. This temporary bonus increases the rank of the fleet by the equivalent of 5 normal upgrades.
The character who controls the target resource is under a roleplaying effect for at least ten minutes after the ritual is performed: You feel unrestrained and unconcerned about the consequences of your actions, with an urge to take what you want; you feel uninhibited about using violence against anyone who gets in your way.
The effect lasts until the start of the next Profound Decisions Empire event. If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.
Additional Targets
This ritual can affect additional fleets belonging to characters in the same banner. Each additional fleet increases the magnitude by 8. The character who controls each fleet must be present throughout the ritual.
Description
This ritual is sometimes called Blood in the Water, Shark Amid the Nets, Corsair's Cruel Smile, Rusalka's Bounty, Three Fangs of the Hydra and other equally poetic names. It helps ensure that a fleet will get good weather and excellent tides, but more importantly fires the ship's crew up with vigour and primitive strength. The more aggressive the crew is already, the more the magic of Spring encourages and strengthens them. If they engage in relatively bloodless pursuits such as trade or scouting, the enchantment quickly fades.
The folk enchanted with this ritual do not turn on one another (although there are stories of crews who were already mutinous who tore each other apart once the enchantment began to erode their inhibitions and restraints); nor do they become monstrous (although there are also stories of cruel, merciless folk who lost the last vestiges of humanity under the influence of this enchantment); they are, after all, possessed of free will. If a fight does break out they are less likely to offer or accept quarter or mercy, and likely to fight with wild, terrifying abandon. In many cases, the sheer ferocity of the sailors in the enchanted fleet is enough to convince the prey to give up without a fight.
The ritual is perhaps most common among the Freeborn corsairs and adventurous League privateers; there are also plenty of reports of the Grendel using similar enchantments. It is common for those who receive the benefit of the spell to offer a portion of any plunder they gain in the coming season to the ritualists, although this is by no means mandatory - not least because some ritualists prefer to be paid in advance rather than trust to the short memories of corsairs and privateers.
Common Elements
The ritual both influences the weather and fills a crew with both vigour and bloodlust. Ritual performances often include the evocation of the rune of storms or the constellation of The Claw. Blood is often shed during this ritual, often mixed with a cup or bowl of water or spirits and shared by the targets. Sometimes the ritual involves the targets cutting themselves with a blade and swearing oaths to be merciless in pursuit of their prey. There are often invocations of sharks or kraken during the performance of Blood and Salt.
The magic item known as the Corsair's Bloody Mask can be used to make this ritual easier to perform.