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Month Index: April, 2005
From: Dreamer <dreamer@??????.?????.??.uk> Date: Mon, 18 Apr 2005 11:16:24 +0100 Subject: Re: Dryad Raiders - new SJ group
Something more to upset the EIN! [grin] Dryad Raiders - ROM, 18/Apr/05 Elberan Moongaze, an elven necromancer and spelljamming researcher, was concerned about people using the plant nature of elven spelljamming ships against them, via Plant Control, Plant Growth, Warp Wood and other such spells. So, he decided the way to deal with this was to have a dryad in each ship, so not only would they be living, but also have a controlling mind. Unfortunately, the way he did his researches was to 'rescue' some dryads from woods on scro worlds. He separated them from their native trees by making them various 'jewelry' (such as a bracelet, and anklet, a ring or an earring) from the living heart wood of their tree, and using necromantic enchantments. Which as he was an elf, he of course ensured did not kill, or even in the long term harm, the tree. However, for the dryad it was as painful a process as giving birth can be for a human mother. Elberan now had dryads which could go anywhere, and merge with any large plant that was not itself intelligent. Even several per one (large enough) plant. He also had a number of elven craft to experiment on. As an extra boost to elven spelljamming he found that a few of the dryads could be trained to run the spelljamming helm, while merged with the ship, and did not get tired from the strain of spelljamming, in large enough ships, as they could draw on the living strength of the ship itself to sustain them. Unfortunately for Elberan, in teaching the dryads to spelljam, he had not realised they might acquire other magical abilities. One became a priestess of an earth goddess, and another secretly became a necromancer! The dryads did not like the way they had been treated, and while initially timid and shocked, for tens of years just doing what they were told, eventually revolted. In exchange for the help of the earth goddess in binding Elberan within a lifeless rock, they agreed to flee that sphere, and never return (while the goddess had taken pity on them, and granted them help, she considered them to be necromatic abominations). The Dryad Raiders, as they call themselves, have little time for elves, except to acquire more ships from them, for their slowly growing dryad population. Though they hide quite how they do it (whether they are breeding, or just 'rescuing' new dryads), their numbers are slowly growing. Their necromancers know how to sever dryads from trees, typically oaks grown on isolated planetary bodies, so they can join the raiders. The oaks can even be recycled, after a century or so, for another new-born dryad. Several Dryad Raiders have attempted to return to living on planets, in woodlands, but while they can live in any unoccupied tree, not just oaks, almost all have returned to space, as they don't feel they really fit in on planets, any more. All the normal Dryad Raider ships are elven, though their necromancers know spells to grant a (temporary) aura of life to any ship made of wood, so a dryad can enter and control it. Given time their necromancers can enchant any wooden ship to become permanently 'living', sacrificing the life of a tree large enough that it weighs as much as the wood of the ship, in the process. However, while normal elven ships might heal injuries, these necromantic wooden ships can only be repaired by healing spells which work on plants. The pseudo-living ships are also now susceptible to Hold Plant and Charm Plant spells, though not Plant Growth. Dryad Raider ships appear eerily empty, the rigging and sails working themselves, with no visible hands. Actually all the work is being done by dryads, within the wooden body of the ship, one dryad being capable of doing the work of ten normal crewmen. They can even work catapults and bombards in this way. Most normal spelljammers, even pirates, want nothing to do with these 'haunted' ships, particularly as there are some tales of sailors apparently becoming charmed, and being pulled into the wood of such ships, never to be seen again! The Dryad Raiders have a few 'Q' ships, which appear to be normal, though undercrewed, wooden ships, where the crew are all dryad charmed, the dryads hiding within the pseudo-living wood of the ship, and operating the Helm. They use these for commerce with ports, for the small amount of metal parts they don't make for themselves, and to tempt pirates, and even elven ships, into coming close enough that they can board. If a dryad can get into a ship, which they can only do if the wood is (pseudo) living, then they can control all the wooden parts of the ship. This causes the ship not to be affected by Warp Wood, gives truely living ships a saving throw against Plant Growth (as a warrior of the ship's tonnage, plus two for the dryad's HD, or plus their level, if they have one; non-living ships are immune), allows them to choose if Speak with Plants works (or they can instead speak for the elven ship, if they want to), gives a saving throw against Anti-Plant Shell, allows them to control what happens if someone uses Pass Plant or Transport Via Plants, and gives a saving throw against Turn Wood. Against Hold Plant or Charm Plant two saving throws are gained, and if the second fails the dryad is held/charmed as well (but if there are multiple dryads there, the others might subdue the held/charmed one, and take over, effectively negating the hold/charming of the ship). Elbaran would be proud of his success, if he wasn't in a death-like trance inside a rock! The dryad can control the wooden objects of a ship, including things like rope and cloth made of plant materials, as effectively as an Animate Object spell, but the objects do not move themselves, only moving if the dryad wills them. Purely metal or stone/pottery objects cannot be affected. A dryad doing this sort of work gets tired as quick as a normal sailor would, though they count as ten sailors, so if a ship is to be run continuously, there need to be several shifts of dryads. Dryads inside the wood of a ship must at least partially emerge so as to be able to attempt charm, and those charmed may be pulled into the wood of the ship, even if it is thin planking, less than their girth. Dryads with an appropriate spell can allow non-charmed to enter the wood of their ship. A dryad can sense through the wood of the ship similarly to how a spelljamming helmsman can, and can instantly travel to and step in or out of any wooden part of the ship. A helmsman can feel if a dryad has entered the wood of a ship that they are spelljamming, though they will not know exactly what has happened, or be able to track the dryad, unless this has happened to them before. They will also probably sense the effect of a pseudo-life spell on their ship, though again not know what it is. A dryad cannot actually control the Helm, while there is an active helmsman in it, but they can fight for control of the steering of the ship, with the sailors controlling the tiller and rigging. While there is no active helmsman, a dryad capable of acting as a helmsman (having magical or priestly levels), who is within the wood of the ship, can spelljam any helm that is in contact with the wood of the ship. Some dryads have spells that can allow them to pull the Helm of a ship into the wood of the ship, as long as there is no active helmsman (for example, spelljamming shock has occurred). Only a dryad can use a Helm which is within the wood of a ship. The Dryad Raiders are attempting to research a Living Wood Helm, which can be grown from the heart wood of an elven ship, and acts as a standard Helm, powered by the regenerating lifeforce of the ship. This would allow a normal dryad (or any other suitable magical woodland creature) to operate it as if a wizard of level equal to twice their Hit Dice. If they succeeded, and the elves found out about this, it is something they would likely be very interested in. The Dryad Raiders have not yet managed to grow elven ships for themselves, and are likely very interested in acquiring this elven secret. Some dryads have a Control Plant spell, which allows them to control a wooden ship they are within, so that strong enough parts of it, like spars or hatch covers, attack with the effectiveness of a treant. The ship has to be at least 5 tons, and attacks as a treant of HD equal to its tonnage, maximum 10HD. Ships of more than 14 tons can attack as multiple treants, for example 15 tons would allow a 10HD and a 5HD, 37 tons three 10HD and one 7HD, 100 tons as ten 10HD. The maximum HD possible with the tonnage is always used, i.e. the tonnage cannot be divided up to get more smaller, say 5HD, treants, and a dryad must be available to control each treant equivalent, though only one of the dryads need be able to cast the control spell. Treat each twenty points of damage, done to a ship fighting as one or more treants, as loss of one hull point. Dryads who have a Control Plant spell will also have healing spells which can repair the wooden parts of a (pseudo) living ship. Normal spelljammers faced by a Dryad Raider ship have every reason to be worried, and even more reason to be worried if faced by a Dryad Raider boarding party! Even powerful adventurers may have to fight hard not to loose control of their ship. -- Dreamer dreamer@??????.?????.??.uk http://www.romsys.demon.co.uk/
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