Raid
Up to 4:
- Squad
5 to 8:
- Band
9 to 16:
- Company
17 to 24 :
- Alliance
Legend
“It unleashed its fury… but they merely grinned…
The servants and chaos… they handled as planned…
At the astral… it raged even further…
Bewildered them, not… loot unimaginable rain.“
Description
When a God, Monster, or villain is encountered in our World, it can be tested—some would call it attacked—to great lengths. Gods generally find these tests challenging and thus allow them to occur, but only to a certain degree. Monsters and villians are not keen on being attacked but as they are often of such power, that it takes one or more heroes or a group of adventurers to deal with them. Scholars use the term ‘raid’ to describe this action in general.
When it came to be is uncertain, but raid is mentioned several times in various ancient lore, all the way back to the Dark Ages. Both the Crossing and the Deep Blue Tsunami produced an increased amount of local warlords, villains, and nests of evil, as well as an increased appearance of gods. And with the Great Invasion it gained renewed momentum.
Skjald Sigurd
We should mention that theres a difference between a raid, and a mundane robbery, assult, and murder. As these are generally considered criminal and covardly acts, even amongst those of the more adventurous types. And if your first among that lot, most tables are shut of, don’t sit to dine at mine for sure.
Skjald Yell'a'Beard
History
Through time, it has become clear that those who excel at combat, healing, and debuffing others are of much greater use than those who are skilled in mundane crafts. Thus, four Raider archtypes formed:
TANK:
–body; one with tremendeous stamina, great health, and a very muscular build.
–armour; one with quality gear who is wrapped like a mountain.
–evasion; one able to dodge, tumble, bend, twist, and parry swiftly.
DAMAGER:
–agility; one using jumping, tumbling, counterattacks, etc.
–gear; one using weapons, potions, powders, pastes, gadgets, etc.
–magic; one aided by divine gods, using physical Mana Sea or the Mind.
HEALER:
–nature; energies from the physical world and the mind.
–divine; aid from gods; and use of the astral.
–gear; potions, powders, pastes, and all sorts of devices.
(DE)BUFFER:
–divine; the gods aid here
–physical; the Mana Sea is manipulated
–mental; singing, acting, telepathy, etc.
Skjald El Mary
Organisation
As Tank, Healer, Damager, and (De)Buffer Skills are easily figured, it’s also somewhat easy to figure out if a ‘Tank’ is an Overlord, Journeyman, or mere apprentice. The skillset determines the announcement rank, and a poorly skilled comrade at the shoulder means certain defeat. Thus, most participants make sure of Raiders ranks prior to engagement.
When a raid is begun, it has three stages: normal, hard, and divine. Raids always start in normal mode, but only if the Raiders get up and ignore the Bend the Knee. and Loot. Its taken to Hard mode, where the Raiders have 2 options: making the Raided bend the knee again and thus getting Hard mode loot of even greater Purity, or letting the Raided perform its Hard mode main ritual, taking the Raid to Divine mode, where the absolute best loot ever will drop for this encounter. In some cases, it means Rainbow Shards with a purity of 1000—the best a looter can get!
There should be no need to say it, but take care to protect the shielders in your raid, as many a lot has been destroyed due to their shielder failing to ward off friendly elemental bursts or hostile energies -both damage equally.
Skjald Vinotis
Special
Loot from raids is random, with shards the most precious.
Skjald Sigurd
Last Updated on 2024-10-18 by IoM-Christian