Sun Dome tactics, Vivamort

From: Jean.DURUPT_at_st.com
Date: Tue, 16 Dec 97 18:19:51 +0100


Hi all

+Sun Dome tactics
When Praxians try to raid Sun County, they are usually spotted before they come into the county (that's what sentinels are for). It means that when the raiders come near the first settlement, everyone and their beasts are behind the walls. The nomads can try to scale the walls, but even if they win, it will be bloody for them. If they go back to the plains, they will have gained nothing from this raid.
They can try to besiege the village, but a rescue army is coming. They have at most only 2 days to win, before having to go back to the plains empty handed.
They can try to go deeper into the county. But then, the templar will teach them the meaning of day and night fighting (catseye is not for trolls <g>), plus their escape route is likely to be cut off.

The result is: the nomads don't raid deep into Sun County, frontier settlements are poor because even if they repulse the raider their fields get trampled (it's bad for the crop), and since Sun County does not have a cavalry, they cannot prevent the raids, and the nomads are safe in the plains.

This systems only works when there is a strong central government. The Sun Domers dislike anarchy for this reason. During the Solitude of Testing, there was a period of anarchy, I think that most of the county paid tribute to the nomads, because no rescue army would have come to their help. But the Sun Dome temple never fell to the nomads.

Rabbit hat farm was successfully raided because the nomads had an insider's help.

Yelmalio does not give true spear because he is not a phalanx god. His power is that even during the fiercest snowstorm when the air is filled with snow, even during a storm when the sky is filled by black clouds and the air is filled by rain, even under the deepest fog, the sky gives light and allows the plants to survive and the the humans to see. He allows a light source to be seen and to allow a human to see even during the darkest nights.

+Vivamort
IMG usual vampires are able to drain POW from their victims once they have brought the victim to 0 MP. They drain 1d4 POW points that they transform into MP

Some vampires have their being tied to an otherworld being called Vivamort.
When they bring their victim to 0 MP or lower, each time they drain 1d4 POW points they may:
- -get the last rune magic spell the victim had learned (the victim loses
the spell)
- -get 1d4 MP

Those vampires are priests of Vivamort so their Vivamort spells are reusable. Since they can rip the saint's blessing, they can use sorcery. The spells given by Vivamort are among others: create vampire, create ghoul, create basilisk, create mummy, create skeleton, create zombie, worship Vivamort, create darkness and maybe command shade. When they do their enchantments, they have to drain the POW from a victim, ie when they make a new vampire, the POW needed comes from the future vampire.

I think that Vivamort is the first vampire, and that the usual RQIII vampires were first created by sorcerors either to grant immortality or to have powerful familiars.

I think that the way of gaining rune magic used by the vampires should be used by the Uraini draugrs too.

Peace

        Jean


Powered by hypermail