Earth - Like sand pouring through a sieve, or blown on the wind, this persona is lacking in substance and cannot stand their ground. They are at +1 difficutly to resist knock-downs, knock-outs, or other physical challenges
Water - The persona is ungainly, their limbs seemingly too long or two short or one seems longer than another. Their health is less than perfect due to the inhibited flow of the vital humors. +1 difficulty to resist disease and prone to bruising.
Air - With as much as this persona huffs and puffs about it would seem they are strong with air, but it simply that they cannot get enough. Running and long trekking are out of the question and even a fast jog or hustle is a good way to end up panting, red faced and sick. +1 difficutly for overland travel or any aerobic or long term activity. Dont go swimming.
Fire - without focus, without fury there is no point to strength. This persona lacks commitment behind their actions and their strikes are accordingly weaker. If an attack uses a D6 it is reduced to a D4. There is no strength without passion! Go to Comment
The Six Arcane Elements
These are the strange forces that govern the flow of magic, psionics and some say even the fundamental stuff that everything is created of. Most scoff at such notions, but the powers of the rare mages who learn to harness the purified forces of even a single arcane element are enough to leave disbelievers scoffing quietly.
Montez is the arcane force of positive seperation, the force that drives birds into the sky and the clouds to tower above even the mountains. It is not to be confused with ideals such as lift and bouyancy, but these are actually different expressions of Montez.
Eloiv is the seperating force, the thing that forms the boundaries of things, from the often indistinct boundary between water and soil, to the more concrete boundary between flesh and air. Eloiv can be reinforced to make brittle things strong, or to rupture things completely.
Etran is the force of inexplicability, which some foolishly call the power of chaos, though while it is certainly the master of chaos, Etran is also the force that drives emotion, intellectual thought and aspects of the soul and other things that defy any attempt at explanation or prediction.
The arcane force of attraction, this is the force that bonds fire to things that burn and the air to the surface of the water. More mundane aspects of Armech include magnetism, gravity, and inertia.
Ane is the 'good' force, but to call it good, attractive, positive or the like is to only name single facets of its potential. Ane is the force of attraction between base and noble, the difinitor between have and have not, and the name of the boundary between light and shadow, shadow and darkness. There is no corresponding anti-force to Ane, it is, or it is defined by it's absence.
The arcane force of self, Tevat is self definition, mass, ego, and denial. Of the arcane forces Tevat is considered to be the easist to comprehend as many consider creation to be primarily composed of Tevat and given order, purpose, and objective definition by the other arcane forces. Go to Comment
The name of the place is almost as long as the submission LoL. I'm here all week folks, I just fly into town and boy are my arms tired!
Okay, now that that is out of my system, I rather like Pinesdeep... it draws the elements of the city cairns, the hearth stones, and the home trees together to give an example of a slightly non-standard elf community. Go to Comment
I like some of the visuals here, the jade tombs are interesting, and I think you should do a sub on the Ten-Masters that ply Acqua's seas. Also like the cremation tower and the wailing of the bereaved. Go to Comment
On a side note, I recently learned that salt is used in making bricks, it is a prime ingredient in making a glaze for fired clay bricks that weather-proofs them. This way the interior bricks can be single fired clay which would last about 30 years before degrading, and the outer layers can be this salt glazed twice fired brick that lasts three to four times as long.
A far more pleasant play on the salt mines, with their slaves dying of thist, crusted with a fortune worth of salt on their emaciated bodies. Go to Comment
Now this is an innovative idea, undead working in a sort of symbiotic relationship. The wights get their fill of whatever they gain from killing criminals, and the locals are protected from said criminals. This could be a five-sword submission if it had more detail, like more detail on the wights themselves, are they simple shadows, or the ghostly imprint of the kings of antiquity? What defines a criminal to a wight? Would a petty thief or someone who fudged on their taxes be hunted and killed the same as a bloody-handed murderer? Go to Comment
Now I like Bridgedale, it has a sense of vitality to it. The use of riverstones in construction probably started off due to pragmaticism, but once you have a style in place, dropping cut and faced stone just looks terrible. I can almost smell the river in this place, and I can imagine that with half flooded streets and such, that finding a theive's den or a murderhole of wererats would be simply...sweet. Go to Comment
...and for a trinket, a local guide will pole the visitors through the flooded areas, pointing out the slowly sinking wonders of the ancient city, hoping for another handout. Such majesty fallen into disrepair. Perhaps the hope of the restoration of glory is all that keeps the locals going from day to day. Go to Comment
Two goons - I thinks that our little snitch needs to talk a little walk...with the worms.
Certainly interesting, and a unique setting. Would there be a way for the locals to discover some material that is resistant to the corrosive effects of the soil? Houses sitting on glass pontoons might be weird, but it would be an interesting application of Toynbee. Go to Comment
A canny wizard might take up the notion to put the Rod of Arcane power inside a brass screen, a Farraday cage (not 100% on the details there, saw it on Mythbusters) to insulate the rod from lightning strikes. Otherwise a very interesting item. Go to Comment
Very well done. I like the pseudo-Venetian history and setting, as well as some of the less mundane aspects such as the Canals of the Dead, the Sunken Quarter, and the Convent. Might have to make a character... Go to Comment
Fedolf, the notorious headsman of Iddland, is known as much for his beheadings as for his operatic arias of doom. A tower of power, standing nearly seven feet tall, and weighing in at almost four hundred pounds, Fedolf strikes fear in all onlookers, especially when he dons his executioner's hood, and goes shirtless, wielding his gigantic double-bladed pole-axe, on his way to the headsman's block. He possesses a beautiful singing voice, and will often send off his charges into the next life, while belting out baritone dirges and antiquated arias, usually involving death, destiny, and duty, in heavy doses.