Rekkr
Great warriors among the Jorgendish who wield axes imbued with
slitna. Their axes erupt and explode, ripping targets to pieces, then reform.
Broken Axes
Among the Jorgendish, there is a ritual wherein they take freshly forged axes and smash them against great stones in order to snap their hafts, break their blades, and chip their edges. These broken axes are then taken by those who broke them to a nearby volcano and cast in. After six days and six nights, during which the warrior dreams apocalyptic dreams, they return to the volcanic flow and swim in the lava to retrieve the axes.
Ritual of Breaking
The ritual in which the axes are shattered requires the warriors partake in six acts of self-destruction. The first is the drinking of acid beforehand. This acid is provided by the local priest of the
Destroyer God, often being taken from the nearby volcano, a
morag, or some other source. Those who do not die will usually be in great pain, but they refuse to show it, and this is considered the second act of self-destruction. After drinking acid, they take turns striking one another in the head, back, or stomach with as much force as possible for the third act. Fourth, they drink hard alcohol to follow the acid. Fifth, they snap their own ribs. And sixth, they slash their upper arms with their axes.
Once this is done, they take up their axes, which have been forged by the local
smiths, and smash them against a sacred stone, usually a
moragstone or other
slitna-imbued rock. Once the axes are sufficiently broken, they are taken up to the lava and cast in. If the warriors live through the next six days and nights, they have temporary invincibility and may swim in the lava. In the lava, they find their broken axes, which still have their cracks and chips and snaps, but act as if they do not.
Powers
The rekkr have six powers granted them by the ritual:
- Axe-call: they can summon their axes at will by smearing the blood from the open wounds on their arms onto their chests.
- Confusion: if they drink alcohol, they exude an aura of confusion that affects anyone attacking them.
- Mental resistance: the pride of not showing their pain gives them a bonus to resisting mental attacks.
- Shared wounds: any rekkr involved in the ceremony can give their wounds to another who was in the ceremony, whether the target agrees to it or not.
- Spew: they can regurgitate the acid they drank and spit it on targets.
- Unbreakable bones: their broken ribs never heal, but cause them no pain. Their other bones never break.
Inventory
Rekkrs' main weapon is a six-bladed axe, but they have a few other tools they sometimes use.
Six-Bladed Axe
Their axes, forged either of titanium,
jaettean, or
living titanium, have six curved blades forming a star, making it almost mace-like. They explode upon contact with the enemy and return to their base shape after six seconds (two rounds).
Skull Talismans
Every rekkr collects skulls of their foes, if the skulls survive impact with the axes. These talismans give a supernatural bonus to intimidation, +1 per every three skulls, capping at +6.
Sur Dråpe
The Jogendish warriors drink a special alcohol called
sur dråpe, a fermented bilberry spirit, mixed with goat milk and powdered bones. This drink is the most potent source of their aura of confusion.
Variations
Among the Jorgendish, there are a few variations of the rekkr:
- Kastar': a rekkr who participates in the community sports wherein they throw their axes back and forth dangerously.
- Oex-drifa: a rekkr who specializes in throwing their axes, hurling them incredibly long distances.
Other variations:
- Gualdo: a circus performer from central Jesenya, usually a Jorgendish immigrant, who uses the Ritual of Breaking to become invincible and have explosive powers, usually performing cannonball stunts.
Societal Role
Rekkrs are elite, honored warriors in the more violent Jorgendish communities, and they are often recruited, enslaved, or hired by others, especially powerful
Ranic empires or kingdoms.
Skills
Some common skills include
- Tactics
- Exercise
- Hunting
- Weapon care
- Distilling (sur dråpe)
Stats
Modifiers from base of nation/species:
PRO +4
ATH +3
STR +4
AWA -1
WIL -1 Mental Resistance +3
STH -3
PRS -3