22. When consumed, this thin, pale-purple liquid causes the drinker's eyes to glow green for three hours.
23. A thick and syrupy fluid, this potion causes hyperactivity for a full 24 hours. The imbiber cannot sleep and will constantly feel an urge to do something, anything. After the 24 hours, the user will be very sleepy.
24. This golden yellow, almost glowing concoction will cause the imbiber's skin to be slightly sunburned all over.
25. A pungent dark green potion causes the drinker to have an irrational phobia of trees for four hours.
26. Bright red with flecks of orange, this potion makes the imbiber sweat profusely for an hour. Go to Comment
18.) Sapen's Nose
Sapen Trache, the legendary astronomer, was as well known for his wisdom as for his garishness. He loved all manner of fashionable and attractive things. Once, during a duel with a young upstart and rival scientist, Trache lost the tip of his nose. Using his hobby of alchemy, he constructed a gilded brass prosthetic to replace it. So well as it made that it was said to blend into his skin perfectly. After his death, Sapen's gilded nose was taken by the coroner as a memorial token. Eventually the nose was sold to an amateur scientist and collector of curios. He modified the shape of the prosthetic to fit about his own nose. When he put it on, he was surprised to notice the clarity with which he saw the stars, as though he were looking through Sapen's own wise eyes.
Wearing Sapen's Nose allows the user to see perfectly all the stars in the sky, and even to know their names and paths. A night traveler will find himself able to navigate to practically any destination.
Rose - There are some whose hearts fight only out of love. Souls in true love who hold the quiver will turn the gem pink. These arrows are made from red maple and fletched with swan feathers which, when fired, will turn sharply toward the direction the archer's true love lies. Aquamarine - Some find that they have no home on dry land, but only in the great deep. Those old salts whose souls are only home at sea will turn the gem aquamarine. Arrows drawn from the quiver are carved from driftwood, fletched with large scales and tipped with shark's teeth. These arrows fire as easily beneath the waves as above; on land, one of these arrows that strikes the ground will produce a quart of sea water from the earth. Silver - Despite the turnings of the secular world, some a truly devoted to their deity above all else. Such devoted religious souls will turn the quiver's stone silver, and their arrows made of white oak are barbed with quicksilvered points. These arrows deal divine damage on striking. Go to Comment
Red - In a few hearts, there lurks nothing but the desire for vengeance. If a vengeful soul takes the quiver, the gem turns blood red. Arrows from the quiver will be made of red oak, their heads obsidian. The arrows will only strike those guilty of grievous sin, falling short of the innocent to leave them unharmed. Go to Comment
Heh, great! In spite of the silliness, I see this as a tool sought after by negotiators and royal messengers worldwide. Even if it isn't terribly intelligent, they could use it as a teacher to silver their own tongues. Go to Comment
An enchanted, foreign-looking cap of very fine quality, those who look upon it are entraced by its beauty. It is nearly identical to the famous Cap of Confusion, a powerful wizard's garment that allows the wearer to bewilder and frustrate her enemies. The Cap of Confounding, however, does not work in this way.
While wearing the Cap of Confounding, one will feel quite confident in their own abilites; however, most of their abilites are unchanged. There is one notable attribute that is altered: the wearer is rendered incapable of executing mathematics. They are completely unaware of this, of course, but others are bound to notice. The arithmetical trouble affects everything to do with numbers, from simple counting to quadratic equations. The Cap of Confounding and its errors were made famous when King Utar - well known for his fine taste in haberdashery - lead his troops in the Crusade of Thalbus. In giving orders for the artillery to fire, Utar was quoted as saying "Fire at my count! Ready? One, two, five!" Go to Comment
Hm. I feel like I've been told "This there's cool knife. You don't know how to use it, but if you did, it'd be awesome." Beyond that, I feel like I'm not given much beyond a name and some vague mention of wizards and elves.
What makes the knife so awkward? It sounds like just a basic fighting dirk. You've given some skeletal background info, but I'm craving more.
Don't get me wrong, Railus, you really are improving. You just need to work on fleshing out some of the more emaciated subs. Keep it up! Go to Comment
I ran into the same problem, trying to incorporate a whole setting into a few subs. A couple of suggestions there:
1. If all your subs come from the same game world/setting, link them together. Either freetext them or link to them in the sub. Either way, if you really want us to know all your subs are coming from 1 setting, tell us.
2. It can be hard selling a sub by itself if it's part of a setting. If possible, separate the sub from the setting. I originally intended my Tagma Drakontas to be part of a big, overarching setting. But, realizing I couldn't do that, I snipped the connections to the rest of my game world and made references that were vague, but didn't leave a lot wanting. In general, subs that stand on their own do better than those that are setting-specific. It just tends to make it easier for us to read.
3. If you do want to do a whole series on your game world, plan it out and give it to us in easy-to-swallow segments. Starting with the details of a particular weapon of a particular race might not be the best option. Maybe you want to tell us the major kingdoms and places in your setting first, then work your way down. This option requires *a lot* of planning, however, and you might want to start just by having free-standing subs. Go to Comment