These appear as ordinary jade chopsticks, the type one would find in a fine restaurant of the Orient. They're even engraved with little geometric designs. In secret, these designs hide the fact that the lower three-quarters of the sticks are removable sheathes that house long, poisoned needles. With a quick flick and a thrust, such a needle could find itself in the heart of an unwanted rival, assuming one could get close enough. Go to Comment
Hm. An interesting sort of pelagic were-creature. It seems almost a fairy tale, a story parents tell little children about. It also feels like it could be deeply fleshed out into something much *more* interesting. In short, I like it, but it feels rather sparse. A good idea that could bake for a bit longer. Go to Comment
Pretty much ditto what everyone else said: a useful item, a bit drab and generic in its current form, but has great potential for further exploration. Welcome to the Citadel, Cloud! Keep them subs rollin'! Go to Comment
24- The Workhorse
He works hard for his wages - and doesn't do much else. Completely dedicated to his mundane life's work, he is well-built and extremely knowledgeable in his craft. Don't bother trying to get him to talk about something else, though.
25- The Scandalizer
If something happens, she's the first to know about it. Always where the news and action is, she spreads rumors like wildfire. Many find her useful, but no one really likes her: everyone's afraid that their secrets will become the entire village's if they get too close. Go to Comment
Creepy and somewhat disturbing. Very well done as well. I rarely feel for barbarians, but this one has my sympathy. I wonder if the PCs would be wise enough to not hire him, knowing his mental instability.
A must-have for the winter quest! Stays true to the story while maintaining the proper silliness. My only suggestion is that it could have been stretched out and filled in a bit more. But good overall. Go to Comment
A nice take on assassins' blades. It adds some mystique to their dark trade, but it still feels like it lacks something to make it truly unique. It would probably be fun to toss into the sidequests of a campaign, though.
Out of curiosity, are you doing a 10 in 10, or do you just happen to be on a writing streak? I've noticed the box of recent submissions is practically filled with your writings. No complaints, of course, I'm a big fan. :-D Go to Comment
If the Gavel inspired this, then I'm glad I submitted the Gavel. I like the backstory a lot, and though I agree that it's tough to fit this into a non-Kuramen setting, I don't think that's necessarily a detractor; some items, NPCs, and other elements are made to fit their setting and needn't be anywhere else. I do reflect Scras's thought that there should be another penalty or two from wielding it, perhaps something that could be a side effect of being "consecrated" with the essence of cold. One so consecrated might become eternally reliant on miserable cold to survive, or they would lose passion and ferocity forever from their minds, for example. Overall, though, I think it an intriguing piece. Go to Comment
One day a a wind begins to blow out of the West. The next day it gets stronger. And stronger still the next few days. Eventually (and fortunately), the speed of the wind tops out at a steady fifty miles an hour, but continues to blow. Soon an entire kingdom is wondering why it's not abating. The weather mages deem it unnatural but can't seem to banish or control it. The priests of various faiths claim it's divine. The End-Of-Days crowd is having a field day with their predictions of doom. No one knows why the gale persists. When inquiring with neighboring kingdoms, it seems they too suffer from a persistent western mistral. Eventually the populace begins to adapt to living with a twenty four hour a day wind. Always from the West, and perpetual. What could be causing this? A raging Elemental king? a curse from the gods? an unearthed artifact? Or has Nature itself gone haywire?