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Items
Melee Weapons
Magical
3.88
4 Votes

20xp


Hits: 2476
Comments: 6
Ideas: 0
Rating: 3.875
Condition: Normal
ID: 4093

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Updated:
July 7, 2007, 4:31 pm

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Cheka Man

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Wassunja

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A magic weapon common among the Orcish tribes

Full Item Description
A Wassunja is an enchanted wooden club bound with two bands of either bronze of iron. It is a racial based weapon and remains heavy in the hands of a human, and doubles in weight if lifted by an elf. In the hands of a blooded orcish warrior, the club is fast and agile, a weapon good for cracking shields, breaking bones, and staving in skulls.

History
The origines of the Wassunja war clubs are a closely guarded secret of the orcish shamans, who are loath to speak with non-orcs, let alone share clan secrets. Unlike tradition methods of human and elven enchantment, a Wassunja is a fetish, a magical item that derives it’s power not from complex spells and sorcery but from an elemental bound into the item. Specifically, in the case of the war club a caste of earth elemental spirits collectively known as the Wassunja.

Having a long tradition of strong shamans and good standing with the primitive yet potent elemental courts of fire and stone, it was not hard for the Shaman to convince the warrior caste of the stone courts to inhabit war clubs to fight along side of the orcish warriors. While the spirits agreed to this, a club would have to be properly respected, and if the club was broken, or used in a cowardly manner it would break and the elemental within would flee the weapon.

Magic/Cursed Properties
A Wassunja war club carries with it the force of the earth, with strieks doing considerably more damage than would be expected of a wooden club without spikes, flanges, or other adornments. A Wassunja automatically deals 50% of its base damage before damage is rolled for. Assuming a war club dealt 1D6+1 damage (Example only) a Wassunja war club would deal 1D6+4 damage. This damage is also upgraded to lethal damage if clubs only inflict bashing or subdual damage.

Once a day, a Wassunja can be invoked to make a Break check. A break check is a called shot against a pie of a foe’s equipment, such as a held weapon, a shield, or the helmet of his armor. If the attack succedes, the object targeted must roll a check to resist the club’s break attack. Destroyed gear must be discarded as it is no longer useful in battle. This power can be used on inanimate objects such as doors with a fairly high chance of success.

Roleplaying Notes
1. Orcs deserve to have basic magic weapons of their own, and magic swords+1 really dont match the orcish style.

2. Clubs are an underused weapon and deserve a bit more attention in light of the various magic swords.

3. Orcs like to hit stuff hard and break things.



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Comments ( 6 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
July 8, 2007, 11:15
0xp
Thank you for this submission-Orcs need their own stuff.
Voted Siren no Orakio
July 8, 2007, 11:55
0xp
This is a good beginning to basic 'enchantments' for a primitive peoples, any primitive people, but it seems a little, I dunno, too diplomatic for a shaman to be making deals with an entire elemental court.

In most campaigns, I would also have to make these very, very rare, and put them in the hands of great orcish heros only, because this is WAY past a +1 magic sword or masterwork sword in level of power and requirements to create.
Scrasamax
July 8, 2007, 15:35
0xp
I didn't intend for it to come across that a single shaman had a pact with an elemental court, but rather the shaman (shamen? shamans? WTF is the plural of shaman?) tradition of the entire orcish tribe/culture would have such a relationship. The elves get along with the trees, and the dwarves get along with fire and metal quite well. Seems natural that orcs would get fire and rocks.
manfred
July 8, 2007, 15:55
0xp
You know, I have so many times asked myself that question, and avoided it at least as many times, that I just had to look it up now! :)

Wikipedia says "shamans". Sounds okay.
Voted manfred
July 8, 2007, 14:53
0xp
If it seems too diplomatic, what if the shaman would instead have to defeat the given spirit in single combat, to prove that he (and by extension, his tribe and the warrior to carry the weapon) are worthy this boon?

That would also make the seemingly easy creation a little harder, and the local shaman won't be too eager to make a bunch of them. :)
Voted Murometz
October 6, 2010, 10:59
0xp
Mighty club smash!

I like manfred's idea.

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       By: Monument

THE COVEN
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 1xp


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