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The Pocket Realm of Brocschtal
Locations  (Area)   (Mountains)
MysticMoon's comment on 2012-06-25 04:11 PM
The injured do become ghouls, but the requirement that they be hanged and the corpse mutilated is purely superstition and desperation. Go to Comment
The Pocket Realm of Brocschtal
Locations  (Area)   (Mountains)
MysticMoon's comment on 2012-06-25 07:59 PM
Part of my master plan is to create adventures to go with each of these realms and flesh out the full campaign. For Brocschtal I will really get into the makeup of the locals.They are a stodgy, intolerant bunch and will most certainly fight any attempts to patch up their world. They have 3,000 years of belief in the rest of the world falling to divine wrath. No way would they let their most precious religious icon be used to do *anything* to their small realm. Scras's suggestion about superstition will really come in handy there. What could solidify superstitious beliefs faster than death that comes without warning or predictable pattern?

Of course, if the PCs were to find a way to completely rid them of their ghoul problem... some of them might just be open to new ideas.

And the comparison with the Prime Directive brings up a good point. Will the PCs be making the world a better place by repairing it? Best to keep them ignorant of the consequences until they've already begun the process. (Cue evil GM laughter) Go to Comment
The Pocket Realm of Brocschtal
Locations  (Area)   (Mountains)
MysticMoon's comment on 2012-06-26 06:10 PM
The scenario you propose is one way that things could have gone down and would have made more sense from a survival standpoint. In this case, though, it all boils down to belief. They believed that the gods spared them for being a certain way and so they will continue on that way regardless of the hardships they face. In fact they pride themselves on being simple farmers and a stoic people. They don't burn the bodies for the same reason they don't move the graveyards: "The gods will know something is up if we move the graves too far from the village. The priests ordained long ago that the dead can't find their rest if they lay too far from their living kin. Best to keep things as they are." In addition, "They are not completely mindless and have learned to thwart every locked gate and barred door." The ghouls find ways through every barrier. The nights are completely dark and the people can only burn so many fires for light.

When the rest of the world was ripped away and in their terror the people of Brocschtal decided to respond by blaming the gods, they set the tone for their society. Rather let a few perish here and there than risk everyone else in a cataclysm. What made the gods decide to let them live? Could they know? So they keep to their traditions and continue to fear the dark.

As far as putting up with the killings, collectively they feel that it really isn't *that bad*. Every so often a few people from one village out of many is taken. The rest of the time they have plenty of food, a pleasant climate, and strong communities with hardly any crime. And they do try to fight the ghouls by hunting them and through the use of various (ineffective) herbs and rituals.

People can get used to quite a lot and sometimes make very irrational choices. Women stay with abusive husbands rather than break the sacred bond of marriage. People die from cancer that could have been cured with modern medicine. I have a morbid fascination with this phenomemon and have witnessed it in action in many ways. I see this society as a natural offshoot of that way of thinking. Go to Comment
The Pocket Realm of Brocschtal
Locations  (Area)   (Mountains)
MysticMoon's comment on 2012-06-26 06:34 PM
I just wanted to add that I appreciate your comment. It made me take a step back and analyze their motivations. It helped me understand why I'd written them the way I did. Go to Comment
Earth and Iron, a Love Story
Lifeforms  (Unique)   (Desert)
MysticMoon's comment on 2012-06-24 02:32 PM
Very nice. The mythological elements are well done and the motives of those involved nicely described. There is enough additional detail to get a good idea of the larger world. Go to Comment
The Hammer – The Builder for Unique Clients
NPCs  (Minor)   (Domestic/ Craft)
MysticMoon's comment on 2012-06-24 12:01 PM

This is a cool idea. The existence of fantastic lairs for villains is one of those things that requires a little more suspension of disbelief from me. (More so than superpowers, for whatever reason.)

Go to Comment
A-Pod Racer
Items  (Transports)   (Campaign Defining)
MysticMoon's comment on 2012-06-23 05:25 PM
I like the language used in this. It hints at the larger world these are a part of. The idea of the A-Pod is not new, as pointed out at the end, but it is interesting to see this particular take on them. Go to Comment
A-Pod Racer
Items  (Transports)   (Campaign Defining)
MysticMoon's comment on 2012-06-24 11:32 AM
Those kind of real world details certainly make the fantastic more believable. Go to Comment
Amazons and Orcs
Society/ Organizations  (Ethnic/Cultural)   (Regional)
MysticMoon's comment on 2012-06-22 03:02 PM

I was just looking for an excuse to pit an extreme patriarchy against an extreme matriarchy. :P

Go to Comment
Amazons and Orcs
Society/ Organizations  (Ethnic/Cultural)   (Regional)
MysticMoon's comment on 2012-06-23 12:05 PM

Orcish Divination


The gods of the Orcs say that Orcs were born in blood; therefore blood must be used to commune with their creators. The old shaman left his people long ago to seek out the original ways. The ancient ways long since forgotten. And he found them. By proving that he was willing to sacrifice all to the gods and their glory, the shaman was blessed with great knowledge.


To divine the unknown requires lengthy rituals involving blood. For something as simple as asking where to hunt the ritual might only require a small cup let from the arm of a slave. Greater questions might need the livers of an animal or the intestines of a small child. Many a lad or lass from the sacked Amazon villages has met an end at the blade of the shaman's knife.


Looking deep within the blood, pooled in a cup or slathered on organs, and then begging for the word of the gods through sacred chants, will reveal to the shaman's sight that which before was hidden. Such rituals may take many hours, even whole days, so they are not entered into lightly.


The Lizard Mounts


As massive as a warhorse, though closer to the ground, the great lizards known as Jetha had never been domesticated before this war. Little is known of their habits and diet, as they were only infrequently seen by those who cross the great sandy wastes. Even now their origins are a mystery. Who trained them? Saddled them? Outfitted them with weapons?


Jetha need no armor, as their scaly hide is tougher than most barding. They have great strength, large maws with razor teeth, and are capable of short bursts of incredible speed. Their claws can disembowel at a touch and their long tails are capable of devastating whiplike strikes. The Orcs learned quickly to fear these great beasts.


When they appeared to the Amazons, each calmly trotted to a chosen warrior. They respond faithfully to commands and show no fear in battle. Unknown to all is whether they will stick around after the Orcs have been repelled.

Go to Comment
Amazons and Orcs
Society/ Organizations  (Ethnic/Cultural)   (Regional)
MysticMoon's comment on 2012-06-23 12:12 PM
If I feel inspired I may delve into the snake people in future subs. I like the whole idea of lost civilizations claimed by the jungle.

As far as the Orcs go, their patriarchy is mostly a mirror image of the matriarchy of the Amazons. The two groups have just enough similarities and differences to ensure mutual hatred. Go to Comment
Amazons and Orcs
Society/ Organizations  (Ethnic/Cultural)   (Regional)
MysticMoon's comment on 2012-06-23 12:14 PM
I added an idea at the end giving more details about divination and the lizard mounts. Hopefully it is more complete now. Go to Comment
Mobile Ground
Items  (Tools)   (Non-Magical)
MysticMoon's comment on 2012-06-22 04:01 PM
An intriguing idea, although it seems like the drawbacks outweigh the benefits. I must admit, I didn't get the title until I saw the examples. Even so, this is pretty good for being under 100 words. Go to Comment
The Eye of Avarice
Lifeforms  (Intelligent Species)   (City/ Ruin)
MysticMoon's comment on 2012-06-19 10:24 PM
This is one of those subs that begs to be used in a game. I look forward to seeing more about the "Adult Eyes." Go to Comment
Kevlar Thread
Items  (Tools)   (Non-Magical)
MysticMoon's comment on 2012-06-17 04:20 PM
If you could provide some examples of what you are looking for, I would be willing to add some ideas of my own. Go to Comment
The Glyph of Tarnos Krae
Items  (Other)   (Magical)
MysticMoon's comment on 2012-06-17 10:58 PM
Good point. I added more details to round it out a bit, including some optional hazards in case the GM wants to limit player use. Go to Comment
The Glyph of Tarnos Krae
Items  (Other)   (Magical)
MysticMoon's comment on 2012-06-17 11:10 PM
Mixing the freetexts is giving me an opportunity to explore some different ways of writing. I find that I like weaving different elements together in a single package and will probably do more subs along those same lines. Go to Comment
The Glyph of Tarnos Krae
Items  (Other)   (Magical)
MysticMoon's comment on 2012-06-17 08:23 PM

Optional Hazards



  • Those with weak wills who use the Glyph often find themselves becoming obsessed with the past. The more they see, the more they are compelled to use it. Examples include: an obsession with a particular sequence of events, family, or area; paranoia about the motives of those around the bearer (whether they be friends, family, business associates, etc.); seeking something lost to the past (as in Oeren's case); or even egomania that drives the bearer to show supernatural knowledge.

  • There are demons living in the time fog. Using the Glyph has a chance of catching some unwanted attention.

  • Each time the Glyph is used, it leaves a small crack in the ethereal plane, inviting strange beings through into the mortal world. Repeated use in one area creates larger rifts and the risk of bigger beasties making it through.


Additional Powers



  • While in the time fog, the bearer is invisible.

  • Occasionally, a strong-willed bearer will be able to peek into the future. As the future is fluid, each viewing may show slightly different events. This invites the same danger of overuse, where an obsession develops around controlling the flow of time. This often ends in complete madness where the bearer can no longer tell the difference between hundreds of possible outcomes and what actually happens.


More Plot Hooks



  • The PC's are approached by the intermediary of a nervous noble. They are offered a substantial reward for finding out who is blackmailing this noble. The blackmailer, of course, is using the Glyph to gather dirt on his rivals in an attempt to increase his own wealth and power. Staying a step ahead of the villain will be tricky.

  • A town has been overrun by creatures of the ethereal realm. A reward is offered for clearing it. Within lies the Glyph and the dessicated corpse of its wielder, who unknowingly created cracks into the ethereal through constant use. His attempts to satisfy his obsession with the local mayor's lovely young wife ended up destroying everyone for miles around.

Go to Comment
How I Vote
Articles  (Rules and Advice)   (Citadel Help)
MysticMoon's comment on 2012-06-16 11:46 AM
My fear of causing an infinite loop of meta paradoxes prevents me from voting on this. Go to Comment
Just in Time
Articles  (At Table)   (Game Mastering)
MysticMoon's comment on 2012-06-14 08:55 AM
This sounds like so much fun, I'm tempted to work an adventure around it rather than waiting for the players to get in a jam. Dr Who aside, I generally don't find time travel in games or fiction very engaging, but this is good. Maybe it's my love of messing with my players' minds.

I would probably make the fighter's injury something less horrific than the loss of an arm, simply because most players would outright refuse to pull the red lever. Especially since the punishment for not doing it is so severe. It would have to be something uncomfortable, though, just to keep the tension up. Of course, I would throw a number of false red levers in just to keep him on his toes. Go to Comment
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