In winter, the wood actually 'sleeps', and the changes are mostly gradual. The idea here is to 'wake up' the piece of wood to life, then expose it to the most brutal treatment a winter can offer, over and over, until the pieces that survive store this natural force in them.
Now that you mentioned it, I think these arrows would equally quickly warp and split, were they to be touched by fire... handle with care. Go to Comment
Might be there is still something to add, as this was a quickie. ;)
Now, that a name has to exactly correspond to the weapon type of an item is kind of silly, but hang on, there is an image behind it: while a single arrow is dangerous, they show their effect best in a volley, in a pivotal moment of the battle, where any additional shock may be enough to break the morale of the opposition...
...and that is, when the winter puts its Claws deep into the enemy, and the Rank-Breakers fulfill their mission.
(Maybe, I should add to them a little special effect: thin white lines left in their flight - then the claws would be actually visible.)
Lastly, yes they are made by users of magic, but let's face it - most magical items are supposed to be. Hopefully the process is distinctive enough to make them stand out. Go to Comment
This I call helpful criticism! Most magical items should be really made by spellcasters of whatever shape or color they come in - the point is to make it anything but the casting of a simple spell. But rightly, these arrows can possibly come out of the hands of an unskilled person, from the mere power of the ritual, the forces of nature, and the will to shape them.
The submission has been Updated, I've taken even the name. It sounds better. :)
Thanks, Kassil, for the ideas, and the imagery! You really helped this along! Go to Comment
By stripping away the single line about needing a nature-oriented spellcaster, it loses that qualm - the arrows become a thing made by the nightmare of repeatedly thawing and freezing the wood, instead. Go to Comment
I have to agree about the naming feeling a little off - Winter's Talons might have been better, suggesting a raptor's claws, or something to that effect. I don't hold the same issue with the effect, though, as some of the others - while branching out from traditional magic items seemed the goal, there is an element of an old, tiring ritual to it, as opposed to something being labored over in a wizard's workshop. Indeed, by pulling out the line referencing spellcasters, it could easily be an ancient rite that gives birth to them.
That said, I do love the imagery it conjurs - shafts of wood that glisten faintly with the bitter frost they contain, exploding as they strike to rend flesh and drive the spike of winter's deepest misery into their victim, and the descriptive text is a compelling thing, bringing to mind the grizzled old woodsman crouched in a cleared patch in the midwinter snow, looking down at handfuls of wood - some straight and true, others bent and splintered beyond recognition. Go to Comment
I'm not sure, this sub is missing something. I have a minor issue with the name since a claw will generally be a slashing weapon, and an arrow is a piercing weapon, I was first given the impression of this being a melee weapon of sorts. Also, it is good as a normal sub, but other than the process of alternating natural cold and healing magics, it is still 'made by a magic user'. Go to Comment
The Art behind Naming
While the name of an item need not be a direct representation of the item, it should be an extension of it, to quote one of my old writing handouts from school; A two fisted brawler named Lester Smalls doesnt work. The conflict i had is that a claw is a melee weapon, such as a sword, a dagger, or even Bang-ak (or whatever they are called) rather than an arrow which is a ranged, flying weapon. It is a minor point and though I pointed it out, it didnt impact the score.
In Reference to the Quest
Made by a wizard/magic user is the default mode of magic item/weapon creation and it was my impression that the purpose of the quest was to branch out away from this standard. While this is a good submission, I do not feel that it expressed the spirit of the quest. Cheka's sigil swords are enchanted by familial love, CP's Fatal swords by insane repetition and cosmic alignment, etc. Go to Comment
Something passing through a massive gravity sink is, in my opinion, very, very unlikely to come out 'unscathed'. Most black holes have a tendency to tear things apart by gravitational 'tides', and a rapidly-moving one would probably have some troubling side effects.
Mmm, gravitic bow shock. Weapon and drive all in one. Go to Comment
The basic conflict is that assertion that even though technology will advance to allow faster than light movement of physical objects aka spaceships, the technology will not allow for the FTL transmission of energy. The logical fallacy I see here is the assumption that communications and sensor technology are not going to advance in pace with propulsion technology.
Basic methods of FTL travel:
Linear - the ship simply gives the theory of relativity the finger an accelerates beyond the speed of light. The tech varies, warp fields, gravitiational drives, etc. Navigation is important because stars, planets, gravity wells, nebulae and other dense objects have to be avoided. Means of dealing with micro debris is either repulsed by the means of a defeflector dish, an energy based shield, or just a thick ass armored hull.
Exp: Star Wars, Star Trek
Wormhole/Hyperspace - The ship moves into another mode/phase of reality where it can traverse massive distances rapidly, before dropping back down into realspace. The difficulties of transit through space are handwaved away because those things are realspace issues, not otherspace/wormhole space issues.
Exp: Babylon 5, Stargate
Gating/Jump - The ship folds space and simply 'jumps' to where it is going. There is no velocity, no thrust, and such, and such ships don't technically need propulsion based engines. Lots of math, and lots of metaphysics.
I absolutely love the shifting corridors idea. That definitely complicates things, and in a good way. All of a sudden you can't just jump away to a particular place, or lead a massive invasion on a whim. Things take planning, and effort, and maybe just a bit of luck. It also provides some nice drama potential: "We can't go in there! That corridor is suicide for the next three cycles!"
One possible way to bypass some of the "can't see where we're going" issues is to do microjumps. Jump a short ways, take a look outside, repeat. Depending on your particular drive, that might not be feasible, but it would certainly help. In any case, even if your drive has no theoretical upper limit, you'll probably want to be doing system-to-system jumps to keep yourself oriented properly.