First, reskinnings.
(each bolded weapon has a link to a description of it or relevant wiki article)
- Longswords are now macahuitls.
- Daggers are now tecpatl.
- Crossbows are now atlatl dart throwers.
- Short swords are now kopesh.
- Axes of all types are different sizes/types of tabarzin.
- Maces are gurz.
These changes are stylistically meant to reflect the Persian-Aztec cultural influences on the City of the Dragon Wives.
Now for the fun stuff.
DRAGONSLAYING ARMAMENTS
Lepers create unique weapons for the Dragon Wives to use on hunts. These weapons are all overly massive, bathed in dragon blood, and touched by Half-Sun Sintotec to make them sacred. Because of these rituals, these weapons are specialized--holy in the destruction of dragons. They are neither used on drakes nor kobolds nor any other lesser creature, men included. This doesn't mean they couldn't slaughter any of these creatures, but it is a matter of religion and marriage to use them properly.
Each weapon is considered a +3 to hit dragons as a default. A Dragon Wife wielding these weapons wields them as if they weighed the same as a weapon of a more pragmatic size.
Discovering Dragonslaying Armaments outside of the City is considered finding 500sp worth of treasure per armament.
THE GREAT CROSS is a 3-meter long greatsword, with the blade filling 2 1/2 of those 3 meters. Its name comes from the shape of the guard--two stakes long enough to serve as a foothold. Dragon Wives will use these blades to slash the tails from dragons and, more importantly, to impale their target. Once impaled, they jump on top of the guard, using their strength to shove the blade down to the hilt. The Great Cross deals 3d6 + 15 damage. A Dragon Wife can use her movement to instead jump onto the guard, dealing another 3d6 damage. Doing so locks the Great Cross into the target, requiring a turn of effort to remove the weapon to use again.
THE MOON-BOUND CHAINS are massive lengths of metal chain meant to restrain dragon movement. A successful attack made with the chains deals no damage, but restrains one of the dragon's limbs. The Dragon Wife chooses which limb is restrained. A restrained limb cannot be used for any action or movement. Often, the chains are attached to a weapon or a missile to both wound and restrain the quarry. A dragon can use one of its attacks to instead remove the chains, and so dragon wives often bind dragons in multiple layers of chains to make sure the deed is done.
HONEYMOON'S KISS is a massive arbalest, roughly three meters in length with two meter-long arms. It takes roughly 8 men 1 round to load and prepare Honeymoon's Kiss for fire, but a dragon wife can do the same with three rounds of effort. On a successful hit from the arbalest, the dragon will suffer 20 + a number of d6 equal to the dragon wife's dexterity modifier in damage. Once struck, if the dragon is on the ground, its speed will be reduced to 0 as it is impaled into the ground by the force of the bolt. If desired, a Dragon Wife can use Honeymoon's Kiss as a bludgeoning weapon that deals 3d6 damage.
SIX-MILE LANCES are 10-meter long poles. A Dragon Wife holding one will run forward and then use one to pole vault. Doing so allows her to leap 200 feet as compared to her normal 60 feet when facing a dragon. Naturally, these are used by the wives to launch themselves at flying Dragons to begin aerial assaults if a shot from Honeymoon's Kiss misses.
THE BLESS'D ARMORY is the blanket name used for the various mundane weapons enchanted for dragonslaying. These weapons include macahuitl, kopesh, spears, clubs, tabarzin, bows, and other normal weapons that are +3 when used against dragons. Every dragon wife is trained in the use of these weapons, and a full assortment is brought to be used once the Great Cross has been properly lodged into the target.
THE HEAVENLY GEARS
The Heavenly Gears is the name given to holy weapons wielded by gods. These weapons are occasionally gifted to either dragon wives, esteemed gatherers, or heroes who need them due to prophecy or some other reason.
Much like the Dragonslaying Armaments, the Heavenly Gears offer +3 to hit their target. Discovering any Heavenly Gear outside the city is the same as discovering 3,000sp worth of treasure.
THE HALF-SUN is a set of six greatswords, each forged from gold and edged in ruby. The personal weapons of Half-Sun Sintotec, they float through the air and smite heretics as one. The Half-Sun deals 6d12 damage to its targets and can strike someone up to 60 feet away. They must then save vs magic or be petrified, turning into golden statues instead of stone. Engraved across each sword is another heliograph telling the story of that sword's creation, and of the heroes that have wielded it. Sintotec may give a single sword to someone as a reward. This floating sword deals 1d12 damage and keeps the petrification ability of the full set. When not in use, the sword sheaths itself or orbits the wielder.
BUTTERFLY MAIDENS is the shared name of the butterflies that sprout from Veiled Weeper Allalotl's tears. When these butterflies float around a creature, it must save vs poison or weep. A weeping creature loses 1/4th of its body water every turn. Naturally, after four turns of weeping, the creature dies. The creature can make a save at the end of its turn every turn. Allalotl will often send a few butterflies to those she pities the most or who have recently suffered greatly. When not flying around, they will nest in their owner's hair or on the tops of their feet.
EREKSHA was the name of the bow belonging to High-King Huitzallah. This bow was designed to hunt any creature without fail. When struck by this bow, a creature must save vs magic or die. A creature killed this way instantly reincarnates into another creature in one of the Hanging Gardens, where it will forever be reincarnated again every time it is killed. However, with the death of Huitzallah, the bow is lost somewhere in the ashpits.
CRADLING CLOTH OF XOASH is, as the name says, the cradling cloths that Xoash is swaddled in. The gods first incarnation was born into these cloths, and has worn them in every incarnation sense. While wearing these robes, one will never bleed out, and damage dealt to them is healed the moment it is dealt. At times, fragments of these robes are cast out into the world for some prophesied gatherer or dragon wife to find them. Fragments increase the AC of the wearer by their Wisdom, and will resurrect the wielder once before losing their magic.
THE BLOOD KEY is the key used by Gatekeeper Metamm to unlock one's death. By sticking the sky into someone's shadow, that person must save vs magic or die within 1d10 days. Metamm makes copies of these keys, which are made of crystallized blood, and allows them to be found inside the City. The chaos they cause via assassinations helps keep the population down and the City's named players constantly changing.
ANNHILATION is the aptly named 5-meter long macahuitl used by Ereshteteo. A single strike from this macahuitl obliterates the target from memory and flesh. This means that those struck essentially never existed, as all traces of them are removed with their destruction. The goddess uses this to great effect in her never ending war against every living thing inside of the Heaven Bless'd & Burned.
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