Sleipnir (Empathic Bond)

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Contents

Bonding Requirements

The sleipnir are a race of powerful eight-legged horses said to be kept as personal stock by the god Odin. They do not occur in the world naturally and must be summoned by those with some pull with Odin.

Requires a large sum of theology and a moderate amount of law, tracking, rune lore, legend lore, diplomacy, mortuary, strategy, and tactics skill to be bonded to.

Zetasai have no theology access so be prepared to join Agnihotri, Haruspex, Questors of Axa, or some other theology access granting association.

One was bonded to with 138 theology, 30 law, 20 tracking, 17 rune lore, 17 legend lore, 20 diplomacy, 12 mortuary, 14 strategy, and 17 tactics.

If you can find someone with phylacteries of theosophy, they'll each give 20 bonus theology when worn/held.

Known Abilities

The sleipnir is a very quick steed, has a small amount of night vision, and can fly if equipped with horseshoes of flight. Only four horseshoes are required to impart flight to the creature, but up to eight can be equipped to provide redundancy.

Attribute Modifications

The sleipnir grants its consort a large bonus to Willpower, a sizeable bonus to Vitality, as well as moderate bonuses to Strength, Agility and Perception.

Specialty Bonuses

Bonus specialty degrees and access are provided as follows:

Tier 1

Tier 2

Tier 3

Just past "somewhat frail":

Tier 4

Just past "fairly healthy":

Tier 5

Midway through "fairly healthy":

At "very healthy" bond strength, the bonus specialty for Strategy is increased to 2.

Tier 6

Midway through "very healthy":

At "robust" bond strength, the bonus specialty for Mounted Combat is increased to 2.

At "resilient" bond strength, Tier 2 specialties (and Theology access) are increased by 1.

Tier 7

Just after "deep":

Midway through "deep" bond strength, the bonus specialty for Strategy is increased to 3.

Later on through "deep" bond strength, the bonus specialty for Tracking is increased to 2.

Midway through "very deep" bond strength, the bonus specialty for Mounted Combat is increased to 3.

Towards the end of "very deep" bond strength, the bonus specialty for Magick Resistance is increased to 2.

Boons

+1 Luck at/around "fairly healthy" that increases with bond strength.

+1 Chaos Favour starting partway through "very healthy", another +1 at late into "deep".

Female sleipnir consorts with bond strength over 50 get a valkyrie honorific.

Sovereignty

Sleipnir are sovereign over ravens and crows.

Charms

Initially on bonding:

First, the ability to tame creatures over which your familiar is sovereign.  To do this, concentrate on taming the creature.
Second, the ability to command a friendly creature over which your familiar is sovereign to undertake a specific action.
You can command multiple creatures at once in this manner.  To do this, concentrate on commanding your follower or 
followers to undertake the desired action.
Third, the ability to urge your familiar to specific action.  This ability can be used even if you do not know where your 
familiar is.  To do this, concentrate on urging your familiar to undertake the desired action.

Just after bonding:

Fourth, the ability to call your familiar to your side.  To do this, concentrate on calling your familiar.
Fifth, the ability to send your familiar to safety.  This ability can be used even if you do not know where your familiar 
is.  To do this, concentrate on sending your familiar to safety.

Mid-way through very frail:

Sixth, the ability to see through your familiar's eyes.  This ability can be used even if you do not know where your 
familiar is.  To do this, concentrate on seeing what your familiar sees.

Late into very healthy:

Seventh, the ability to envelop yourself in a shroud of passed souls.  To do this, will the souls of the dead to protect 
me.  To end the effects of this charm, will the souls of the dead to cease protecting me.
Eighth, the ability to hallow the remains of the departed.  Doing so resolves the remains into entropic energy and then 
washes you in said energy.  To do this, concentrate on the dead joining with death.

Shortly after robust:

Ninth, the ability to imbue oneself with energy that will spur you to travel at incredible speeds while mounted to your 
familiar.  This charm only works if your familiar is running or walking, not swimming or flying.  To do this, imagine 
myself traveling like the wind.  To end the effects of this charm, imagine myself traveling at normal speeds.

At resilient:

Tenth, the ability to become one with your familiar.  This ability can be used even if you do not know where your familiar 
is.  To do this, concentrate on becoming one with your familiar.

Part-way through resilient:

Eleventh, the ability to ward yourself and your surroundings from scrying.  To do this, concentrate on warding myself from 
prying eyes.  To end the effects of this charm, concentrate on ceasing to ward myself against prying eyes.

Mid-way through very deep:

Twelfth, the ability to perceive subtle energy flows.  To do this, concentrate on perceiving subtle energy flows. To end 
the effects of this charm, concentrate on ceasing to perceive subtle energy flows.

Later:

Thirteenth, the ability to scry a person.  To do this, concentrate on finding the location of the person you are looking for.
Fourteenth, the ability to scry a person's possessions.  To do this, concentrate on learning the possessions of the 
person you are interested in knowing this about.
Fifteenth, the ability to scry an item.  The item must be specific: a unique item with a name you know, an item that you 
yourself have named, or an item you are keeping.  To do this, concentrate on locating the item you are interested in finding.
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