Military Interests

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The Wonder at war is like fighting a forest come to life. Bloomtenders summon the fury of the trees; Sylvans from the myriad of plant life within the Wonder that can break bone and shatter shields as solidly as roots can break foundations.

The Wonder believes strongly in cultivation and does so with their skills as much as their allies within the forest, forming unbreakable bonds with these creatures to defend their shared home. The land itself can be used to great advantage in the Wonder and the warriors known as Verdants use the terrain to their advantage while supporting Sylvans as they wreck havoc among a line of enemies.

The might of the forest is only half the equation with subtlety and cunning being equally important within the shade of the leaves. The people of the Wonder are not afraid to use the stranger elements of their home with poisons drawn from the forest being a common method to add to the confusion and difficulty in attacking their home. They have a unique environment and they know how to use it to its fullest. The forest is inherently magical and the people use this alongside mundane advantages, once again cultivating themselves and the land to great effect.

The structure is fairly loose, with Warbands that patrol regularly and defend the Wonder on a local scale, all the way to grander Warbands called to war by the Ambergrove and directed by those who have proven themselves as leaders.
The Wonder’s Warbands have been sighted in the rest of the Crownlands fighting alongside their neighbours against the corruption but have not advanced much further beyond that. Their home offers unique advantages and an enemy beyond their borders is a new challenge but one they are keen to rise to like everything else.

Sylvans

Creatures of the forest itself, Sylvans resemble a variety of plant life that tends to look somewhat humanoid but on closer inspection can seem quite alien. Bark for skin and sap for blood, the Sylvans dearly love their forest home and live in a state of symbiosis with the Wonderfolk to defend it. Some grow to a monstrous size and have been known to act as living siege weapons while others have shown the ability to emit poisonous spores.
Primarily working with the Bloomtenders who help with coordination and care for them, Sylvan can live for centuries and bond with multiple Bloomtenders over their lives.

OC Note: Players cannot be Sylvans. Every player character at Menhirs Fate is a human. Sylvans are designed to be a part of the background lore for the Wonder that makes their military more magical and thematic and may turn up in plot for the Wonder to resolve.

Players who are playing the Bloomtender archetype can have a Sylvan that is their sworn companion, but these creatures remain outside of Haven while they are in attendance. Writing a Sylvan into a backstory is fine, as is having bonded with one as a Bloomtender, no other archetype has this strong bond but they are a common sight in the Wonder.

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Military Interests

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CONTENTS

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The Restoration Station

Gateway of Guidance and Guardianship“Every step into The Wonder begins with know

Unending Dew Everglade – Bench Reinforcement

Where Stillness is Made Strong “May peace endure not only in spirit, but in ston

The Colossal Ant Colony

A Marvel of Natural Engineering “Where the tiny craftsmen of the earth wea

The Grand University of Elandra

Where Thought is Thread, and the Future Woven “We are not what we know, but what

Apocrypha Nepenthium

The Weight You Give Away is No Longer Yours “In shadow’s embrace, the burd

Working Hewers Club

The Hearthstone of the Hewers “May the fire burn bright, and the bonds bet

The Parthenon of the Twelve

Faith United Beneath One Roof “In the company of all gods, no prayer goes

Memorial to Havens Fallen Heroes

A Place of Names, of Silence, and of Honour “All who fall in Haven are rem

The Beacon of the Reapers Embrace

A Light in the Fog, A Hand in the Dark “Those who walk the edge of death n

College of Clowns

Laughter is the Highest Form of Wisdom “Where joy is studied, reverence is

The Red Graves

Where Memory Grows and Shadows Are Bound “To forget is to invite them back. Let

Varnach’s Sable Vigil

Where Shadows Coil and Secrets Find Shelter “It does not need to move to make yo

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