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Sub-human relentless savages bent on destruction

  • Tone: "Mog 'stroy city-man!"
  • Timeframe: -3000 to Present"
  • Artifice: Primitive
  • Region: Civizia, Albizia, Norizia
  • Capital: None
  • Notable Settlements: None
  • Government: Tribal
  • Ruler: Tribal Chieftain
  • Races: Wict (Humans, ~1,000,000)
  • Languages: Wictas
  • Religions: Tribes are each aligned around a specific Daemonic patron
  • Coinage: The Wicta do not mint coins. Nor do they barter. They take what they want.
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Synopsis

The Wicta are a devolved sub-race of mankind that is sliding ever downward along the evolutionary scale. Fallen descendants of long-lost Nemed who fought a catastrophic war against the Orcs and migrated eastward from their ancient homeland, they are a sad and savage race steeped in low-browed Daemonically influenced ignorance and violence.

In the ensuing millennia the Wicta have been displaced and marginalized by modern Humanity. Their lands have been encroached, and they have been steadily forced out of desirable lands by the superior artifice of their cousin race. They were forced out of Stepizia altogether over two thousand years ago, and in recent years even the remote and unpleasant lands the Wicta claimed in Albizia and Norizia have been largely overtaken by Linnorians, Anorians, and Kymarians.

In the face of the warrior cultures of those three nations, the Wicta were pushed inexorably inward towards the less barbarous lands of Civizia where the savagery of the Wicta has been sufficient to carve out a swathe of land and hold it against the ineffectual efforts of the locals. The nations of Azoria and Baerilla fell to the Wicta entirely, and Wicta's spread was only stopped by the pike-lines and archers of Falcoria's Wessermarke and Hossian provinces respectively. A tense stalemate of bloody raids and border skirmishes has raged for the last decade along the stretched out "markland" border of Falcoria.

Pockets of Wicta still remaining in Albizia and Norizia continue to be a dangerous nuisance as well. Though the Wicta fall before the face of an organized and equipped military force, their brute strength and savage determination make them a real danger to outlying settlements, travelers, and trade caravans in all three regions. The Wicta despise other Humans and usually attack on sight unless they are clearly out numbered or over matched. However, Wicta have a particular hatred for Orcs, remembering their enmity from olden times via a distorted oral tradition.

There are a few hundred distinct Wicta tribes, and each tribe is dedicated to the service of a Daemonic patron "god". Many tribes worship the same Daemon and self-identify as being related and will more or less work together if they are collocated; possibly even merging together. Wicta tolerate most other tribes that worship other Daemons, save for a few exceptions where there is a permanent enmity between the particular Daemons (real or perceived), in which case hostilities usually ensue. Wicta tribesmen can be identified by differences in patterns of tattoos, ritual scarification, and rather extreme and shocking piercings.

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Magic

Each Wicta tribe has a Ecclesiastic called a Takhar, who leads worship and relays the demands of the patron Daemon of the tribe; a powerful Takhar usually has between one and three less skilled apprentices / potential victims. Many Takhars are also Daemonologists, able to summon lesser Daemons that are aligned to their patron Daemon.

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Details

Wicta are a dark-skinned, brutish sub-race of humanity. They generally exhibit sloping brows, longer arms, and heavier bone structure than mainstream humanity.

The Wicta are very accomplished at making stone weapons and bone reinforced armor, but this is the limit of their artifice. Some Wicta wear or use things they have stolen from more civilized people, but generally they are a very primitive people with only very basic tool-using capacity.

Wicta math concepts consist of "under one", "one", "two", "some", "many", and "many many".

Most Wicta fear open fire, bright lights, loud noises, and the like, and thus can be deterred by a skilled magic user with flashy effects.

Every now and then the old-blood of the ancient Wicta breeds true and a truly exceptional, intelligent, and powerful Wicta emerges. Sometimes such a lord unifies several tribes and become a de facto "great chief", other times they might be seen as a threat by the local Takhar and dealt with before they become a bigger problem, they might become a Takhar themselves, or they might extract themselves from their barbaric origins and seek a better life elsewhere as befits their personality and circumstances.


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Adventure Seeds

Raid!: A Wicta raiding party stumbles across unlucky travelers...or vice versa.

Humans

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