Simple and straightforward item.
I'm not certain how to use it in a game, though. I think most games skip over the reality of sword care. There tend to be no penalties for not cleaning, oiling, or sharpening a weapon. This is good in one way because it ignores some of the more tedious tasks, but it does skip over the reality.
Of course, anyone who has ever owned a real high-carbon blade would kill for this weapon.
This would be excellent to spring on the players in a situation where they are trying to con someone, although I don't think it would take long before the chair either ended up as firewood or was appropriated by a magistrate for use in the courtroom.
What about a malicious spirit capable of possessing any chair it wishes? That could make for some tense moments as it makes its rounds at, say, a meeting between ambassadors negotiating a peace treaty.
I'm impressed with the amount of time and energy that must have gone into this. It took awhile, but I enjoyed working my way through it. I'm a little intimidated by the thought of playing it out - I don't think my GMing skills are strong enough to do it justice. You did an excellent job of maintaining the spooky atmosphere, of building up the mystery and carrying it to its fruition.
Some of my favorites: the old man warning the travelers early on, the four-armed creature scampering about and able to attack from any direction, making it through the labyrinth, the scene played out in the mirror, and the references to the keep being built on an old burial ground.
This couldn't possibly get any less than a 5/5. And congrats on the Golden.
Excellent. Definitely something to make the campaign world more interesting and deadly. I can easily believe that many people would be more than willing to make such sacrifices for that one thing they just can't do without.
The plot hooks are a nice touch, as well.
There are so many aspects of this sub that I like. Being a big fan of mythology, I love the description on how the Reverie came to be. I like the idea of the Reverie being a shared reality and it gets my mind thinking of all the ways that it would influence Elven society. The progression of Vlari-Shion's story is riveting. The language is wonderfully evocative. Truly a different take on monsters and it would have worked well for the quest.
I have racked my brain to come up with something that could use improvement, but I got nothin'.
I love the different take on gnomes, the setting, the flavor, and the language used to paint the whole picture. This is the kind of submission that keeps me coming back for more and gives me something to aspire to. Thanks for the link back to my own submission (and I wish I'd read this one before I updated it).
I really like the core idea. I can see working this into my own campaign; I would love to see how my players react to it.
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I do think it could use some fleshing out. For instance, I'd like to know a little more about what motivated the Graveborn to stick together and form a community after the fall of their master. How long has the village existed? What kind of industry? You mention that they are xenophobic. How does such a community deal with the outside world? I think the interaction between the Graveborn and the living is filled with all kinds of possibilities. Have they had to repel crusaders wanting to wipe clean the unnatural creatures? Do they try to hide their existence?