The Beast Fears Fire - Korrids
Fair warning, this is probably going to be the last BFF entry before Arisia. Tomorrow, I have to start assembling my notes for the panels I am on, and see what I've got. I might pick up again once those are done, if I can get them together tomorrow and Wednesday, but I am not the most confident person I can be.
Korrids [Want 2]
Impulse - To Bring Forth Wood.
Get it out of your system. I'll Wait.
Wood gets a weird place among the elements in the old stories. It consistently comes in second place to the other elements in contests, second or third. It's never the bottom of the pack and it never wins, exactly. It's an undeniably important element for human life (triply so, since Wood manages all the animals and fungi of the world as well as all the plants), it is the most common calling (and arguably, the one of most typical utility) of witchcraft in the Savelish traditions, but it doesn't hold a lot of spiritual significance in Crickton, except, maybe in the southeast, where the forest runs things.
Wood's custodial spirits, the korrids, have a funny relationship with humans that reflects the themes of the old stories. Korrids don't seem, when interacting with humans, to show much in the way of identity, constantly inhabiting different plants and animals, manifesting, discorporating, always changing it's manifested form. When they do manifest outside of a creature they inhabit, they take a form similar to the last thing they inhabited, though often with very marked cosmetic differences. Occasionally, they appear as buoyant clouds of plant detritus, pollen and seeds. Their voices are clipped and rapid, and they cycle through a lot of different tones and sounds in their voice, never content to stick with one.
Their approach toward humans is very erratic, ranging from solicitous to sullen, with the occasional burst of enthusiasm or temper. People accustomed to dealing with the spirits describe them as operating under a massive inferiority complex.
Harm - 1/Peril [Poisoned] When a korrid gets riled, any form it assumes or creature it inhabits has the sting of bees, spiders, stinging trees, poison ivy, any irritant, allergen or venom you can name, it can deliver. Korrids tend to fly into short little rages without any sort of warning, and can jump from plant to animal to plant so quickly, that it's hard to fight them at first.
You Wouldn't Like Me When I'm Angry
When you're in the sights of an angry korrid, face Want
On a Hit, you can talk it down a little, enough that you can face it however you choose.
On a Hard Hit, you placate the spirit, leaving it very apologetic and willing to perform a favor on your behalf. No, really, it insists.
On a Miss, you can't get it calm enough to know where it is and what it's doing, not before it gets you. Suffer Harm as stated.
I will not change one sinew. I will not change for you. I will not change for I HATE YOU.
If you can convince a korrid to work with you, it can enhance wooden items you make and create Bitterthrone Wood, which, while remaining as light as the kind of wood it was beforehand, takes on the tensile strength, flexibility and hardness of of really good steel (better, actually, than you can get domestically in Crickton); it retains the malleability and ductility of wood. This requires the cooperation of a korrid (not necessarily the same korrid) at three different stages in creation.
You can pretty much guarantee that any tree that gives esoteric wood is a long term, habitual host to a korrid. Possibly one more powerful than detailed here.
Great wolves aren't hosts for korrids, despite being wolves. Their sapience puts them in the human category (a formulation that would annoy them), and host to elves, instead.
Korrids [Want 2]
Impulse - To Bring Forth Wood.
Get it out of your system. I'll Wait.
Wood gets a weird place among the elements in the old stories. It consistently comes in second place to the other elements in contests, second or third. It's never the bottom of the pack and it never wins, exactly. It's an undeniably important element for human life (triply so, since Wood manages all the animals and fungi of the world as well as all the plants), it is the most common calling (and arguably, the one of most typical utility) of witchcraft in the Savelish traditions, but it doesn't hold a lot of spiritual significance in Crickton, except, maybe in the southeast, where the forest runs things.
Wood's custodial spirits, the korrids, have a funny relationship with humans that reflects the themes of the old stories. Korrids don't seem, when interacting with humans, to show much in the way of identity, constantly inhabiting different plants and animals, manifesting, discorporating, always changing it's manifested form. When they do manifest outside of a creature they inhabit, they take a form similar to the last thing they inhabited, though often with very marked cosmetic differences. Occasionally, they appear as buoyant clouds of plant detritus, pollen and seeds. Their voices are clipped and rapid, and they cycle through a lot of different tones and sounds in their voice, never content to stick with one.
Their approach toward humans is very erratic, ranging from solicitous to sullen, with the occasional burst of enthusiasm or temper. People accustomed to dealing with the spirits describe them as operating under a massive inferiority complex.
Harm - 1/Peril [Poisoned] When a korrid gets riled, any form it assumes or creature it inhabits has the sting of bees, spiders, stinging trees, poison ivy, any irritant, allergen or venom you can name, it can deliver. Korrids tend to fly into short little rages without any sort of warning, and can jump from plant to animal to plant so quickly, that it's hard to fight them at first.
You Wouldn't Like Me When I'm Angry
When you're in the sights of an angry korrid, face Want
On a Hit, you can talk it down a little, enough that you can face it however you choose.
On a Hard Hit, you placate the spirit, leaving it very apologetic and willing to perform a favor on your behalf. No, really, it insists.
On a Miss, you can't get it calm enough to know where it is and what it's doing, not before it gets you. Suffer Harm as stated.
I will not change one sinew. I will not change for you. I will not change for I HATE YOU.
If you can convince a korrid to work with you, it can enhance wooden items you make and create Bitterthrone Wood, which, while remaining as light as the kind of wood it was beforehand, takes on the tensile strength, flexibility and hardness of of really good steel (better, actually, than you can get domestically in Crickton); it retains the malleability and ductility of wood. This requires the cooperation of a korrid (not necessarily the same korrid) at three different stages in creation.
You can pretty much guarantee that any tree that gives esoteric wood is a long term, habitual host to a korrid. Possibly one more powerful than detailed here.
Great wolves aren't hosts for korrids, despite being wolves. Their sapience puts them in the human category (a formulation that would annoy them), and host to elves, instead.
Published on January 14, 2013 12:45
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