Thunderous Tread of the Trees
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==Description== | ==Description== | ||
This ritual infuses the vegetation in an area with a malign life. | This ritual infuses the vegetation in an area with a malign life. Scholars suggest that it causes spirits of the Spring realm to infuse the vegetation, granting animation and sending them on a murderous rampage. The trees cannot be directed, and will not fight alongside other campaign armies. They are especially drawn to fortifications, which they tear asunder with reckless abandon. | ||
Attacks against the animated trees are largely fruitless. While individual trees might be burnt or hacked to pieces, the sheer amount of vegetation in most territories makes this minimally effective at best. The trees ay occasionally endanger smaller settlements, but for the most part they simply ignore villages and even small towns preferring to vent their wrath on armies and castles. This is not to say there is no collateral damage from performing this ritual, and sometimes it will lead to the destruction of an unlucky town, mine or farm - but the emphasis is on large, solid fortifications and gatherings of thousands of troops. | |||
An area under the effect of Thunderous Tread of the Trees will give rise to plenty of stories of horror and heroism in the face of what amounts to an army of angry plants. Some witnesses claim that the vegetative horde unleashed through the ritual is drawn to both Spring [[regio]] and to the [[trods]], drawing strength from the one and using the other to move quickly through a territory. A plant that is not entirely burnt to ash seems to quickly repair itself at a regio and rejoin the fray, while there are also reports of previous immobile plants suddenly uprooting themselves as one or more Spring spirits, cast out of their earlier hosts, find new wood to clothe themselves in. | |||
The [[Navarr]] [[Navarr_religious_beliefs | |||
==Common Elements== | ==Common Elements== |
Revision as of 16:41, 17 May 2014
Rules
Spring Magnitude 120
Performing the Ritual
Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Spring regio.
During the performance of the ritual the casters must name a region within the target territory which has either the "forested" or "marshy" keyword.
The ritual may target a territory which is under Imperial control (that is, which is eligible to appoint a Senator) when cast from the Imperial regio. To effect a territory that is not under Imperial control, the ritual must be performed at a regio within the target territory.
This effect is a curse. A target may be under more than one curse at a time.
Effects
The ritual targets a single territory. Over the course of the next few days a powerful curse settles over the area. Plants in the territory, especially trees, become possessed of both mobility and malign awareness. The resulting force is uncontrolled. It attacks indiscriminately within the area, targeting fortifications and campaign armies (favouring the former over the latter).
Every season, 500 casualties are assessed and spread among all potential targets in the territory. Casualties inflicted on fortifications are increased by 20%. For example, if a territory contains only a single campaign army (regardless of who it belongs to) the army takes 500 casualties. If the territory contains an army and a fortification, the army takes 250 casualties and the fortification suffers 300 casualties.
The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).
Description
This ritual infuses the vegetation in an area with a malign life. Scholars suggest that it causes spirits of the Spring realm to infuse the vegetation, granting animation and sending them on a murderous rampage. The trees cannot be directed, and will not fight alongside other campaign armies. They are especially drawn to fortifications, which they tear asunder with reckless abandon.
Attacks against the animated trees are largely fruitless. While individual trees might be burnt or hacked to pieces, the sheer amount of vegetation in most territories makes this minimally effective at best. The trees ay occasionally endanger smaller settlements, but for the most part they simply ignore villages and even small towns preferring to vent their wrath on armies and castles. This is not to say there is no collateral damage from performing this ritual, and sometimes it will lead to the destruction of an unlucky town, mine or farm - but the emphasis is on large, solid fortifications and gatherings of thousands of troops.
An area under the effect of Thunderous Tread of the Trees will give rise to plenty of stories of horror and heroism in the face of what amounts to an army of angry plants. Some witnesses claim that the vegetative horde unleashed through the ritual is drawn to both Spring regio and to the trods, drawing strength from the one and using the other to move quickly through a territory. A plant that is not entirely burnt to ash seems to quickly repair itself at a regio and rejoin the fray, while there are also reports of previous immobile plants suddenly uprooting themselves as one or more Spring spirits, cast out of their earlier hosts, find new wood to clothe themselves in.
The Navarr [[Navarr_religious_beliefs
Common Elements
The map that forms the focus for this ritual is an important element. It is often carved into bark or wood, drenched in water or blood, and left behind at the site of the ritual when it is completed. The rune Mawrig is commonly used during this ritual, and the star known as The Wanderer is often invoked.