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Wulfhere's SubmissionsReset Sort

Wulfhere
September 28, 2006
Hits: 6724
Comments: 13
Ideas: 0
Votes: 7 / 4.357143
The Sword Blooddrinker    Items  (Melee Weapons)   (Combat)

A weapon from before the time of men, enchanted in times of legend by the greatest of the land’s druids.

Wulfhere
September 26, 2006
Hits: 4260
Comments: 12
Ideas: 0
Votes: 7 / 4.214286
The Mourner's Cloak    Items  (Clothes)   (Cursed)

None could deny that the Torner the Fearless’ heartbroken widow did mourning well.

Wulfhere
September 23, 2006
Hits: 4456
Comments: 11
Ideas: 0
Votes: 8 / 3.750000
Demon Rum    Items  (Potion)   (Combat)

When you face a foe in desperate life-or-death combat, there’s nothing like getting good and liquored up first…

Wulfhere
September 21, 2006
Hits: 4792
Comments: 12
Ideas: 0
Votes: 9 / 4.111111
Dwarven Steelbows    Items  (Ranged Weapons)   (Non-Magical)

Legends say that the first of these bows of gleaming steel were crafted by the smiths of the dwarves, who gave them to the first of the land’s great kings.

Wulfhere
September 18, 2006
Hits: 3699
Comments: 12
Ideas: 0
Votes: 8 / 4.437500
The Airship Firedrake    Items  (Transports)   (Combat)

Few cities could stand long before the invincible "Firedrake", the Hegemon’s mightiest vessel of war.

Wulfhere
September 14, 2006
Hits: 7047
Comments: 13
Ideas: 0
Votes: 7 / 4.000000
The Drums of the Spirits    Items  (Art and Music)   (Non-Magical)

As the drums echo through the badlands, the warriors of the Orcish tribes feel the power of the tribal spirits call to them…

Wulfhere
September 12, 2006
Hits: 7404
Comments: 12
Ideas: 9
Votes: 10 / 4.400000
The Incomplete Enchantments of Agarn    Items  (Equipment Listing)   (Magical)

The spectacular enchantments of Agarn the Impulsive could have been even greater if he had been able to keep any of his apprentices…

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Wulfhere

Selected Count ( 27 )

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Random Idea Seed View All Idea Seeds

Nomadic Plants

       By: Wulfhere

A desolate region is almost entirely without normal vegetation. Local plants are able to unroot themselves and crawl along the ground in search of water and fertile soil. The inhabitants fence their crops in to keep them from wandering off and put heavy stone thresholds in the doorways of their huts to keep wayward plants out.

The plants sense by chemical cues, lacking sight or hearing, and tend to avoid herbivores or anything that smells of "dead plants". Characters with horses are likely to be unwelcome among the locals.

Ideas  ( Lifeforms ) | March 8, 2007 | View | UpVote 1xp


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