I'm torn. On one hand I agree with Dossta and Strolen's take (i even just up-voted the comment), yet I feel i have to add my 2 cents as well here, and stick up for caesar. This is a location in his world. He is describing a place, travel log style. It is geography with cultural, day-in-the-life bits, and it is as useful for gms perusing the site, as any other submission may be that features 68 plot hooks, and 900 ways to use a sub from a pc's perspective. I can actually prove my point by linking DOZENS of submissions here as examples of locations, tales, etc that feature NO plot hooks or any OVERT pc interest whatsoever, that strolenites loved and voted highly on. Why am I so sure? because *I* am a gm who peruses this site for locations (among other things) and find myself not caring at all whether or not a place has pc plot hooks or not. I can add those ,i mean, its my job to make up the evening's "adventure". But in the case of this sub, I can choose to use this geography and the cultural notes as a base, if for example, i don't feel like wracking my brains for a detailed location, where all the action happens. THEN, i can put whatever i want in these islands, and come up with 1 million different ways to hook pcs. I guess my point is i personally don't mind reading location subs that don't cry out to pcs. I can also steal the little things...like the "shit ships" coming in full of manure. Very flavorful tid-bit (seriously) Or the ghost rumors on Pravus, etc... Having said that, I do agree this place can use a bit more "oomph" :-)Go to Comment
50. Life is a gem. Hard, multifaceted, and tough to hold on to
51. Make sure its charred and bleeding (expression used at one time for troll-slaying, but now refers to making sure any adversary is truly dead or dying. Strangely, also used to describe the dwarven preference for charred and rare meat.)
52. Does he seem chalky to you? (pale, disheveled, nervous)
53. You can tell a lot about a dwarf from his helm
54. Wear the rings you don't mind losing on your fingers (don't exhibit your wealth foolishly)
55. Make the tunnel come to you! (uttered by the legendary dwarven hero, Burdodd the Belcher, to a fellow sapper during an underground assault on an enemy castle, implying the dwarven superiority in sapping and mining.)
56. Clanging axes scare off ghosts. (Another example of dwarven superstitions regarding ghosts and other undead.Loud noise scares the undead.)
57. Touch my gold and die! (A tongue-in-cheek reference to dwarven hoards often being coated with poison, as a last resort at thwarting tomb-robbers)Go to Comment
Lo, there do I see my father. Lo, there do I see my mother, and my sisters, and my brothers. Lo, there do I see the line of my people, back to the beginning. Lo, they do call to me. They bid me take my place among them. In the halls of Valhalla (the Forgefather). Where the brave....may live...forever.
If that doesn't give you that dwarven tingle...nuff said.
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A perfectly horrid and disgusting "thing"! Well described and imagined. Even the name alone is great, summons up mental images of fractured sanity and putrid, worm-eaten dreams. I Iike that he is worshiped/revered by various cults and madmen. Could use a a bit of a spell/grammar-check.Go to Comment
Lots of interesting bits in this sub. Could use more of them. It feels 2/3rds done to me, though i like all the information shared! Would also have loved to see more on the "true" origins/meanings of necromancy. As with other "Mancies", necromancy originally entailed predicting the future, as in "divining the future by/through speaking/interacting with the dead." In closing, I think you will make a worthy leader for your gruesome guild! Thumb up!
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There is a saying among dwarves, vampires and the Red-Leg gypsy clans. Never answer a question while you're dreaming. Or more apt, never aswer a question truthfully while dreaming
A peculiar lifeform needs mentioning, the only other interesting life-form found on Riddlerock, aside from the three lunatic sages.
Riddle-Worms are a myriad of tiny fragments of the psyches of the Riddlemasters, made manifest. These creatures are minuscule and nigh invisible to the naked eye. They congregate in small clusters which under bright lights appear as a greenish sheen in the air or sand. Their attack is insidious. Riddle-Worms simply wait for a sentient being to go to sleep, then enter directly into the victims eyes, effortlessly squeezing through the closed lids, without alarming the host, while oozing a morphine-like slime from their microscopic bodies. Once implanted, the host creature's eyes cloud over with a pale green hue, beneath the closed lids.
The Riddle-Worms begin their assault. They attach themselves to the nerve-endings of the eyes, and begin transmitting "messages" to the cortex. The sleeping victim begins to be bombarded by "voices" questioning him or her with archaic riddles, beginning with easy ones but becoming progressively more difficlt and complex. As the host-victim dreams, the questions proceed endlessly, and the riddle-worms do severe damage to the nervous system. Several hours under the effects of the Riddle-Worms, will cause an intelligent creature to lose control of their bodily functions upon waking, up to and including losing even the involuntary functions, such as the ability to breathe, quickly dying without the aid of companions. The more riddles a host answers correctly in this maddeing dream state, the more intense the riddling becomes and the more agitated and sweaty a victim will be. The key to surviving the Riddle-Worms is by answering the riddles incorrectly. After a few riddles wrongly answered, riddles the Riddle-Worms consider "easy", the Riddle-Worms quickly grow bored and agitated, and give up, harmlessly exiting the sleeping hosts eyes, and move on to another, "smarter" victim, or return to their dormant state, until the next nightfall.
Fortunately for the sane everywhere, Riddleworms are known only to dwell on Riddlerock and nowhere else. The Riddleworms ignore the Riddlemasters, as their mad minds are too cracked even for the worms.Go to Comment
The Riddlemasters Three
The three former prophets, originators and purveyors of the age-old riddle contest are as follows:
Torn Rope, ‘The Frayed One’
Torn Rope got his moniker from the noose and torn rope-end, which he always wears about his neck. No one knows his original name, but it is said he was once, long ago, a common thief who was about to be hanged for his crimes, when the rope he was suspended from, suddenly frayed and shredded, allowing him to escape the gallows. It is further said that at that moment when he tumbled to his freedom, Torn Rope was siezed by a sudden, unexplained bolt of wisdom and enlightenment, which allowed him to become what he is today, an encyclopdeic fountain of knowledge. Yet his mind is as frayed as the rope on his neck.
Originally a university scholar, hailing from the cloying and scholarly kingdom of Hedwyg, Ischta was old when the moutains were young. At least that is what they say about him, "they" being theose who don't know. In fact nothing is known about Ischta, except that he is wise and he is mad. When not engaged in riddle-asking, Ischta can be found slurping salt-water at the shoreline, on all fours, or engaging rocks in conversation.
Tortle the Multiplyer of Unwit
A man sporting the head of a rabbit, due to some long-forgotten curse, Tortle hails from the Drying Lands, a country of cracked earth, and some say, a cracked populace. Quite thoroughly, but subtly mad, like his peers, Tortle suffers from indescribable psychoses and quirks, his mental faculties "alien" at best. Originally hailed as a lone prophet, Tortle traveled far from his own lands in search of wisdom, and thus came upon the pair, who became his lifelong friends and companions. Tortle's greatest fear is witnessing sunsets and sunrises. He avoids both events at all costs.
Note: If anyone can think of appropriate riddles, riddles that omniscient madmen might ask during an ultimate riddle contest, please do post them as scrolls!
A humble homage to "The End is Nigh" Forum thread by StrolenGo to Comment