Wilders of Aegic

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Introduction

The Wilders of Aegic are the descendants of the the people caught out in the wastes when Aegic froze. They have survived for generations by living off the icecrawlers which in turn have fed from the frozen herds. Recently the tribes and crawlers have been dying off as the food is exhausted. A few lucky tribes have followed the ice crawlers that blundered into Icesus.

The wilders do not have a home in the valley, no kingdom is willing to share its territory, so they continue their nomadic life in the slightly warmer and more bountiful valley. They have no guild, but simply train from one another wherever they might be.

Wilders are known to be brutal fighters for whom survival of the tribe is the only goal. When axe wielding wilders storm into battle, naked save for the bloody designs painted on their flesh it is only the distant observer that can tell the tale of the horror.

The Wilders of Aegic can be found outside the southern citygates of Vaerlon.

History

As Aegic froze populations were pushed back by the ice. Most people were pushed back into ever dwindling pockets which eventually became too small to support their population and then froze entirely. The end for these enclaves was brutal. Only the toughest and fiercest survived as neighbor killed neighbor for the scarce resources. When the enclave froze entirely, the last survivors would find themselves in the frozen wastes with no food, fuel, or water. There they died, frozen atop the family and friends they had killed for the privilege of dying last.

But there was another fate. A few tribes learned to survive in the frozen wastes. The fields, fruits, fish, and roaming beasts were gone, but these resourceful people adapted. They learned to find the ice crawlers and through them the bountiful harvest frozen beneath the ice.

Just as the people had retreated from the ice, so had the giant herds of roaming animals. Herd joined herd as the ice pushed them back until thousands of animals huddling for warmth was not enough and they were frozen and buried beneath many meters of ice, but not lost. The ice crawlers possessed an uncanny ability to sniff out these frozen herds. There they would feed and spawn their young before moving on to find the next cache of meat.

The tribes on the ice learned to find the ice crawlers by their breathing holes and to follow the tunnels to the great food stores. The crawlers supplied the minimum that life required; a ready access to food, shelter in their tunnels, and warmth from the fast growing larvae, but they were brutal suppliers. Though the people would try to destroy the young before they reached a dangerous size, there was always the possibility of one lurking undiscovered in the frozen meat biding its time until it was grown enough to feed on the fresh humans. And a constant vigil had to be kept for adults arriving to lay more eggs.

To survive a tribe needs warriors. Warriors that could face any ice crawler with only the weapons saved from before the ice and passed down through the generations. The warriors learned to fight at the time of the opponents choosing with no possibility of retreat and a complete obliteration of their people if they failed even once.

Thus for many generations did the wilder tribes survive beneath the ice. But there were no new food supplies. Though a herd might last for years, when it was consumed the tribe had to move on. The herds grew scarcer and the ice crawler population began to dwindle. One by one the tribes died off except for a lucky one that followed an ice crawler tunnel into Icesus.

The promised land had been found. A land where they could live beneath the sun without freezing, where live animals were plentiful and staying alive did not require one to live in the shadow of fearsome monsters. It was worse. The limited space of the valley had long ago been divided among the races and religions and tribes until every square meter belonged to someone. Most of the mayors and princes refused to grant them land to live, a few offered them land for a village in return for slavery.

Unable to claim a home, too few to take one, and unwilling to accept servitude, and with the frozen herds depleted behind them, the wilders became nomads. They own only that which they can pack and carry. In an hour an entire village can be packed and a mile away. They live off the wilderness, beyond the sight of men, but always ready to fight or move when discovered by some wandering ranger.

Life in the Valley

Wilders lived for so long in such small groups that their organized elemental worship has faded. They have forgotten the knowledge of the elemental priests and have replaced it with a crude worship of totems which they understand to be simply 'the gods that look over this clan'. The gods seem to accept this unnamed devotion, though they never grant favour.

Wilders build altars in the wilderness where they place their totems and worship. As they worship, their totems become more powerful. They can then draw upon this power to aid their recovery from damage or exhaustion. A wilder will make many totems, but for a totem to last it must have been worn sufficiently in combat. If you have only tried it a little bit it may crumble after a while.

Wilders have no towns or permanent structures. They live in nomadic villages. There is no guild hall. Wilders train from one another. You must find a more knowledgable wilder to train a skill.

Experienced wilders can become shamans, though it is a spiritually demanding life and not terribly compatible with being a warrior.

Playing

Wilders have a diversity of skills. It is unlikely that you will excel by blindly applying the same tactic to all opponents or even for the entire duration of a battle. Being a Wilder is about studying your situation and then resources and adapting the situation to your advantage.

Guild structure

                  +---------+
                  | Wilders |
                  |    2    |
                  |    .    |
+---------+       |    .    |
| Shamans | <---> |   10    |
|    2    | <---> |   12    |
|    3    | <---> |   14    |
|    4    | <---> |   16    |
|    5    | <---> |   18    |       +---+ +---+ +---+ +---+
|         |       |   20    | <---> | A |-| R |-| B |-| S |
|    6    | <---> |   22    |       | r | | i | | r | | a |
|    7    | <---> |   26    |       | c | | d | | u | | v |
|    8    | <---> |   30    |       | h | | e | | t | | a |
+---------+       +---------+       | e | | r | | e | | g |
                                    | r | |   | | s | | e |
                                    |   | |   | |   | | s |
                                    | 5 | | 5 | |   | |   |
                                    +---+ +---+ | 6 | | 6 |
                                                +---+ +---+ 




Wilders of Aegic

The Wilders of Aegic are the descendants of the the people caught out in the wastes when Aegic froze. They have survived for generations by living off the icecrawlers which in turn have fed from the frozen herds. Recently the tribes and crawlers have been dying off as the food is exhausted. A few lucky tribes have followed the ice crawlers that blundered into Icesus. The wilders do not have a home in the valley, no kingdom is willing to share its territory, so they continue their nomadic life in the slightly warmer and more bountiful valley. They have no guild, but simply train from one another wherever they might be. Wilders are known to be brutal fighters for whom survival of the tribe is the only goal. When axe wielding wilders storm into battle, naked save for the bloody designs painted on their flesh it is only the distant observer that can tell the tale of the horror.

Maximum level: 30

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

stat: wisdom - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - 1
stat: strength - - 1 - - - - - 1 1 - 1 - 1 - 1 - 1 - - 1 - 1 - - 1 - - 1 1
stat: constitution - 1 - - - - 1 - - - 1 - 1 - 1 - 1 - - 1 - 1 - - 1 - 1 1 - -
stat: dexterity 1 - - - 1 1 - 1 - - - - - 1 - - - - - 1 - - - - 1 - - - - -
stat: intelligence - - - - - - - - - - - - - - - - - - 1 - - - - 1 - - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

slash - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 48 61 74 87 100
blood marking - - - - - - - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100
offensive battle strategy - - - - - - - - - - - - - - - - - - - - - - - - - 5 21 37 53 70
find weakness - - - - - - - - - - - - - - - - - - - - 27 30 32 35 37 40 42 45 47 50
contact reflexes - - - - - - - - - - - - - - - - - - - - - 2 11 21 31 41 50 60 70 80
chop - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 48 61 74 87 100
slashing weapons 5 8 12 16 20 24 28 32 36 40 44 48 52 56 60 60 60 60 60 60 60 64 68 73 77 82 86 91 95 100
cleave - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 48 61 74 87 100
melee 15 23 31 39 47 55 - - - 60 62 64 66 68 70 72 74 76 78 80 82 84 86 88 90 92 94 96 98 100
berserk - - - - - - - - 2 6 10 15 19 23 28 32 36 41 45 50 53 56 59 62 65 68 71 74 77 80
storm - - - - - - - - - - - 5 11 18 24 31 37 44 50 57 63 70 73 77 81 85 88 92 96 100
aiming - - - - - - - - 2 6 10 15 19 23 28 32 36 41 45 50 53 56 59 62 65 68 71 74 77 80
offensive - - - - - - - - 2 6 10 15 19 23 28 32 36 41 45 50 53 56 59 62 65 68 71 74 77 80
enhance criticals - - - - - - - - - - - - - - - - - - - - - - - 8 15 24 33 42 51 60
avoid hits - - - - - - - - - - - - - - - - - - - - - - - - 5 18 31 44 57 70
dodge - - - - - - - - - 5 7 10 12 15 17 20 22 25 27 30 35 41 46 52 57 63 68 74 79 85
axes - - - - - 8 12 16 20 24 28 32 36 40 44 48 52 56 60 65 68 72 75 79 82 86 89 93 96 100
concentrated defence - - - - - - - - - - - - - - - 5 16 27 38 50 55 60 65 70 75 80 85 90 95 100
weapon parry - - - - - - - - - - - - - - 5 7 10 12 15 17 20 22 25 27 30 42 54 66 78 90
concentrated attack - - - - - - - - - 5 10 16 21 27 32 38 44 49 55 60 66 72 77 83 88 94 100 - - -
light armours - - - - - - - - - - - 5 8 11 15 18 22 25 29 32 36 39 43 46 50 - - - - -
crush - - - - - - - - - - - - - - - - - - - +10 +20 +30 +40 - - - - - - -
veneration 20 22 24 26 28 31 33 35 37 40 42 44 46 48 50 52 54 56 58 60 - - - - - - - - - -
headbutt - - - - - - - - - - 10 14 18 23 27 32 36 41 45 50 - - - - - - - - - -
unarmed fighting - - - - - - - - - 5 5 6 7 8 9 9 10 11 12 13 - - - - - - - - - -
bind essence 10 13 16 20 23 26 30 33 36 40 42 44 46 48 50 52 54 56 58 60 - - - - - - - - - -
horse care - - - - - - - - - - - - - - - - - - - 20 - - - - - - - - - -
brawling - - - - 14 14 14 14 14 15 15 15 15 15 16 16 16 16 16 17 - - - - - - - - - -
first aid - - - - - - - - - - - - - - 20 30 - - - - - - - - - - - - - -
wilder yell - - - - - - - - - 1 - - - - - - - - - - - - - - - - - - - -
kick 10 14 18 23 27 32 36 41 45 50 - - - - - - - - - - - - - - - - - - - -
swimming 10 15 20 25 30 - - - - - - - - - - - - - - - - - - - - - - - - -
orienteering - - 7 13 20 - - - - - - - - - - - - - - - - - - - - - - - - -
throwing 5 8 11 15 - - - - - - - - - - - - - - - - - - - - - - - - - -
camping +5 +10 +15 +20 - - - - - - - - - - - - - - - - - - - - - - - - - -



Wilder Savages

Some Wilders spend so much time in battle that they can become uninterested in the tribal life they defend and live only for the thrill of combat. The tribes are familiar with this problem, but need battle skills too desperately to bring them back to a normal life. Instead they call them 'savages' and elevate them to a special place in the tribe and train them to better use their lust in combat.

Maximum level: 6

Bonus Matrix

Bonus Name 1 2 3 4 5 6

stat: strength - 1 - 1 - 1
stat: dexterity 1 - 1 - 1 -

Skill Matrix

Skill Name 1 2 3 4 5 6

blood rage 20 36 52 68 84 100
situation awareness - - 10 20 30 40
counter-attack - - 10 30 50 70
enhance criticals - - - +10 +15 +20
two-handed weapons 10 28 46 64 82 100
continuous assault 2 15 29 42 56 70
hero's call 10 30 50 70 90 100
mortal blow 30 44 58 72 86 100
block 10 30 50 70 - -
find weakness - +5 +12 +20 - -
dissipate dire blow - +5 +20 - - -



Wilder Brutes

The Wilders of Aegic do not shirk from putting their body at great harm. It is common for a wilder to throw himself at an dangerous opponent and hold it down while his mates attack. The Wilder Brutes practice this and other close fighting skills.

Maximum level: 6

Bonus Matrix

Bonus Name 1 2 3 4 5 6

stat: strength - 1 - 1 - 1
stat: constitution 1 - 1 - 1 -

Skill Matrix

Skill Name 1 2 3 4 5 6

protect - - 20 46 73 100
enhance criticals - - +5 +10 +15 +20
unarmed fighting 30 44 58 72 86 100
determination - 20 20 20 35 50
grapple 10 30 50 70 90 100
find weakness - - +5 +10 +15 +20
brawling - - - 40 70 100
combat sense - 10 20 30 40 50
draw weapon 20 32 44 56 68 80
dissipate dire blow - - 20 40 60 -



Wilder Archers

The tribes of the Wilders of Aegic are always prepared for a last stand. It is common for everyone to be skilled in the use of small bows which they keep with them at all times. Just in case. The wilders prefer their small bows they developed in the frozen lands. These do not compare with the long bows of the rangers for accuracy over distances, but still work well enough in the fray of melee.

Maximum level: 5

Bonus Matrix

Bonus Name 1 2 3 4 5

stat: dexterity 1 - 1 - 1
stat: strength - 1 - 1 -

Skill Matrix

Skill Name 1 2 3 4 5

fletchery 20 35 50 65 80
archery 25 41 57 73 90
protect - 20 40 60 80
sharpshooting - 25 43 61 80
bowery 20 37 55 72 90
timing - - 20 37 55
marksmanship - - 20 42 65
snap shot 20 40 60 80 100



Wilder Horde

The Wilders of Aegic have learned the value of horses since they arrived at the valley. Horses give them the ability to live as nomads among the kingdoms of the valley. They can range over large hunting grounds without revealing the location of their villages, and when their villages are discovered they can quickly pack their few possessions and move on. Ignorant of horses, the Wilders have improvised their own methods for fighting from horseback which have proven to be surprisingly effective. A squad of charging Wilders must be a fearsome sight, though the people that see it probably won't live to tell.

Maximum level: 5

Bonus Matrix

Bonus Name 1 2 3 4 5

stat: dexterity 1 - 1 - 1
stat: strength - 1 - 1 -

Skill Matrix

Skill Name 1 2 3 4 5

mounted marksmanship 40 55 70 85 100
charge 40 55 70 85 100
overrun - - 30 70 100
riding 40 55 70 85 100
horse care 40 55 70 85 100
horsemanship - 30 53 76 100


Shamans

The wilders' religion is based on sacrifice and veneration of an unknowable power. They build shrines where they place sacrifices and worship without any care to who, what, or why they worship, only that it is the right thing to do. The shamans are different. Their goal is to study. They study shrines, worship, nature, man, and any other thing that crosses their path looking for connections. As a result they become more efficient in their worship and learn to perform some miraculous feats by exploiting these connections. Only mighty warriors are trusted to become shamans. No one else would be respected enough to be heeded.

Maximum level: 8

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8

stat: charisma 3 2 2 2 3 1 1 3
stat: intelligence - - - 2 - - - 2
stat: wisdom - 2 2 - 1 2 1 -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8

chant 10 22 35 48 61 74 87 100
spirit walk - - - 20 40 60 80 100
anatomy 20 35 50 65 80 86 93 100
understanding of essence - - - 20 40 60 80 100
secrets of veneration - - - 20 40 60 80 100
bind wounds 20 35 50 60 70 80 90 100
master binder - - - - - - 25 100
bind power - - 20 40 60 80 100 -
bind essence 40 55 70 85 100 - - -
veneration 40 55 70 85 100 - - -

Masteries

Altruism

The key to the survival of the wilders is that they understand the tribe is more important than any individual. When each member acts only for the best interest of the whole, the tribe is unstoppable. As this improves a wilder will be better at sacrificing himself and forgoing food for the good of the tribe..

Archery

Standing back and shooting is a bit alien to wilders, but when their numbers are sufficient it is a useful tactic. Most important is the ability to see and sense where and how opponents and allies are going to move in battle, and to have an arrow in the right spot at the right time. Complete mastery of archery gives a total battle picture that can be helpful for guiding a battle.

Axe combat

The primary weapon of the wilder is the axe. The years spent in the wastes with only scraps of metal meant swords were a waste of resources. They have learned to deal mighty blows with the axe and to take advantage of its unique abilities to hook and pull an enemy. With skill in axe combat, wilders can choose where to hit an opponent to maximize their damage. (e.g. aim at head)

Binding

A wilder's totem is the key to his physical powers, and without binding of essence there is no totem. Binding can not be taught, it must be learned through study and use. A totem which poorly binds a creatures spirit will be little more than an ornament.

Chanting

The wise shamans use chanting to transfer their fruits of their wisdom to the rest of the tribe. Rhetoric and persuasive speech are not effective means for communicating with the tribe.

Close fighting

Wilders are masters of up close fighting. Circling and feinting are not used so much as head butting, kicking, eye gouging, overrunning and grappling. The only reason to step an inch from your opponent is to get a really good swing at him with your axe.

Courage

Unlike the fighting styles of most men, the wilders do not seek to minimize pain and wounding to themselves. Victory is all that matters, not pain, not humiliation, not death.

Respect

Your respect is a measure of your belief in a power beyond yourself. Without respect you are no more than yourself. With respect you can develop a relationship with the universe beyond yourself.

Sagacity

As brutal as a wilder's life is, it would be ill spent if not guided to a purpose. Those wilders that study the purpose will develop their sagacity and share the wisdom and power from this with the rest of the tribe.

Guild News

Sep 2023

 Chanting for nihility slows your metabolism now.
 

June 2023

 Long time no see.
 Wilder shamans can now share secrets with other
   wilders.
 Shamans gained a 'sacrifice' chant. They can take
   the depredations of others' flesh onto
   themselves.
 Shamans can now do some relatively basic herbal
   control for simple epidemics. Not until you reinc
   if you already have shamans. Sorry. Vigoth will
   talk to you a bit about it, enough that you may
   not die from a common cold. NOTE: godless outcast
   that you are, diseases really go to town on you.
 Shrine breaking (old shrines) is turned off for now.
   Not enough players to make the dynamic work. 
 Added a "release bindings" command so you can let go
   of bound powers.
 Snapshot EP cost reduced if you instant kill something
   at the start of battle.
 Binding power to a ranged weapon now helps it, other
   than just when you hit people over the head with it.
 Better feedback on why you might not be able to do a
   particular 'special' chant. Um, yeah, there are
   special chants. Talk to another wilder.
 Speed up mortal blow a little, and give more in momentums
 Snap shot no longer penalizes your archery skills if
   you are beginning a 'storm' with it.
 The horse only restriction on mounts is lifted, but
   only if you learn a special secret.
 If you are storming with a bow, and all foes are dead
   after you shoot, then you will not switch to your axe.
 If you are storming with a bow, and you are in a protected
   party position, then you will not switch to your axe.
 Added 'jerky'. Look at Coloth.  Talk to her. There are
   also special kinds, but you won't find those until
   you've done a lot of jerky business.
 'use veneration at shrine with XXXX' has better object
   handling. You can use things like 'all from sack'.
 'paint marking .... with heart from "h" in pouch' works
   now. Its object handling is just that good.
 Added 'repaint marking of strength on head with heart'
   which will wipe the old one and make the new one,
   bot only if you actually have the heart.
 Added 'repaint marking on left arm with heart' which
   will wipe the old marking, and make a new one of
   the same type.
 You can now handled body parts with things like
   'raw limb' or 'cooked limb'. Play with it.
 Not specific to you, but if you look at a heart,
   near the end, there is an adjective for how
   powerful the heart is.  You can handle hearts
   by this adjective now.
 I don't know how to say this, that axe you get when
   you join? It isn't your guild item. You don't have
   to keep it. It's just there to establish that wilders
   are friendly folk who take care of each other.
   (Your guild item is invisible and you can't handle it.)
 'guild status' will tell you if your throat is sore and
   how degraded 'blood rage' is. Try it in combat some
   time.
 Look at your totems. They are pretty.
 Your masteries are both pretty AND intelligible now.
 If you have a heart sack, it probably works in the
   lockers now.  Not everywhere.  Just you and the
   lockers.
 

May 2010

 You can "look at right arm" and "remove from right arm".
 Added another secret unlockable thingey.
 Be careful: regen uses a lot more totem power.
 Read "help skill blood marking" again.
 Added another secret unlockable thingey.
 Combat momentums are different, hopefull more
   appropriately timed.
 Spirit walk fails a little less with masteries.
 You heal better in spirit space.
 Blood rage effect varies a bit more now.
 Added the first of many special secrets for you to find.
 "masteries help" gives some information about how far
   you are in the adjectives.
 Added a fabulous new object for you to find.
 Painting is a little faster.
 Bind essence doesn't fail quite as often.
 Did a nice thing for you with respect to blood markings
   and heart power. Cyan.
 Mysterious tune you would never understand.

March 2010

 The kind and benevolent Misrobo has arranged for your
   blood markings to start out in your keep so they can
   not be dropped accidentally.
 Added some more street fighting moves.
 Added mounted marksmanship to riders.
 No more chanting is safe rooms. I can't believe how rude 
   you beasts are.
 Added a little "crush" skill for your left hand.
 There is a little "situation awareness" in the top half of
   savages now.

February 2010

 After a snapshot, if you fail to grab your axe it will begin
   a draw weapon skill. And even if you fail your snapshot,
   you will try to switch weapons.
 You now get both axe and unarmed combat momentums. They are
   spiffy.
 Axe combat mastery can help you get better street moves when
   you don't have a free hand. (reduces penalty anyway)
 You should get combat momentum for wilder yell, blood rage,
   and something called "axe blow". Yes, I know you don't have
   that skill, just go with it. And NO TRIGGERS!
 Understanding of essence does more.
 The nice mastery effects for totems are nicer now.
 Binding power is faster, but it gets harder as you have
   more active bindings going.
 Binding power now helps your masteries more. (at all)
 Storm, charge, wilder yell, and blood rage all have something
   to do with combat momentum now.
 You can now see if there is a shrine present even if some
   rude Graemorian is screwing up all the light in the room.
 Weapons with wilder storm specials can save a botched storm.
 Blood rage is a little more helpful when you stupidly reuse
   it too soon. "guild status" also helps you. Sissies.
 You can now use "my" in bind power.
 Totem quality is more important now. Not to total power, but 
   to how soon you become familiar and how fast it charges.
 Coloth has been practicing, she can now train wilders up to 
   level 18.
 Totems now might sport a "feeble" or "powerful" prefix to help
   you get the weak ones into a shrine and good ones out.
 If there are basically no wilders, then Coloth will 
   sometimes venerate if there is a shrine.
 Remember: "guild status" tells you if it is too early to yell.
 Halved totem cost of wilder yell.
 Chanting for recovery is mostly faster.