Truly fantastic submission: a good & complex adventure, a detailed setting and interesting npcs & artifacts, while with enough vagueness to make it easy to fit in the setting of your choice. I hope you will make more of these. Go to Comment
Very impressive post, now more relevant to daily news as people seem to be dissapointed in the current mix of high-tech, capitalism and representive democracy. While the Force and confusianism are the main contributors, I also see network- & chaos theory in this. But would this make the dragonriders spiritual descendants of Jedi knights and Whale warriors? And in the many centuries it existed (to colonize so many planets) I bet there were secession- and countermovements. Would be individualistic industrialists as Kerren's rebels? Go to Comment
Maybe this race encroaches on the traditional niche of elves as nature folks, but they do not have the baggage the elves have. As described the plant-link seems more a disability, I think the benefits should be described more. If the Bygnok have some kind of plant-magic that makes them masterfarmers, they are probably amongst the most valued citizens of any nation. Go to Comment
Another great item iwhished i ad thought of it. I can see an evil empire outfitting some of its men with this, mixed with regular armor, and programmed to go of if they try to surrender to the rebels... Go to Comment
Nice idea for some depth in your game, while the bonus might lure the PCs to think about a School of Fighting, with all kinds of plothooks and possible contacts G rivals. Just a more detailed example would have been nice. 4.5/5 Go to Comment
Very good. The GM can think up of the exact mechanics, but in general the mages get their asses handed to them. Normally in D&D, wizards and sorcerors dominate the battelfields at higher levels, making noble paladins and valorous fighters just meatshields. This can rectify thst. If instead the secret is not of the Alchemists' Guild but an ancient shamanic ritual, then it is just right for my 'Wild West'-barbarians versus the Imperial Magocracy. Go to Comment
The village sits on the edge of the deep fjord, often engulfed in mist or rain. Its people are fishermen, who work even through the sea-ravaging winter. And they pray to the gods of the deep.
At the beginning of every winter they hold a summoning ceremony. Three boats are taken out into the fjord, a hornsman on each. The mournful horns are blown in the language of the whales, the gods of the deep. The whales sometimes appear in answer to these calls, and it is taken as a good omen when they do.
To a party of PCs wandering the misty hills and valleys nearby however, the doleful whalesong of the horns can be disturbing and misinterpreted...