I love the concept and there are some very interesting ideas (such as a family member's blood being a good substitute for the target's, the danger of an enhanced spell coming back on the sender, and the effects of the different races.)
I also like the scholarly tone it was written in.
It seems like there could be more to this, whether it gets expanded on here or inspires more subs.
The Spirit and Blood
Blood and spirit are one and the same. To weaken the spirit is to weaken the blood. The strength of the blood is in direct correlation to the strength of the spirit. A timid or weak subject will supply weak blood. A starved subject will likewise supply weak blood. Some dark wizards have been known to rely on torture, as this paradoxically concentrates power in the blood, although the effect on spells can be quite unpredictable.
A blood pendant is an object filled with the blood of a poor soul whose mind has been wiped. With no soul, the blood becomes empty, and a great vessel for storing the wizard’s own power. It can be recharged at most 3-4 times before it disintegrates into a useless fluid and must be replenished. An average human can supply enough blood for 4-6 such pendants. The process which extracts such blood requires time. Time to break the subject’s spirit, time to blast the subject’s mind clean, time to extract and distill the blood into a usable form, and time to charge it. Only a truly despicable fiend would perform such magics and any found wearing one would be subject to execution.
Written by Theolannis, from the order of the Mystic Moon.
I find the first paragraph a little confusing. I think it could benefit from more detail. If I understand correctly, the famed brewmaster was revealed to be the bastard son of the king. But, by who? His father, the king (and, if so, why did the king abdicate?) Or, his father, the one who raised him (and why would he be taken seriously?)
Aside from that, I like the piece overall. A fun, non-campaign-shattering quest. The kind that I would like to throw at the players just to see how creative they can be in finding a solution. I would probably throw in a rabble-rouser who was going around and telling the commoners that the king was still brewing but the nobles were keeping it all to themselves. 'Cause who wouldn't want to riot if all the good ale was being horded by the rich? :P
I like how the plant is so incredibly powerful yet so limited in practical use. The history is creative and believable. There is enough loaded history behind the plant that any rediscovery will bring up past conflicts. I could see spawning a number of story arcs off of this one plant.
4.5/5.0, but only because of the spelling/grammar errors.
A nice array of items that reveal the culture they came from. I like the nasty surprises for players that just put on random items, like the gold torc.
And "Owlongwilyouphuck"? I'm lucky I wasn't drinking when I read that, or my keyboard would have been decorated.
Nice. I've found that I've become a fan of rules-lite games as I've gotten older and have to juggle around the rest of my life. On first glance the system seems good, although I'd have to play it to say for sure. The zombie aspect is good and gives it a strong focus.
And, I agree; clowns are creepy.