3) He adds versimiltude, as the Great Mage made most of the world's great items. See a magic orb? You know Corvus probably made it. He adds to the history of the world. It is nice to actually know who created the big items.
4) The Orbs themselves are also Power Players in the world. These powerful immortal items have their own agendas. Their presence shapes the world. This can be used directly, or as an example for hower powerful things shape the world. Go to Comment
This is one of those items that are not epic, nor overly special, but a solid functional thing that someone in a game world would create (and create a couple of them). Like the generic +2 weapon, the hidden weapon, would be in mages portfolio of possible enchantments.
Actually a weapon that would work for this is a longbow. If unstrung, it can function as a walking staff. Once strung, it still can work as one, but just not as well. Go to Comment
Ah. Technomagical, mysticpunk, world background. Escoflone rocks, as does this background.
Each golem should have a "key", an item that activates and deactivates the golem (a safety device). Each adventure would follow this pattern, finding the key... following it to the golem (homing spell)... subduing the golem, inserting key... all the while dealing with the subplots heaped upon the players by the other players and GM. (A variation would be find a golem being a problem, fight it in an attempt to stop it, search for the key, retreive it, subdue golem, then insert key).
If they Key gives you control over the golem (instead of it following its own needs/ demands/ dementia), then local bad guys are either using the golem or searching for the key as well.
Or maybe the Golems have mystic powercells. You have to subdue the golem and remove its powercell (or make a spectacular aimed attack and break it).
This is more of a world setting, campaign description rather than a single plot. You could not just drop this into a world, you would have to backweave the golem war, the ramifications of the golem war, and so on. Go to Comment
Wytchwolde-Under-Ash, once a great Thorpe, was razed to the ground by the ruthless, and truth told more than slightly deranged, Porcelain Princess and her henchmen, the Purifiers. When the flames had at last subsided, and a kaleidoscope of swirling, dull-gray ash choked the sky, nine hundred acres of old growth iron spruce, black larch and weeping birch, was burned to utter cinders, along with the entire coven of witches comprising the Sisterhood of the Silver Teat.
Now, centuries later, the forests are somewhat re-grown, and the town of Foolswater stands where Wytchwolde-Under-Ash once did. It is said that even to this day, one can still find ashes in the otherwise potable well-water of this village. Once a year during the Winter Solstice, the “Ash-Wind” comes to Foolswater, a suffocating black cloud that passes quickly but leaves dead birds and animals in its wake, darkening the trees, and staining the sky with black snow. The inhabitants of the village know better than to be caught outside during the day-long Ash-Wind. Everyone is locked snugly inside, singing old hymns that curse and re-curse the burned witches who once called this place home.