Skyrunner Tribe Dicemaster Guide:

Mounts and Companions


Foreword

Mounts and companions come in any number of shapes, sizes, aggressions, and even living or not. To reflect these differences and still be able to use mounts and companions of all sorts within our RP we have developed a series of points that can be applied to your companion. These points work together to help create a stable Dice System component for combat and interaction, but can also help you RP your companion in the open world. There are some differences between Ground mounts and Wyverns so if you have questions about the use of Wyverns specifically see our page on Wyverns and The Cloudlord Pride.

As with Races and Classes, Mounts and Companions also allow for a little bit of leeway if the options listed do not fit your character's mounts and/or pets. If you are struggling on this particular section, please speak to Kanatu or a member of the Creative Team to see what we can help you with!

To fill out the Mounts and Companions section of the character sheet click here and submit the application.

Restrictions and Considerations

Please note: non-wyvern flying mounts are heavily discouraged from use in this guild. We are a wyvern-riding tribe and much of our lore, story, and combat is based around that. If you wish to use another flying creature for your character's mount you must gain approval from Kanatu before doing so.

While we are restrictive on having wyverns being the primary flying mount, we are very relaxed when it comes to ground mounts. As always, take special considerations for how well your ground mount might fare in a desert climate, as well as other characters' reactions to your mount. Mammoths will have a bad time, and undead kodos are going to be run out of town more often than not.

Additionally, we fly frequently and often. Ground mounts and land-bound companions are often left by the wayside as they are simply too slow to keep up with flight. While harnesses and rigging can be crafted to carry a landbound beast, this only is applicable for particularly small ground mounts or companions. Please keep in mind that if your character insists on riding their tiger to battle, they might arrive several days or weeks too late.

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Art Credit

  • Mahala - Mahala and Lok'natah
  • Blizzard Entertainment

The Basics

No matter if you ride a boar or a wyvern, or fight with a giant rat or a kodo at your side, these are the basic things each and every companion or mount must follow. This is a great place to start if you are just beginning this step of the character creation process. As with every part of character creation, it is important to consider limits and boundaries when deciding on a mount or companion for your character.

How did your Highmountain Tauren find a Pandaria crane large enough for him to ride? Why does your Sunwalker carry around an undead rat on her shoulder?

Basic Information

Every companion or mount starts with some general information. This is where you flesh out what this creature is and what it looks like.

Name

A name for your companion. Easy enough, right? If you struggle to find something unique or fitting for your companion pet, we recommend checking out name generators online, or toying with different Orcish, Taurahe, and Zandali words and sounds until you find something that works. Alternatively, simple adjective-noun names work just as well, such as Cloudjumper and Blackfoot!

Age

Just like with your character's age, it is important to note average lifespans and consider the passage of time when determining your companion or mount's age. A 30 year old giant rat is incredibly unlikely, as is riding a 5 month old wolf.

Moreover, did your character have this mount 20 years ago, if they were, say, stuck in an Internment Camp during the Second War?

Gender

Different creatures may have little or no dimorphism between the genders, or they may have utterly alien genders compared to our characters' understanding of the world (such as bugs or demons). Pick what best describes your mount or companion.

Also consider what gender your companion is if you would like certain RP opportunities to open up regarding husbandry. If you bring in a female kodo, it might be beneficial to the tribe if she produces calves for the tribe's herd; it also might be a source for RP conflict if the wild wyvern you bonded with accidentally breeds with one of the Cloudlord matrons.


Type

Now, list the type of creature your companion or mount is. Are they a kodo? A corehound? A basilisk? List their species and provide a brief description of them to better get a picture of your friend.

Abilities

Lastly, companions and ground mounts come with two special abilities that flesh out their natural talents or training. Work with Kanatu or a member of the Creative Team to decide what you want these abilities to do.

Wyverns also have two abilities, but you must be Windwarrior rank or higher to utilize their non-venom secondary ability.

Health

Companions, Ground Mounts, and Wyverns have a maximum of 5 HP. Items and class abilities may increase this maximum further, however.

Flat Stats

Stats for companions and ground mounts are universally flat across the board unless otherwise modified by a class, race, or item bonus. Follow the tables below to determine what dice you should use during encounters when rolling for your companion or mount:

Ground Mounts and Companion Pets
Roll Result
1-4 Miss
5-8 Hit, 1 damage
9-10 Critical, 2 damage
Wyverns
Roll Result
1 Critical Miss, take 1 damage
2-6 Miss
7-12 Hit, 1 damage
13-16 Hit, 2 damage
17-19 Hit, 3 damage
20 Critical, 4 damage

Wyverns

The previous section covered the general pets and mounts your character might have. The remainder of this guide details information specifically regarding wyverns. When it is time for your character’s Judgement of the Wyverns one of the leadership team or the Wyvernmaster will get with you OOCly to determine your wyvern’s specific stats or you can choose to have random ones assigned.

Note: New Members, Guests, Allies, Unblooded, and Tribesmen all are assigned a wyvern to borrow from the Cloudlord Pride. This section only refers to bonded wyverns earned through the Judgment of the Wyverns unless otherwise stated.

Classifications

Every wyvern is born into one of six breeds. While these are not the end-all, be-all to what your wyvern is best at, these classifications help narrow down their scope and allow characters to specialize with their new friend in combat. If you would like a specific breed to bond with during your Judgment of the Wyverns rite, please inform Kanatu or a member of the Creative Team! If not, we leave it up to chance or what makes the most sense or creates interesting story elements.

Each of these breeds will affect certain rolls depending on what you want your wyvern to do. An Oversized wyvern might struggle to sprint after a fleeing enemy, while a Speed wyvern will have problems over long-distance sustained flight.

Standard

Standard maneuverability, size, strength, speed, and stamina. These wyverns are dependable and the most common. They are the standard Cloudlord stock, so larger and heartier than wild variants but not too far into either category. Standard wyverns make up the bulk of the Pride, and are used regularly by every member of the tribe.

Note: a wyvern may be particularly large or small and still remain Standard.

Ambusher

Superior patience and hunts almost exclusively by lying in wait. Superior hearing and eyesight. They train all of their younglings in this hunting style. Ambusher wyverns are favored by scouts, spies, and assassins, as they do not grow restless easily and can wait out a target for days.

Endurance

Superior lung capacity and strong fatigue resistance. While slower fliers overall, these wyverns can travel long distances without the need to stop as frequently as other breeds. Endurance wyverns are favored by messengers and those that frequently go on patrol. They can stay aloft for hours longer than other wyverns and have further ranges.


Speed

Superior sprinting capability. Hunts primarily through chasing; incredibly high prey drive. It cannot fly as far as other breeds, but has a much higher top speed than others. Often are smaller. Speed wyverns are favored by scouts, warriors, and short-distance messengers. They can easily duck and dive in combat and flourish when given something to pursue. They are also useful in delivering battle correspondence between several squads for rapid communication.

Oversized

Superior build, muscle-mass, and strength. While the slowest fliers of all the breeds, the oversized wyverns can carry multiple loads, people, or armored tauren and still act in combat with ease. They are often afflicted with a genetic condition that causes heart complications in their middle years. Oversized wyverns are favored by warriors, chieftains, and shock-troopers. They are absolutely massive compared to others of their kind, and can easily take more damage than a standard wyvern. They battle well in armor and with a rider.

Bantam

Superior maneuverability, dexterity, and stealth. These are the smallest of all wyverns and are often capable of only carrying goblins, elves, or vulpera. They often live the longest (in captivity), but are caused by a dwarfism gene that is hard to breed for. Bantam wyverns are often reserved for highly specific jobs and riders, due to the usual randomness of their birth. Those jobs are often for stealth missions and incredibly difficult maneuvers (such as flying through a narrow tunnel or thick forest), or small riders that would otherwise have trouble riding a larger wyvern (such as goblins, elves, or vulpera).

Temperament

Similar to the breeds, each wyvern has its own temperament. How they were raised, combined with their genetics, allows for varied dispositions to arise. If you would like a specific temperament in your wyvern, please inform Kanatu or a member of the Creative Team! If not, much like with the breeds, we will select it randomly or base it on story elements.

Lastly, much like breeds, these temperaments will affect rolls depending on what you want your wyvern to accomplish. An Aggressive wyvern might disobey you to leap straight into combat. An Independent wyvern might ignore your calls to dive.


Passive

A passive wyvern does not mean they are lazy, just that they typically prefer to watch and wait before leaping into an argument or attack. Passive wyverns are steadfast companions and are typically associated with Ambusher and Endurance breeds.

Submissive

A submissive wyvern typically takes the lead from other, higher ranking wyverns or their riders. They can act on their own free will, of course, but they usually prefer to wait for a cue or permission. They feel most comfortable in the midst of the pride and most stressed when out on their own without a rider or other wyverns. Submissive wyverns are typically associated with Bantam, Speed, and Standard breeds.

Independent

An independent wyvern is usually a lone hunter. They act of their own free will and typically struggle in a pride environment. They also are the most difficult to train and bond with, as they make themselves scarce during a Judgment Rite. Independent wyverns are, however, incredibly loyal once their loyalty has been earned. They are truly stereotypical housecats. Independent wyverns are typically associated with all breeds of wyvern.

Dominant

A dominant wyvern typically runs the roost. They are usually the Pride-Lord, or the sons and daughters of a Pride-Lord, and often are headstrong and determined. They do not back down from a challenge and will put a wyvern or rider in their place if they deem themselves disrespected. Dominant wyverns are not unreasonable, of course, they just act with the weight and strength of a king. Dominant wyverns are typically associated with Speed, Oversized, and Standard breeds.

Aggressive

An aggressive wyvern is a hard friend to make. They are fighty, territorial, and quick to jump to action. They would sooner bite or sting than listen to reason. Oftentimes, a particularly unreasonable wyvern of this temperament will be put down by a Pride-Lord if they feel their recklessness is threatening the safety of the pride. However, aggressive wyverns usually just need a constructive outlet for their claws and teeth. Once an aggressive wyvern has been given a job, they are dedicated and loyal for life, often considering it a sacred duty. Aggressive wyverns are typically associated with Bantam, Oversized, Speed, and Standard breeds.

Venom

There are three distinct wyvern prides that we as a tribe deal with on a regular basis. As such, your wyvern companion possesses one of four venom types. Each venom has been developed for a specific hunting purpose over the course of generations, but only the Cloudlord venom has been done so purposefully and guided by an outside hand. The only non Pride-specific venom is called Dreamvenom, and can occur in any wyvern at birth.

Keep in mind that more often than not, your character will be bonded to a non-Cloudlord wyvern. Of course, exceptions to this rule exist. If you desire to bond with a Cloudlord wyvern instead, please speak to Kanatu or a member of the Creative Team!

Note: All people of the tribe, from allies to Sky-Reavers, can utilize a wyvern's venom ability.

Windwarriors and above: Venom effects count towards one of your wyvern's two special abilities.

Cloudlord Venom (Hemotoxin)

Due to generations of careful breeding, the Cloudlord venom is the most deadly of all the variants. Wild wyvern venom cannot compare in deadliness nor speed of venom spread, and as such, Cloudlord wyverns are prized by various tribes, clans, and the Horde in equal measure. Cloudlord wyverns also typically do not hunt with their stinger when hunting for the non-wyvern members of the tribe, as their venom remains toxic for days before it rapidly deteriorates.

The venom works by disrupting the body’s ability to cause blood clots, and causes blood vessels in and around important organs to burst. Deaths from a Cloudlord sting are incredibly painful, but blessedly quick.

Highperch Venom (Cytotoxin)

Due to their hunting grounds being in the Thousand Needles and Feralas, the Highperch wyverns were the first to adapt to an ambush method of hunting. They also hunt primarily in packs and family groups, and so adolescent wyverns are frequently with them. The Highperch favor this venom, as their prey is so incredibly varied that digestion is often difficult or not consistent, especially for younger wyverns and cubs.

The venom works by liquifying organs and cells in a process known as necrosis. While incredibly frightening and the loss of limb is nearly guaranteed, this venom is not nearly as deadly as the other two. Necrosis only happens at and around the injection site, and so a glancing blow may cause the loss of a limb but the victim may escape with their lives if they’re quick enough in stemming the venom’s spread.


Venom D20 Effects
Type Effect
Cloudlord Once stung the target takes +1 damage from anyone that attacks it for 3 rounds. At the end of three rounds they also take 3 additional damage or die if they have 2hp or less at the end of the dot
Highperch Roll to determine. On a Critical hit without modifiers, the victim dies instantly. Anything less, and they take 4 damage and lose the use of a limb
Pridewing Stun your target for 2 rounds. Attacks against them cannot miss and attackers gain Advantage on the target allowing Critical Strikes with modifiers
Dreamvenom Reduces a target to attack once every other turn for 4 turns. Attacking a stunned target with this causes them to die. Bosses are exempt

Pridewing Venom (Neurotoxin)

Because the Pridewing wyverns hunt primarily alone, they focus on hunting in a way that conserves the most amount of energy for the most reward. They cannot waste time chasing and pinning an animal that will only wriggle free and escape, nor can they risk becoming injured in a struggle. Their venom has adapted for this style of hunting by rendering prey frozen in place.

The venom works by attacking the nervous system, locking up muscles and disrupting the signals from the brain to important organs. Victims usually die by respiratory failure, if not outright killed by the wyvern’s teeth.

Dreamvenom (Anesthetic)

A change from standard wyvern's venom are the Dreamvenom variety. These wyverns produce a non-lethal venom that instead paralyzes a target and lowers their heart rate until they are knocked unconscious. Dreamvenom wyverns are favored by poisoners, assassins, scouts, and hunters. Due to the non-lethal nature of their venom, they are also prized by bounty hunters, either their venom alone or to take one on as a rider. These wyverns are those of the Cloudlord Pride that retained a recessive gene for the non-lethal venom (seeing as the Cloudlord wyverns are incredibly lethal). Their venom is harvested for use in rituals and for performing surgery.

Armor and Armaments

While ground mounts and companions may possess armor at your discretion, wyvern armor must be custom-made by the tribe's smiths for each and every individual wyvern. As such, armor is only available to those that have bonded with a wyvern through the Judgment of the Wyverns and proven themselves dedicated to the tribe. It is expected that every wyvern has a saddle and tack, of course.

Beyond just standard armor is the ability to craft specialized equipment for your wyvern. For those of Windwarrior rank or higher, the armament counts as your wyvern's second ability. This armament is customized to your character and wyvern. You will work with a master smith IC and OOC to determine the mechanics.

Note: Only those of Windwarrior rank or higher can have armor crafted for their wyvern.

Armor and Barding

Armor and saddles are made custom for each wyvern. Though old saddles can be altered to fit the comfort of a new wyvern good Wyvern Masters know that for the health and longevity of a wyvern it is best to get a custom one made. These saddles among the tribe are highly decorated with carvings, dyes, trinkets, and metal fittings. No saddle is the same among the tribe and each one is created by hand for a wyvern. Armor is done much the same way. Specifically built and crafted for each wyvern that it is necessary to outfit. This allows wyverns to maintain their basic inborn abilities while still gaining some protection from their enemies.

All armor, once obtained, grants a flat Health increase to your wyvern and grants you additional stats when you are mounted on them.

Materials

Ore and Metals

Most commonly armor for wyverns is created from pure Mithril. The very lightweight metal is as strong as tempered steel but more than half the weight. This allows a wyvern to keep most of their mobility though a wyvern will need time to get used to the restrictions that come with wearing full armor and they will need time to adjust to the heavier load.

Leather

The typical wyvern harness and saddle is made from Hardened Kodo Hide. The material is hard enough to last years of rigorous use without getting too thin and it is also hard enough to provide some protection, specifically around the belly, the curve of the tail, and the wing arms. The saddle is made from lightweight wood and molded kodo leather over top, usually with a layer of blanket between the wood and leather to provide the rider with some comfort. Saddles made for long trips are much more ornate and include things like arms, a backrest, and more padding where saddles made for military flights, scouting or speed are more streamlined.


Cloth and Blankets

All wyverns should have a blanket between their saddle and their back. This helps prevent saddle sores, bone kinking and bone spurs, as well as providing more comfort against chaffing. The blanket cannot be too thick though or the wyvern can suffer from overheating. Most commonly open weave blankets made from spun hyena or wyvern fur is used for this though from time to time wolf, bear, and even ram wool can be used depending on the comfort of the wyvern and the weight of the saddle and rider.

Standard Mithril Armor D20 Bonus

Armor grants your wyvern companion enhanced stats for combat events. These effects are only applicable while the armor is worn and not damaged.

Wyvern Bonus: +2 Health to your wyvern. Rolls involving dexterity or tricky maneuvers may be at a higher difficulty.

Stat Bonus (Choose One): Athletics, Grapple, Intimidation, Perception, Diplomacy, or Stealth gain +1 while you are riding your wyvern.

Armaments

Windwarriors and higher have the option to add an armament in addition to the armor crafted for their wyvern. This weapon or tool is hand-crafted by the tribe's smiths to your character's specifications. You can be as customized or standard as you wish. Please speak to Korgig to hash out the details and effects of what you wish to make.

Armaments are not meant to become overpowered, and are simply there to add detail and depth to make your mount stand out or specialize them a bit more. No one enjoys playing with the guy that has the [Machine Gun of Infinite Exploding Bullets], now, do they?

Example Armament (Poisoned Throwing-Spears)

Your wyvern's saddle carries three throwing spears that are coated in poison. Hurl a throwing spear at an enemy. Must roll for initial damage. If the spear strikes it will deal 1 damage for 3 turns to that target. Useable only 3 times per encounter