The effectiveness of this bank will depend on the type of currency used - as will the need for it. Does the government mint it's own coin? Does it print paper money? Are there inflationary or deflationary pressures? What is the form of taxation? Are there "asset taxes" that that bank can automatically remove from customer accounts once a year? (the last could be very useful in controlling the amount of cash PCs have while still allowing them to gather outrageous amounts of loot.) Go to Comment
Mixed bag of things - some good, some not so much. The torch expansions mentioned in the prior comments would be fun. The thing is, some of these items (the wallet, for example) are just things you would expect from people in some settings, and aren't really items in their own right. There is nothing special about the wallet - just the contents. Go to Comment
Nice, difficult thing to pull off. I'm impressed with the concept (and the translating!) The fox should be fairly easy to use - and could be expanded quite a bit (what can one of the "extra" tails be used for? What triggers the form shift?) Looking forward to seeing more. Go to Comment
very interesting. Lots of ways this can be customized. Members might be deliberately misinformed, rival cults could find them and trash each other, the local authorities might change and feel a need to eliminate them... Go to Comment
Odd reactions to this one - I find the "real world" details less believable than the shapeshifting. First - Children's Protective Services is a state-based agency - there is no way a child taken by CPS in one state would wind up in another. Secondly, CPS would have no jurisdiction on the Rez, or among the Dineh. Third, education requirements would come from the tribal council, not state law. Fourth, cocaine isn't a problem in Northern New Mexico or the 4 corners region where the Navaho Nation's lands are. Heroin and alcohol are.
Quibbles, perhaps, especially given that you've drawn a strong character. They bug me a lot, though - about on the level of having New Amsterdam in the Hanseatic League. Go to Comment
Sweet, and lots of ways it could be emended for different campaigns. Love the idea of the contents changing with the moon - of course, in a setting where the planet has more than one moon, things could get really complicated. :) Go to Comment
Fantastic for gazetteer-type documents when describing a world. Every city has it's own sets of characteristics, social and physical. While the terrain around it will determine a lot of it's economic and social character, that's not something that residents boast about or mention much - cultural events and landmarks give NPCs something else to talk about, aside from their plot importance, if any. Go to Comment
Very, very good. I've been working on some glass-related ideas, and this gives me a lot more to work with. I'm thinking of riffing on the Shattered Orb sect - perhaps some of them have migrated to a more conventional city on the edge of the desert, and run a luxury business. Go to Comment
The PC's are present at the fateful sermon. The local lords (responsible for funding) are deeply concerned that someone is using arcane or religious powers to thwart the cathedral. The timing of the wall collapse suggests an unnatural cause, and they hire the PCs to find out what happened.
Munir's ghost can appear, and proclaim his own innocence. Alternately, the Gods could send a message that something is amiss. Go to Comment
As far as everyone knows, the Maze has always been there; the strange pair of gates set in the side of a mountain a common feature in every painting of the area, no matter how ancient. One white, one red, nobody knows what they're made of but they resist any attempt to damage them; they’re always slightly cool to the touch no matter the weather, they have a very reflective surface, and if you look at them in a bright light, sometimes it looks as if they glow on their own.
The important thing is what’s on the other side of them, of course. The Maze itself is a strange place where the normal rules are suspended, and its own set takes their place. It’s a place filled with puzzles and riddles, monsters and traps; it’s always consistent with itself in any single run but is never the same two times around, and sometimes you could swear it has a sadistic streak, delighting in tricking the unwary adventurer.
It is a dangerous place, as so many people will rush to tell you; most people who go in never come out, and even those who do usually end up scarred for life. They also bring out with them enormous piles of riches, which is why people keep going in anyway.