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Congulair are northern warriors who have a unique relationship with the forces of ice and cold. They are blessed with the relationship of a symbiotic elemental that benefits from the bond it has with a warrior. Men of the North and Wolfen are the most common recipients of this mutual relationship, but some times Giants, Darvoths and Avians are host to the Congulair. The requirements to be a Congulair are not that demanding other than surviving the initial bonding with the elemental and avoiding hot climates. Congulairs gain the following abilities per rank: +2% per rank with primary weapon
Congulairs must roll under 2 X EN per hour when they are in climates with temperatures above 70 or they will loose 2 FT from heat stress, this will not be regain until they reach a cooler area. Congulairs will also suffer 50% more damage from fire based attacks.
Ritual of Bonding:The Congulair must be seated in a cold spring as the ritual begins and another Congulair must enter the water. The elemental will split some of its essence off to the new warrior who must roll under 4 X EN to survive the entry of the elemental. Failure to do so results in death. Success means that the elemental has successfully bonded with the character and begins the slow process of transformation.
Rank 1: Immunity to the extreme of cold, double resistance to cold based attacks. ½ damage from cold based spells and attacks.
Rank 3: Ice steel, by expending 1 FT the Congulair is able to coat his or her armor with a layer of ice steel. This ice steel absorbs 6 points of damage for one whole minute; after the minute expires the ice simply evaporates. Extra strike with primary weapon.
Rank 5: Ice Steel Weapon, the Congulair is able to create his or her primary weapon entirely out of ice, or may opt to incase their weapon in ice. A weapon made entirely of ice steel as the same stats as the ordinary primary weapon but counts as a magical weapon. An encased weapon add +10% and +3 damage over and above its ordinary damage. It now does double damage to fire based creatures. As soon as the weapon leaves the Congulair’s hand it evaporates. Ice gliding, the Congulair can now move over ice and snow at double their ordinary TMR. Snow sight, the Congulair has normal vision in a snow storm similar to one gifted with true sight.
Rank 7: Slippery surface, the Congulair is able to create ice in the area immediately surrounding him or her by expending 2 FT, anyone moving in these hexes must roll under 2 X AG to remain standing or they will fall and must made a MD check to keep hand held items. The ice disappears as soon as the Congulair moves from the area.
Rank 9: Ice blood, the Congulair’s blood no longer flows from open cuts but automatically seals. The Congulair will not suffer bleeding damage from grievous or other injuries. Aura of cold, weapons of the opponent will break if they fail to roll under 3 X MD when striking the Congulair. Natural and magical weapons are immune to the effects of this aura. Extra strike with primary weapon.
Rank 10: Elemental Suspension, the Elemental freezes the Congulair’s body at the moment of death and will keep it suspended for a number of weeks equal to the EN of the Congulair. If the Congulair is healed during this time he or she returns to life as normal. The only grievous this will not work against is the removal of the head of the Congulair.
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