You are correct, of course. I guess their heavy leather tents and maybe a bit of magic takes care of the sandstorms and so on. I more envisioned them being safe from predators on top of what is essentially a big tank. I may have to put that in, though. Thanks!
You might be right, I´m no zoologist :) But hey, I´ve never seen any rootgrubbing animal with mandibles? Boars, tapirs and aardvarks have snouts, but they are mammals of course... I´´ve got an idea: maybe it needs the snout to get to deep moisture pockets in the sand?
Damn, this is five years old.. Where does the time go?
Scras - I have had the hydrogen v/s helium discussion once before, when I did a write-up at orionsarm.com many moons ago. The helium thingie is actually taken from real life - there´s some little floating kelp or something that can scavenge helium from the atmosphere. Even so, hydrogen might be better from a narrative point of view - it can explode, and that might be a fun thing to do.... Oh, and the real origins of the Broan will be revealed in time - whenever I get off my arse to write that book.... :-)
Captain - Mieville is one of my greatest inspirations, and I love the feel of weirdness in his books. I´ve tried to incorporate as much of that flavour as possible without plagiarizing or becoming too bizarre. Mieville´s setting (while absolutely brilliant) is just a bit too much out there to provide a good foundation for things like believable politics and human motivations. I wanted the Broan to look monstrous, nightmarish, but function under the same basic rules as any intelligent being - looking for safety, forming a base of food and production and so on... Go to Comment
Good one! You have explored the subject well, and provided a solid backstory. Besides, it´s a great McGuffin if you want to make these cocky mages a bit less sure of themselves, and less likely to be a pest to the GM... Go to Comment
Now this is a good one!! I love inquisition-style stuff, and the idea that the swords aint really magic appeals to me as well.. The level of penmanship displayed here brings it up to a 5/5 from me! Awesome! /David Go to Comment
That´s a pretty darn good idea, Wulfie. I think I´ll add it to the sub. Strange it didn´t occur to me, I´m a big fan of mead myself. Unlike my illustrious ancestors, though, I tend to leave out the psychotropic mushrooms... /D Go to Comment
I wanted these girls to be something more than just prostitutes, so I added a bit of Mother Theresa to the mix. I also wanted them to be smart, with a political agenda, and give a good reason why they should remain free from the controlling armies of thugs around them. Street girls are human, too...
I may need to clarify that in the text, but yes, they wear Guild petticoats...no idea what i mean by that, but it sure sounds good...:-) I do think the Guild would come down pretty hard on any freelancer, though.. Go to Comment
Yep, next instalment will be Wither Fields, industrial district of Locastus, and the Upper Town, where the seat of the government and the Dome of the seven captains are located. I just need to wrap the Maul up, or I´ll fry my brain trying to keep everything in mind at once... I also have a partial draft for Broken Tooth, a frontier mining town in the Thunderhead range and Locastus´s daughter city, Akral Tel.... So many things to do, so little time...:-) /David Go to Comment
Yes, I like that idea. Looking back at this post, I realize that unstoppable killing machines aint really my thing - I dislike über-powerful beings in general.
So, killing a Moon Maiden would be a bit like kicking the shit outa a Hells Angels member - you might succeed, but you keep your trap shut about it afterwards so´s not to attract his buddies. Or something like that..:-)
Updated: The latest installment in the Locastus series. These guys figure often in my stories, so I figured I needed an official write-up on them. The Maul Rats are, obviously, inspired by a great many things, but some sources deserve to be named: Steven Erikson´s Bridgeburners and Glen Cook´s Black Company, among others. Hope you´ll enjoy it!
Molk Peruda is encountered by the PCs on the second day of their journey west from the salt-choked port of Quyn, as they prepare to explore the jungle.
He appears a gaunt, wolfish man, with matted, dark hair that sprouts from his head in dreadlocks, contrasting with his well-oiled, blue-black, conical beard. His eyes are hidden ebon shards beneath thick arching brows, his nose, crooked, long, and reminiscent of a snout. His mouth is a thin, dark line, his teeth unseen even when he parts his lips to speak.
His skin is the color of tallow, surprising perhaps for a renowned jungle guide, yet his natural helm of dreads and the jungle's canopy keeps the sun from bronzing his originally pale flesh. On his back are tattooed three women from the waist up, side-by-side, each resembling the other but of different ages. This is a tattoo of Molk's mother, sister, and daughter. His wife (don't bring her up to him!) was killed by marauding Qullan years ago, and appears as her own tattoo on his broad but sunken chest.
His feet shockingly are turned around 180 degrees at the ankle, facing towards his back! A curse from a pernicious shaman. Molk walks feet backwards (he's used to it) and walks backwards, forwards. This can be very disconcerting and outright creepy to the PCs as he guides them through the rainforest.
Slung from his back is an archer's quarrel of treated wood carved to resemble a stalking leopard, in his hand a re-curved composite bow of horn and sinew, with a pair of vivid, red eyes, each one painted on the opposite side of the hand-grip. In a leather sheath at his belt, hangs a falchion, its pommel adorned with a curved bird's head and beak.