I don't know - I kind of preferred it vague, if only because I could see a large number of ways that he could turn. Does he try to maintain his positions from life? Is he so morose as to be apathetic, letting demons run more loose than ever (which could be a great plot hook)? Does he, that he might be reunited with his loved ones sooner, actively seek the destruction of the universe? Perhaps in his melancholy he travels to the world, and, merely by being a demon, brings pain and suffering, when all he wants is some semblance of his old life back. Go to Comment
Let me throw in my appreciation with that of everybody else - I find this man amazing. If I could actually run the Superhero game I've had an urge to run recently, this guy would almost certainly find his way in.
1. Candle of Sanctuary - When lit, this candle prevents anything with hostile intent towards the lighter from entering an area about the candle. Unfortunately, it can neither be extinguished nor moved once set alight, so it will prove useful only once, and only for a limited time. Variants of this candle could restrict various types of creatures from entering, rather than simply hostile ones.
2. Candle of Chill - The flame of this candle creates light as normal, but emits no heat.
3. The Thief's Candle - If allowed to sit on a table or other object, this functions as a normal candle. If someone holds it, however, then only they can see the light emitted by the candle.
4. Candle of Horror - This candle's magic functions only when it is the sole light source in an area. When this occurs, nightmarish creatures emerge from the shadows to attack those within the glow of the candle. If another light source is lit, the creatures vanish. This could be the perfect murder.
5. Candle of Warmth - The opposite of the Candle of Chill, this candle emits far more heat than its small flame suggests, making it useful for melting things or simply for keeping warm.
6. Sage's Candle - The flame from this candle will never spread. Even if toppled over into a pile of dry grass, the flame will not set the grass alight. Not so useful for adventurers, but very useful for those who fear falling asleep while studying.
7. Candle of Influence - If a person sleeps within the light of this candle, then anything said around him will seep into his mind, possibly altering his opinions when he awakes.
8. Candle of Reason - Should someone sleep within the light of this candle, they will have a greater understanding of any problems they were pondering as they fell asleep.
9. Candle of Soothing - Any angered or excited creature within the light of this candle will be soothed and approachable so long as they remain close to the flame.
10. Candle of Hope - Any despairing or frightened creature within the light of this candle will be reinspired with the will to survive/succeed.
11. Candle of Sanity - Any insane creature within the light of this candle will be rendered sane so long as they remain close to the flame.
12. Candle of Shared Burdens - All creatures within the light of the candle will take on an equal share of any fear, despair, or insanity possessed by any creature near the flame. A less-powerful variant of the Candles of Sanity and Hope.
13. The Necromancer's Candle - Any corpse which this candle sheds light upon will rise as a zombie under the command of whoever lit the candle.
14. The Mixed Candle - Has the effect of one magic candle ffor half its lifespan, and the effect of another for the other half. Imagine a Candle of Horror/Necromancer's Candle.
15. The Additive Candle - This candle will take on the properties of the closest magical candle which is shedding light upon it.
16. Candle of Binding - If used in multiples, these candles will form a line which no summoned creature can cross.
17. Candle of Mayhem - This candle will drive everyone whom it shed light upon to go into a murderous rage, attacking anyone nearby.
18. The Hypnotic Candle - Anyone who looks upon this candle while it is lit will be unable to take his eyes off of it.
19. The Fool's Candle - This candle causes all in its radius to percieve the area outside of its radius as darker than it truly is. Go to Comment
38. Candle of Inspiration - Anyone who sits within the light emanating from this candle while thinking is far more likely than normal to be struck by a good idea. (You can tell that this is wishful writing)
39. Candle of Smoking - After burning for a set period of time, this candle begins to emit a huge cloud of smoke, obscuring vision and making breathing difficult.
40. Candle of Discomfort - This candle emits an unpleasant odor which distracts all those nearby.
41. Candle of Explosions - After being lit for a certain duration of time, this candle explodes like a stick of dynamite.
42. Candle of Transport - These candles come in pairs. If both are lit, then extinguishing one will bring the extinguisher to the still-lit candle. Go to Comment
85. Candle of Soul Keeping
When lit, this candle protects the soul of the person who lit it. If he or she should die while the candle burns, they will not return as any sort of undead, nor will any dark sacrifice of them produce any benefit.
86. Candle of Recording
When lit, this candle burns down to exactly its halfway mark, then extinguishes itself. If lit a second time, the candle will completely burn out, replaying any sounds made within its radius when it was first lit.
87. Candle of the Valkyrie
While this candle burns, the person who lit it is under observation by the Valkyries. These candles are commonly lit by warriors before battle, and when camps are threatened in a battle, warriors have been known to break from combat to protect their candles. Go to Comment
At the center of the world sits the Citadel, perched atop the rocky crag known as The Godspire, which in turn juts forth from the region known to many as The Diamond Desert.
Here, knowledge of the world's most fascinating and frightening locales is gathered, as well as tales of the land's greatest legends. Scholars the world over travel here to partake of this font of information, and it is a popular destination for adventurers, as well. Is it not said that one should know his enemy as himself? Yet, only the boldest and most competent can overcome the rigorous journey to get here, for the desert is a place of great danger, and the Godspire is no easy climb. Those who complete the quest, however, are rewarded with one of the finest sights in the world - the sunset over the glittering sands, as well as an overview of the world, which stretches forth from the peak in every direction, rushing towards the ever-distant horizon. Go to Comment
I think your kingdom might be better off as its own submission.
If you want to link that submission here, then by all means do so, but this isn't a place for developing entirely new posts; it's more intended to link together other submissions in a useable format. Go to Comment
To the east of the desert sits the mountainous Land of the Yale Riders. To those seekers of the Citadel who come from that direction, the mountains are the last place of hospitality one can expect before facing the dangers yet to come. For those too foolish to enjoy the respite offered by this friendly people, paths have been marked about the mountains.
Though this mountain range rises to great elevations, one can stand at the peak of one of the highest mountains in the range, and still need to gaze upwards to see the top of the Godspire, which serves as an ever-present reminder of their ultimate goal to those who pass through these valleys and heights. Go to Comment
Wrapping about the north and west of The Diamond Desert sits The Old Kingdom. This land grew mighty and powerful even as the other cultures in the region remained confined to small hamlets, living a barbarian lifestyle. Bards tell of how the king of this land grew lustful of the surrounding territories, and sent his armies to attack them, spreading lies about the inhuman practices of the other cultures nearby to turn his people against them. And turn they did. Even when the armies were elsewhere, it was not unknown for groups of citizens to gather some liquid courage and burn down a non-Kingdom hamlet.
Thousands of innocent lives were lost in such attacks, and those who survived grew bitter and resentful towards the Kingdom. One of these survivors was Ti'Klund. Even as the young man struggled to achieve his druidic potential, he plotted how best to avenge himself upon the Kingdom. And when he heard of the queen's love of birds, he had an idea. Gathering his powers, he created life, as so few have ever been able to do, in the form of a single, golden duck. He enchanted the duck with spells of ill-fortune and prepared to send it to the queen, to bring down trouble upon her land and household. But before he could dispatch the duck, its ill-fortune affected him, and he was slain by orcs, the duck simply being left in the cave wherein he dwelled.
Two hundred years passed, and the aggression of the Old Kingdom ended, even as new realms were born on around the land. It was now that a band of adventurers stumbled across Ti'Klund's cave, and within it, the Golden Duck. Finding a note which described the bird as a git for the queen, and seeing that the occupant of the cave was clearly gone, the adventurers took it upon themselves to deliver the duck to the queen. And so, they rode to the great city Sab Rejak, where the royal court of the Old Kingdom dwelt, and presented the duck to Her Majesty. She was pleased by its beauty, and kept it close to her, and the adventurers rode off even as the long-dead druid's spells began to take effect.
War came quickly to the kingdom, followed by depression, low birth rates, and corruption. Yet these misfortunes paled in comparison to the plague. Sickness ravaged the kingdom, slaughtering the populace and causing the nearby kingdoms to close their borders. Within only a few decades, Sab Rejak, once the finest city in the world, became known as The City of the Lost. Even once the plague began to die down, it remained contagious, and those who dared enter the kingdom found themselves wracked with sickness, for the Golden Duck yet lived within the place at Sab Rejak, and until its death, the plague could not die.
Now, few dare to enter the Old Kingdom, and the City of the Lost is nearly unreachable at its position near the kingdom's center. Thus, those who travel to reach the Citadel are advised to find some other way to get there, and to avoid the Old Kingdom at any cost. Go to Comment
Before the revolt, the armies of Vallermoore were renowned for their efficiency, and for the lethalithy of their strike teams and special agents. When the queen was overthrown, many of these units were disbanded, releasing men who had known little but violence into the streets. Most tried to become normal again, but not all.
Among those who did not was Talon a man who, in the time since, has forged a name for himself among the newly risen-nobles and street-thugs. Although he would no doubt be an invaluable resource for those who yet wish to stop crime, none dare to hold him, and so they turn upon the more innocent, and the less protected. Go to Comment