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Tetzauhyōtl (teh-sow-hee-oh-tl)

by hughpierre
Tetzauhyōtl is a raiding tradition that evolved amongst the Wargs; primarily to combat the Taulli in their eternal war.

History

It is common for newly initiated [shadow] warriors to adventure out with their karass brothers looking for honor, glory and spoils to bring back their village. Often times, depending on the destination, their karass sisters would accompany them in serving logistic in lengthy campaigns. These traditional sides are able to give and take atrocities in equal measure.   Outsiders, unaccustomed to this style, are unable to contest themselves against the raiders. The Beron, in particular, tend to be the furthest ranging; penetrating as far as the rim of Tlopetla and Lightning Lake and desert caravans moving between the few settlements.

Execution

Raiding

  1. Surprise Strike
  2. If the party takes time to prepare (scouting and choosing the right moment), each member can make a group DEX (Stealth) check to surprise their target(s). If successful, they gain advantage on attack rolls for the first round of combat. Failure means the enemy is alerted.
  3. Intimidating Entrance
  4. The party can each make an Intimidation check. If successful, enemies within sight must make a DC (8 + group’s highest CHA modifier + proficiency bonus) WIS saving throw or become frightened for 1 minute.
  5. Reckless Charge
  6. Members can use their bonus action to dash in a straight line toward an enemy or structure, ignoring difficult terrain and obstacles under 5ft tall. If they end their movement adjacent to a target, they gain advantage on their first attack, but all attacks against them have advantage until their next turn.
  7. Frenzy
  8. When three or more members enter a range within 30ft of each other, each can make an additional melee attack on their turn. Though doing so gives them a level of exhaustion when the raid ends.
  9. Loot and Pillage
  10. Each member can use their bonus action to grab valuable loot within reach without incurring a movement penalty.
  11. Hard Hit
  12. Members gain advantage on all STR-based checks against doors, barriers and structures. When using a heavy weapon, each can deal double damage to inanimate objects.
  13. Escape with the Spoils
  14. When fleeing, members can make a group Athletics check to evade pursuit through difficult terrain. Success allows the party to increase the distance between themselves and any pursuers. Failure means the pursuers gain ground or an ambush is sprung.
  15. Fearless Endurance
  16. If reduced to 0 HP but is still raging, members can roll a DC 10 CON saving throw to drop to 1 HP instead. The DC increases by 5 for each subsequent use; resetting after a long rest.

Components and tools

Most groups begin under a patron who may be a retired tetzauhyōtl veteran, a warlord combating their traditional enemies or their parents donating simple tools to their success.  
Whatever resource they manage to pilfer is used to maintain their day-to-day means while abroad. It's a trap, with little expectation of a future. A slow march to retirement, if they even survive to that point.
pochteca visiting a forest camp

Participants

Defender
As a reaction, can can impose disadvantage on attack rolls against an ally within 5ft, once per round
Scout
  • Can add their STR bonus to Perception or Investigation checks
  • if traveling in a familiar environment, they can move at full speed without triggering traps and advantage on Stealth checks
     
  • Striker
  • Can make a bonus melee attack when they move more than 20ft in a straight line toward an enemy
  • Can choose to make a DEX (Stealth) check with advantage as long as they don’t enter combat
  • Support
  • When an ally within 5ft falls to 0 HP, Support can use their reaction to let the ally regain hp equal to 1d8 + their CON modifier
  • Once per short rest, as a bonus action; all allies within 30ft gain temporary hp equal to the their level + CON or CHA modifier and have advantage on their next attack roll or saving throw until the end of their next turn.
  • Healer
    Once per ally, per long rest; can revive an ally from unconsciousness by allowing the ally to regain hp equal to their level + STR modifier
     
    Through the karass system; young groups of 5 - 7, having forged deep bonds since childhood, graduate to adulthood with an immediate need to be self-sustaining. And its members taking on different roles.   The karass family who commit themselves to this endevour, have also committed large chunks of their lives to an incredibly dangerous mission far away from their childhood homes.

    Desert Treasures
    Item Description Cocoa Value
    Salt Blocks Large, heavy blocks of salt, highly prized for preserving food and seasoning in desert cultures. 5 /block
    Fabrics Rolls of patterned cloth made from rare desert plants or traded goods. 10 /roll
    Dried Dates Nutrient-rich dried fruits that are easy to carry and prized for their long shelf life. 1 /pouch
    Fine Pottery Intricately designed clay pots and vases, used for storage and decoration. 8 /piece
    Copper Bracelets Simple yet elegant bracelets, often worn by locals and occasionally traded. 3 each
    Leather Water Skins Durable water skins made from desert animal hides, essential for survival in arid climates. 2 each
    Incense Bundles Fragrant incense sticks or powders made from desert herbs, used in rituals or for trade. 4 /bundle
    Lapis Lazuli Beads Small blue beads commonly strung into jewelry, valued for their vibrant color. 5 /strand
    Obsidian Arrowheads Razor-sharp arrowheads made from volcanic glass, popular among desert hunters. 1 each
    Tent Leather Sturdy leather sheets designed for long desert journeys. 15 each
    Spices Rare spices, highly valued in trade. 10 /pouch
    Embroidered Rugs Handwoven desert rugs, decorated with colorful geometric patterns and symbols. 20 each
    Copper Oil Lamps Simple yet beautifully crafted oil lamps, used for light and warmth at night. 6 each
    Bone Carvings Small carvings made from animal bones, depicting desert animals and deities, used for trade or decor. 3 each
    Herbal Poultices Bundles of medicinal herbs wrapped in cloth, useful for treating minor wounds and ailments. 2 /bundle
    Clay Tablets Tablets inscribed with old writings or maps, potentially holding clues to ancient desert knowledge. 10 each
    Sandstone Statues Small statues carved from sandstone, often depicting local gods or spirits. 8 each
    Animal Skulls Skulls from various desert animals, sometimes used in decoration or rituals. 2 each
    Sun Goggles Simple eye protection made from darkened glass or bone, helpful for reducing glare in the desert sun. 4 each
    Colourful Dyes Bowls of hardened forest mold, highly valued by merchants and travelers. 7 each
    Primary Related Location
    Important Locations
    Related Ethnicities

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