These dark brown mollusks carry a rust coloured asymmetrical shell on their backs. They are omnivorous and require little sustenance, usually being kept in large urns with several handfuls of dirt and some scraps of food. Their main quality is the propensity to crawl towards the largest amount of rusty iron that they can find, and then consume it. Dwarves use them to clean rusty metal objects, be it weapons or building materials, when they don't have the time to do it personally. They are also used to judge if a weapon needs cleaning that may not be visible to the naked eye. If the blade is rust free the snail will slither off it in a minute, but if there is even the tiniest spot somewhere it will crawl to it and start grinding with its miniature teeth. At this point it is up to the dwarf to decide if the snail will do the job or not, but most prefer to remove the mollusc and clean the spot themselves. Oddly enough, the slime of the snails does not cause the appearance of rust on iron surfaces, so it is sometimes used to oil the weapons if there is no proper oil at hand. Furthermore, if for some reason there is no whetstone available, their shells can be used to sharpen edges both to a fine point or in a jagged way to the preference of the owner.
Dwarves usually carry one or two snails in pouches at the waist if they think they will need them. It is also a matter of pride to have small snails, as this means that they have not eaten much rust so their owner must keep his iron and steel in perfect condition at all times. Other types of these snails are rumoured to exist, that are drawn to silver and gold, and whose shells are the respective colour, although these should be very rare.
Sometimes dwarves like to joke with human craftsmanship by telling stories of human swords being eaten by the snails from the tip to the hilt. Go to Comment
A new area in neural programming, this crew wide conditioning can be used to dispose of unwanted mental effects during prolonged deep (or dead) space travels. The method requires that the crew has been selected with a specific and stable social model in mind, giving them the longest possible amount of time before any mental problems start showing and the social structure starts breaking up. At this point a ship-wide neural signal is sent, in the way of an auditory, visual or other stimulus (or combination of them), which resets the whole crew to their psychic state before the start of the trip. An extensive system of logs ensures that no important information will be lost when the reset occurs. This gives the crew another long period of time to cope with their situation in space before a second reset is needed.
However, no more than two or three consecutive resets are advised on a single trip, and the required rest and possible psychotherapy afterwards is increased with every reset. Furthermore, a malfunction in the mechanism can lead to multiple firing of the reset stimulus and possible mental damage to the crew. Go to Comment
I think you spend too much time on the history of the judge, and almost nothing on the actual item that the sub is about. From the beginning it sounded like an NPC description, not an item. The power of the hand is also somehow "dropped from the sky", as we say here (in Bulgaria). It doesn't come logically (or illogically, for that matter) from the rest. Go to Comment
To be honest I glanced through the two parts of your epic plot and the shear amount of described places, NPCs and steps made me leave it for later. I promise I will read through it though.
On the current sub - that kind of detail would be great to have! So it may be better to post the descriptions of the cities in question before drawing parallels to them. Otherwise we're like the Okada folk that had no idea why the hand was taken... except that we have no idea what it is to be a citizen of Okada either. Go to Comment
Description: The Spring Wind Bow appears to be an ordinary masterwork long bow made out of gray wood (or maybe the wood is colored gray afterwards). Upon closer inspection one will notice that the string of the bow, while being normally hooked on one of its limbs, actually goes into the other. This means it can not be changed, but it seems that it never needs to.
Time of the year: March and April
Special properties: Through the last winter and early spring months the string of the bow has the ability to mystically regenerate to a perfect state. Even if the string has been cut in half at some point through the year, it slowly grows longer and finally splits on the end to make the loop, connecting it to the far limb of the bow. Full regeneration takes 3 days.
Wishes: 1) To shoot down a forest animal needed for food (not hunting for pleasure or any other reason); 2) To protect the forest life by going after a group of poachers or trappers; 3) To kill a powerful undead creature (like a lich) with a budding arrow (for this task the bow itself sprouts an arrow that ends with a sharp green bud at the tip; it can produce one such arrow a day if the previous one is used (so only one arrow available at a time) and stops producing them when the task is done. Budding arrows have an adverse effect on undead, causing a small tree to rapidly grow in their flesh or spirit essence. The type of undead does not matter).
Abilities that the character gains after bonding with the item: Eagle sight. The eyesight of the owner of the bow becomes so sharp, that he can discern a bird in the sky at twice the distance normal people can, or see the blades of the grass twenty meters away. The bow also produces budding arrows if the owner so desires, at the rate of one per week, and only through its special time, meaning that eight arrows can be produced every year. While sprouting arrows the bow is not usable as a weapon and has to be unstrung and kept safe. The sight bonus is still active. The bow also regenerates at any time once the bond is complete. Go to Comment
I checked up on "flubber"... It's basically what I imagined, the "jelly" is a bit more pliable and flowing. The one thing I think needs to be changed is the name. Any suggestions? Maybe "Jumping jelly", because that's what it should look like when zapped. It's not very original though, so I'll give it some more thought. Go to Comment
The general kind is totally unpredictable. The predictable kinds are made later. And very funny, ha-ha :P
I pushed this out mostly to clear it from my workplace. It had sat there for 1690 days... Go to Comment
I don't get your point either... You mean you don't get the point of it existing at all? It's just a tweaked material that I thought of at some point. What reasoning for its existence should there be?
It is not the most magical thing out there, it's just two things at once. Dr. Jeckyll and Mr. Hyde. Possibly the best use for it is as a flavour material, some bizarre occurrence for the players to gape at for a while and then treasure it or try to sell it as highly magical, or find some other use for it.
This silver ring is engraved with mysterious runes and will gain a new minor magical ability every time the wearer dips their hand with the ring in a large body of water (lake, river, sea, etc.). Only one enchantment may be gained per water basin. Enchantments are random and range from glowing in a random coloured light to making the toenails of the wearer grow backwards. The enchantments are activated on will, but the ring needs recharging by touching with it the leaves of a living weeping willow (works once a day). Go to Comment
A common mistake when writing adventures set in deserts is to assume that the climate is too ferociously hot to wear armor. Historically, most battles in deserts involved troops dressed in protective armor. Although they would have been miserable during the hottest part of the day or the hottest part of the year, desert weather isn't intolerably hot 24/7.