(region -> territory)
mNo edit summary
Line 2: Line 2:
{{Season|Spring|50}}
{{Season|Spring|50}}
===Performing the Ritual===
===Performing the Ritual===
{{Casting time|10}} {{Regio|Spring}} The ritual must include a map of the target territory.
{{Casting time|10}} {{Regio|Spring}} {{Target Territory}}


{{curse}}
{{curse}}
Line 22: Line 22:


==Common Elements==
==Common Elements==
The map that forms the focus for this ritual is an important element. It is often drenched during the casting in a mixutre of muddy water or bloo-and-wine. The runes [[Rhyv]], [[Kyrop]] and [[Mawrig]] are commonly used during this ritual, and the constellation of [[The Drowned Man]] is often invoked.
A map of the target territory often forms the focus of this ritual. It is often drenched during the casting in a mixutre of muddy water or bloo-and-wine. The runes [[Rhyv]], [[Kyrop]] and [[Mawrig]] are commonly used during this ritual, and the constellation of [[The Drowned Man]] is often invoked.


<!--- flavour. --->
<!--- flavour. --->

Revision as of 15:36, 21 January 2015

Rules

Spring Magnitude 50

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. This ritual targets a territory, and must be performed at a regio in that territory. If the ritual is used to target an Imperial territory, it may instead be performed at the Imperial regio at Anvil.

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 territory. All casualties suffered by campaign-level armies fighting in the targeted territory are doubled.

This ritual removes the Rivers of Life enchantment, and is in turn removed by that ritual.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

Where Rivers of Life fills the water in a territory with life-giving potence, Rivers Run Red poisons the water. Worse, it encourages rivers, streams and lakes to break their banks, causing widespread flooding. The watercourses rush fast and strong, overwhelming simple fords and threatening to sweep away bridges. Lowlands become mired with mud and marshes swell. Worse, the water itself encourages minor pestilence, the birth of venomous insects, and wounds that fester or become infected.

For the common inhabitants, this means a miserable time, but it is of most worry to the commanders of armies. The stinking mud and noisome rivers that drain energy and slowly poison soldiers in the area. Even bottled of wine, barrels of beer, or fresh water in waterskins may be slowly influenced by this curse.

Like many similar rituals from the Spring Realm, Rivers Run Red must be used carefully. It is most effective when the allied armies greatly outnumber their enemies; while the ritualists' allies will suffer a little from the ritual, the enemies may be effectively devastated by the increased casualties.

Common Elements

A map of the target territory often forms the focus of this ritual. It is often drenched during the casting in a mixutre of muddy water or bloo-and-wine. The runes Rhyv, Kyrop and Mawrig are commonly used during this ritual, and the constellation of The Drowned Man is often invoked.