Weapons in the City of the Dragon Wives

There are traditional weapons to be found, and some things to be replaced.

First, reskinnings.

(each bolded weapon has a link to a description of it or relevant wiki article)
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.

The Miracles of the Gods of the Dragon Wives

A god is a gifter of miracles, just as a king is a gifter of rings. Those who live in the Heaven Bless'd & Burned are fortunate enough to always have their deity's attention, and thus miracles are bountiful to those in need.



First, of the many gods that you know exist, choose one as your patron. This is the god that you love the most--who means to you something greater than the others. For the Heaven Bless'd & Burned, this means choosing one of the following gods: Blood Dream Xoash, Ereshteteo Who Annihilates, Half-Sun Sintotec, Gatekeeper Metamm, Veiled Weeper Allalotl, or, if you're a heretic, Tiamat. 

Because miracles only come when we are desperate for them, they only trigger in certain conditions. Those are:


  • Failing 5 skill checks in 1 session of play.
  • Rolling a 1 on a d20 three times in 1 session of play.
  • Being reduced to 0 hit points.
  • Having everyone in your party other than you be reduced to 0 hit points.

If any of these conditions are met, you can choose to roll 1d6. This is called a miracle die. You do not have to roll it the moment one of these conditions is met, but you cannot roll it a session after a condition has been met. On a 6, a miracle is performed by your patron god. At level 6, this miracle die becauses a d8, and at level 9 it becomes a d10. As long as you roll a 6 or higher, the miracle is performed.

Once a character has experienced a miracle, they must roll a number higher than what they originally rolled for another one. So if you roll a 6 on your miracle die, you must roll a 7 on the next--which means if you are below level 5, there will not be a miracle until you've at least hit level 5.

Each god can weave 1-3 miracles. If a choice must be made, than the Referee decides which miracle is performed. Feel free to create your own miracles to add to these below.

MIRACLES & THEIR GODS

BLOOD DREAM XOASH

An Omen of Blood. A stigmata bloodily appears on your hands and arms. Even if your character cannot read, they can read the bloody heliographs appearing on their skin. The message is cryptic but divine without doubt. Once read, roll all dice for skill checks or d20 rolls twice and take the better number until you fail a roll, for the Omen foretells many victories but also eventual loss.

Nightmares Bless'd. You vomit blood. From this blood arises a creature that has taken on the form of your foes greatest nightmares. As long as they can see this creature, they will be tormented by thoughts of it destroying them, and thus suffer 1d6 damage every turn until they have fled. The creature will make no moves, nor no sounds, and will follow them until destroyed. It has an AC of 10 and 6 hit dice.

ERESHTETEO, WHO ANNIHILATES

The Extinction of All Things That Exist. Ereshteteo throws her macahuitl an impossible distance. It falls like a meteor on top of your foe. Everyone within 1 mile of your foe, including you, must save vs magic or be turned into dust and struck from memory. Her miracle is one of obliteration, and is not to be asked for without a desire for suicide and utter hatred for all that you see.

HALF-SUN SINTOTEC

The Half-Sun Rises. The half-sun moves through the sky at speeds all too fast. As it does so, those that you claim to be your foes are burned alive by brilliant sun rays, taking 1d10 damage per turn for 10 turns. Sintotec is a warrior god who will defend his people at all cost.

The Half-Sun Mourns. Your left hand is gilded. Dripping from it is molten gold. This gold, if consumed, cleanses one of all Radiance, diseases, and poisons, and seals 1 wound shut (allowing one to roll a hit die and regain that many hit points). There is enough gold produced for 1 person. Sintotec will gild those who ail, and turn them into warriors.

The Half-Sun Arms. Heliographs detailing Sintotec's many campaigns against dragons etch themselves across a weapon of your choice. This weapon is now magical, and when it deals damaged, roll your miracle die. On a successful roll, your damaged foe is turned into solid gold.

GATEKEEPER METAMM 

Door to Babel. Your shadow turns red and stretches out across a vertical surface. For 1 Moment, your shadow becomes a doorway to sanctuary. This is a place atop some distant opal mountain, where the sky is blue and a crater lake gleans pure white. After 1 hour, your shadow turns red again, and you must enter into it and leave or else die. The Gatekeeper knows of many doors, but all must be exited as they are entered.

VEILED WEEPER ALLALOTL

Weep My Child. All that can see you begin to weep as they feel the same saddness you feel, and the same sorrow as your goddess. Their tears will become butterflies as they fall from their faces, and they can take no actions nor make any movements until the weeping has ended after 1d10 minutes. Allalotl mourns, and we all must mourn with her.

Veil of Eulogy. You put your hand into your face and pray to the Veiled Weeper. The Half-Sun will go dark and no one around you for 1 mile will be able to see. As long as they cannot see, they do not have the will to fight, and will leave the area. Bloody footprints will mark their passing. Veiled Weeper Allalotl has seen enough death, and wishes for you to depart so that she does not need to mourn another loss.

TIAMAT

Radiance Bless'd. A great Radiance Aurora appears in the sky, visible for 10d10 miles around. While underneath this aurora, everyone's Radiance scores will grow instantly to 1 below their maximum. 

Reborn At Last! A great meteor will strike you--a chunk of moon that has not yet fallen. From the crater you will emerge as an adult dragon, powerful and disgusting. If you are a PC, you lose your character, and the Referee now controls them.

The City of the Dragon Wives is the Last City in Heaven

Never did a post on the City of the Dragon Wives exactly, so here we go.

This book was supposed to be done by now but man I'm lazy. Anyway.

Overhead

THE CITY OF THE DRAGON WIVES

It had a name once, but no more. Time has eroded it. Time, and armageddon too.

Its culture is one part shadow and one part evolution. It is the result of countless eons serving as the afterlife for great hunters, as well as the endless war against the dragons themselves. This must be fully understood before one can grasp what this city means to its people. Hunting is a way of life for virtually every soul born here. Hunter souls are taken from countless worlds and reincarnated into this Heaven. As they grow up, they never regain their memories in full, but their latent wisdom as hunters--how to set traps, how to track prey, how to lie still as corpses--lies dormant in their minds until needed.

This is the main reason why this city has survived. The hunters born here were born under the purview of Huitzillah, God-Father of Hunters and High King of the Hunter's Heaven. Though he is now dead and his symbols consumed, the people born within his city-home are hunter heroes from many legends. Even the youngest child could hunt and kill something as vicious as a tiger or wolf if needed. It is unfortunate that dragons are quite a shade more difficult to slaughter then something so mundane.

Collectively, everyone here is working towards survival. This need to live is fueled by the passion everyone has for the act of hunting. They have structured themselves around the few remaining gods, the prophecies of the Handless Priests, the bravery of their Gatherers, and most importantly of all, the valor of their Dragon Wives. These women, spiritually wedded to their namesake and no longer able to bare children, are seen as saints by the denizens of the city. Certain Dragon Wives are named in prayers, in curses, in insults, and in jest. Offerings flow into their ziggurat-temples as water fills a basin. They are the greatest hunters the city has to offer, and they have given up everything they have for that title.

It is no question why the city has forgotten its name. It is no question why they have chosen their new one either.

THE BLESS'D

The people of the City of the Dragon Wives call themselves the Bless'd. As of late, many have taken to calling themselves Dragonslayers as well.

When a soul is reincarnated into the Heaven Bless'd & Burned, a woman becomes pregnant. It matters not if she was a virgin--here, the mother most capable of raising a child is the one to host the child. The child, once born, is unlikely to look like any of its parents. Instead, it will appear as it did when it was born in its first life, and grow up much the same. Thus, the City of the Dragon Wives is remarkably diverse in appearance--skin color, hair texture, size and build are all variables to the extreme.

Bless'd speak Faruasi. It is a tongue whose written form appears as heliographs, and is designed around adding several suffixes and prefixes to a base word to form sentences. Learning to read Faruasi is not a requirement in the City's education system, as it is considered both an art and a defining characteristic.

Because of the Hanging Gardens, dress is variable as well. Whatever is hunted from those gardens is used to create clothing. Usually men wear tunics, long robes, skirts, or loose pants. Women wear much the same, though with capes, aprons, and longer dresses. Both sexes often go topless, and shoes are worn only when hunting. Feathers define fashion. Different colored feathers in different amounts dictate both status and wealth. See the Feather Status chart below. Newborn children are always born obsidian, and all colors must be earned. Feathers are worn in a variety of ways, from headdresses to bracelets to weapons to capes.


Feather Color
Meaning
Light Green
Criminal, dishonorable, earns little in the way of food and glory
Obsidian
Untested, young, has yet to begin an honest career, earns just enough to survive
Jade
Tested, skilled, an artisan, earns enough for some luxury, respected
Sanguine
Skilled, masterclass, innovative, very reputable, earns enough to live a life of luxury
Midnight
Beyond rich, perhaps a hero, an aristocrat, owns much, including life and property
Nobles are known as the Midnight Plumed. They are, as mentioned above, aristocrats in a sense. They can get anything they want inside the city, own large domed estates, and are likely heroes of a sort or otherwise famed. While they offer much to their families and friends, their children must always earn their plumages, same as any other. Still, corruption often sees them rising faster than justified.

For more on dragonslayer culture, see XX.

The dragonslayer timeline below shows the typical cultural landmarks for a child as they age into an adult.

  • Age 4: Enter into a school.
  • Age 8: Begin working a trade. Still currently being educated.
  • Age 10: Become an apprentice in their trade of choice.
  • Age 13: Enter into adulthood via assisting with a Hanging Garden hunt.
  • Age 14: Begin working a career in earnest.
  • Age 18: Mean age of marriage, as well as attaining Jade feathers.
  • Age 30: Mean age of child rearing.
  • Age 40: Man age of attaining Sanguine feathers.

ARCHITECTURE AND LAYOUT

The City of the Dragon Wives sits atop a massive lake filling over 400 square miles of land. This lake is a miracle created by the God-King before his death and thus kept pure from radiance. Sprawling across the lake's surface like a spiderweb is the city proper.

Buildings are domed, and temples are built on top of and around ziggurats. Canals criss-cross the streets, and miniature forests and large gardens sprout up in between and on top of buildings. Engineering feats keep the lake's water in motion, and swirling farm beds known as chinampas are where most food is found.

There are no wheeled transports. Canoes or palanquins are used to get places quickly. There are also no beasts of burden. Streets are walked. At night, lamps are lit.

The City of the Dragon Wives is organized into Lodges. A Lodge is a faction of power in the city that owns a section of it. Usually this section is connected via stone bridge to the heart of the city, where the god's live and where markets can be found. 

The following locations serve as adventure sites or places of interest:
  • The Ziggurat-Temple Lodge of the Dragon Wives
  • The Prophecy-Pit Lodge of the Handless Priests
  • The Training Lodge of the Gatherers
  • The High Lodge of the Gods
  • The Gate of Metamm
  • The Hanging Gardens (of which there are multiple)
  • The Places (Markets)

Each will gets its own blog post and its own section in the book.