I think this is a great idea, especially the use of magic gloves over trying to follow the idea of horse brass that extensively. This area could be harder to work in since there is RW customs of horse brass, I do not know if there is a hawking equivlant. Go to Comment
Nice idea, and I can even see the possibility for the creation of several smaller hidden schools and more elite factions within the larger schools. There could certainly be a hidden duelist school exclusively for women. I Can also see each school having an elite of the elite faction, such as White Wind duelists who have fought in X number of duels or a highly visibly never been defeated club. Go to Comment
Certainly a unique idea, and the connection between the storms and the sails is interesting. During storms the sials of a ship are usually furled, except for those needed to keep the nose to the wind. Having sails that can't be torn would be a bonus there. As for one sailmaker to make all of the sails for a single ship would be a mjor undertaking, considering that the larger ships are going to have dozens or sails, and replacements in the hold. Go to Comment
It is very practical, and would be a common, mundane item that could lend power to the priests in certain magical situations without any inherent power of it's own. It would also add very nicely to the atmoshpere of a game setting. I imagined a parthenon-esque temple with a shadow shrine for various gods and saints set in the shadows between the pillars. Nice work. Go to Comment
The Ball Pit Trap
A pit lies concealed in the floor, artfully covered with a tasteful decorative rug. The players might even notice the delicate weave of thread through the rug, noting the almost sublime interplay of color and shape. As the rugs gives way, the PCs are dumped into a 20 foot deep pit filled with spongy balls.
These balls are a variety of bright and happy colors; Red, yellow, blue and green. The PCs have the usual task of getting out of the pit, but have to do so with the hinderance of being surrounded neck deep with these little balls. Go to Comment
The only thing that got me here was there is a mention of the Skulls not being known for taking prisoners, but in several other passages there is note of actively freeing prisoners, and recruitment. They seem a little long in the rough and tumble heart of gold, and a little short on shield-biting mercenary deviltry Go to Comment
The PCs discover a large white ball in the branches of a tree, or in a niche in a cave. Unless magically examined, or by a PC with a specialty in insects, it is a plain, smooth white ball. After a short time, it hatches and releases hundreds of spiders, cockroaches, or some other nasty bug. Go to Comment
Food for thought, are there any sort of Eshal monastaries that persue the greater mysteries of the Gods of Water? I think that the Cuada would certainly have them if for nothing else to serve as birthing cloisters for their unenlightened spawn. If they did, these could be favoring the Brotherhood of Larfu, the Wave-Rider. Good stuff Maggot. Go to Comment
Now this is the kind of post I like. There is enough to make a usable character, but there is also a sense of depth to her, in regards to the ill-fortune of her royal lineage. Almost any plot around her would involve the princelings, to which she would make an almost demanded tag-along on the rescue/search mission. Nicely done. Go to Comment
I think the thing that makes this special in relation to other characters afflicted with soul shifting / body stealing /cohabitating with another soul is that Thenadore is not at war with himself and both souls get along. I think this makes him valuable as a repository of Nilurian's wisdom with the innocense of a child. Nice work. Go to Comment
The first curse that comes to mind is the old Chinese curse of May you live an interesting life.
Some others that come to mind also:
The cursed becomes an interest to dogs of all stripes. They will follow him constantly, begging for food, or attention, sleeping next to him when possible, being a general nuisance. Stealing food, frightening the horses, giving the victim unlimited access to fleas, and ticks, and whatever burrs and debris is lodged in their fur. These are cowardly, whining, mincing mutts, not guard animals.
Victim becomes repellant to fish. Not such a big deal until it is time to cast a few lines in the water, and try to catch dinner, then no one catches anything. This is a fine curse, I myself suffer from it.
Victim leaves tarnished fingerprints on exposed metal. Silver comes away with black marks, copper comes away with green, etc. Leather straps and bands rot quickly, in a matter of weeks in constant contact with skin. TRy wearing a watch with this one!
Victim is cursed with a picky stomach. Cannot eat a certain staple food as it makes them queasy, violently ill, gives 'em diahrea and so on. The victim can no longer eat beef, or potatoes, or some other basic or daily food. A severe curse might make an uncommon food poisonous. One bit of celery could be potentially fatal...
Victim is cursed with a volatile temper, confronting them with it makes them angry, almost everything makes them angry. Fight, maim, punish!
Lets get Biblical
Feast of Ashes - regular food no longer sustains the character, eating it makes them violently ill to the point of vomiting. The only thing the character can eat is cold ash, taken from expired fires, torches, braziers. Messy to eat, meager at the very best, and it tastes like ash.
Curse of Night - sunlight causes the victim discomfort. Bright light hurts their eyes, and they sun burn with astonishing speed. Only cool, dark places offer respite from this maladiction. Double any damage from exposure to the sun.
Curse of Salt - No plant will grow for the victim, he has the proverbial brown thumb and must rely on the labor of others, or the flesh of beasts for his sustainence.
The Curse of the Raven
Arrows are seemingly drawn towards the victim. Archers will shoot at him first, and a signifigant portion of wild, and massed vollies will fly towards the character. Someone deliberately shooting at the PC will have a very hard time missing.
Curse of the Pea
There will always be a spot of pea-gravel that hounds the victim. It may hide, a phantom in his boot or shoe, or it may be a lump under his bedroll, keeping him from much needed sleep.
Curse of Orpheus
Victim is afflicted by hideous nightmares that prevent most sleep, hindering healing and the regeneration of HP, or magic points, dependant on system.
Curse of the Fool
The fool is blinded to what he truely possesses. Lust is transposed for love, savagery for honor, and whimsey for wisdom. The fool becomes impulsive, and forgetful of all bonds, be they of law or friendship Go to Comment
Not a powerful character, but one well removed from the general NPC. Ever notice that most NPCs are about the same age as the PC's unless they are babies, or doddering old mages? This adds a familial feel to the 'trip to the apothecary' or :shudder: The Potions Shop. Go to Comment
This deserves a bump, being a good solid NPC that veers away from the average psuedo-warrior with a beer rag working the bar. Really a good NPC who has the potential to grow in a game, considering how many PC's are invariably orphans or otherwise lacking solid parental upbringing. Go to Comment