Oh, here's another idea: why not tie these things into the mythology we were working on awhile ago? These snakes could be one of the ways that the Goldin King or Silver Queen tried to extend their influence underground, where their light could not normally go. Since you were going for a powerful light effect, anyway, connecting them to a couple of light-centric deities might not hurt.Go to Comment
I can't find anything to criticize here -- this is a truly excellent sub. It's easily applied to other campaign settings, and hints at a rich culture under the surface. I'm already thinking of ways to apply this to my game, so here's two paws up and an HoH for good measure. 5/5
Over 600 hits and no comments yet? Let's see if I can right that injustice now . . .
Correct me if I'm wrong, but I believe the purpose of this stub is to make us think about what life in a realistic medieval or pre-industrial village would have been like, by comparing and contrasting life in a modern town. To this end, it starts off well, but dwells overmuch in the modern details. To run a medieval campaign, I don't need to know that railroads and highways helped modern towns develop; instead, I want to know more about how pre-modern villages grew up around waterways or possibly caravan routes.
A certain amount of contrast is helpful, however. The fact that motels/inns were relatively uncommon is useful, for example. But adding relevant gaming details would make it much more so. Inns were scarce? Fine, but I want to know how travellers were normally accommodated in a town with no rental lodgings. Did they have to camp? Or were they usually put up for the night by someone?
Properly researched and expanded, this post could help lend a touch of realism to any pre-industrial campaign setting. Remember though, that in fantasy games magic will almost always have some influence on this subject, be it to make travel easier or aid in long-distance communication. Adding a section for that might therefore be prudent.
46. The Militant -- Speaks in short, clipped military tones. Clothes are crisply ironed, boots (if any) polished to a military shine. If faced with a problem, will suggest solutions in terms of tactics and strategy, even for mundane situations ("If the first line of persuasion fails, you may want to employ intimidation maneuvers").
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47. The Pacifist -- Hand-wringer. Always squirms at the mention of violence and will attempt to suggest an alternative. ("Oh dear, you don't really want to kill him . . . do you?"). If intimidated or confronted with a harsh manner, this NPC has a tendency to flutter their hands impotently while looking towards others for help.