Often stocky in stature and stalwart in their beliefs, Muld Resonants tend to be patient and practical. While their demeanour may border on stubbornness and seriousness, beneath lies an unwavering determination to endure, making them stalwart teachers and steadfast companions
Muld, one of the five forms of
Resonance, stands as a formidable force, granting its wielders the ability to sculpt and manipulate solid matter. Unlike its more common counterparts,
Vindr and
Bylga Resonance, Muld Resonants tread a path grounded in the earth's depths, their power bound by the weight of gravity itself.
Warfare
Muld Resonants emerge as formidable forces on the battlefield, their mastery over solid matter granting them unparalleled tactical advantages. Their abilities to manipulate the physical environment and materials make them both feared combatants and invaluable strategic assets.
Battlefield Manipulation
Muld Resonants excel at reshaping the terrain to their advantage. They can rapidly erect impenetrable walls, trenches, and bunkers, providing instant cover for allied forces. By raising jagged spikes from the ground or creating deep chasms, they can impede enemy movement and funnel opponents into kill zones. In seconds, they can form solid bridges across rivers or ravines, facilitating troop movements and supply lines.
Offensive and Defensive Capabilities
The offensive potential of Muld Resonants is both diverse and devastating. They can launch deadly volleys of stone or metal shards with pinpoint accuracy, or redirect incoming projectiles back at the enemy. By focusing their power, they can weaken or shatter enemy armour, leaving opponents vulnerable to follow-up attacks. In close combat, they can encase enemies in cocoons of earth or stone, immobilising them instantly. Additionally, by manipulating the ground beneath their foes, they can create localised earthquakes or sinkholes, sowing chaos in enemy ranks.
Defensively, Muld Resonants are equally adept. They can constantly reshape their own armour in combat, reinforcing areas under attack while maintaining mobility. Large protective barriers can be summoned to shield entire squads from incoming fire or area-of-effect attacks. By sensing the composition of incoming projectiles, they can halt or deflect them mid-flight, providing a dynamic defence against ranged attacks.
Siege Warfare and Specialised Roles
In siege scenarios, Muld Resonants prove invaluable. They can locate and exploit structural weaknesses in enemy fortifications, creating entry points for allied forces. Their ability to manipulate earth allows for the creation of surprise tunnels for infiltration or sabotage missions. By collapsing mine shafts or rendering farmland infertile, they can starve out entrenched enemies, effectively turning the tide of prolonged engagements.
Muld Resonants often fill unique combat roles. As sappers, they excel at undermining enemy fortifications and creating hidden explosive traps. By launching massive boulders or shaped projectiles, they can function as living siege engines, providing artillery support. Their ability to rapidly construct or destroy structures makes them invaluable for controlling strategic points, acting as battlefield engineers.
In the chaos of war, Muld Resonants stand as living embodiments of the earth's might. Their presence can dramatically alter the course of battles, making them both respected allies and dreaded foes. Military strategists must carefully consider the deployment of these powerful individuals, as their actions can reshape not just the battlefield, but the very outcome of conflicts. This version combines related sections into more cohesive paragraphs, improving the flow and readability for the reader.of conflicts. This version maintains the key points and details while staying within the word limit.
As any military historian will tell you, dig trenches. When you're done with one trench, dig another one. This seems imminently useful for that, and everything else too. My favorite bit, though, is the gold prospecting use! Inventive :D Am I reading it right when I see they can only manipulate matter, not create any from scratch? If so, do they make their apprentices/minions lug around their favorite stuff into adventure/battle/work? :O Great stuff! :D
Creator of Araea, Megacorpolis, and many others.
You're damn right, it does sound useful for that! :D I mustn't take credit for that idea, it came from one of the wonderful folks over in the WA discord - @Finalor, I asked for some ideas after presenting the ruleset to the community and this was one of them. You are indeed, there is no creation of matter in VISCERIUM, only altering and manipulating that which is already present. If you're in the middle of the sea and there's nothing around? No Firmus powers for you! haha.
I'd imagine some do, for sure. Others likely just make use of what is around at the time as and when needed. Thank you for reading and commenting!