Haha, didn't mean to sound stand-offish; I just felt they were plenty dwarfish (and still do) and wanted to state my case, but you're definitely entitled to your thoughts on them, so we shall agree to disagree! Go to Comment
Aah, the tobacco! Damn you and your incessant need for logic! :p
I haven't thought that part out yet. So we will say either they cultivate their own, hardy strain which grows around hot springs where it's warmer, or they trade it for stone-worked goods, furs and leathers and meat. I'm leaning towards them growing their own though - a tough, bitter strain which the Esgol Dwarves love, but outsiders may find too powerful for their tastes. Go to Comment
I'm not sure if i missed something, but wouldn't throwing a ball back and forth through it would be a less costly way of finding the edge than human lives? Also, would splashing paint around the ground along the edge or burning back grass around it reveal the exact location of the edge, since the paint/fire would hit the rim and travel through to the other side, leaving a perfect line where it begins?
an interesting sub, nevertheless! I like the idea that someone decided to commercialise the rift/anomaly. Go to Comment
I like it! A quick read, but plenty of imagery to paint the location in my mind; also, the fact that it's lighter on detail makes it more adaptable to individual campaigns.
Personally, I think I would just use this as a somewhat random encounter in a cave system. The group has to travel through a cave system through a mountain. Nobody told them about this odd, crystal chamber... Odd shapes can be seen moving within the crystals, and halfway through a cacophony of screams and jeers break out... In come the undead horrors, and finally, someone gets possessed and is sent off to try and break the massive crystal in the middle.
No fore-warning about the area (except maybe a myth/story about it), and let them figure out the horrors for themselves! Go to Comment
Like i mentioned in chat before - there are some small similarities between this and a sub I made a while back, but yours is much better :D Far more polished!
This would be great fun to impose on some PC's to surprise them. Have them come back from a massive adventure, thinking that Shardis is just their port-of-call to heal and rest up, and then unleash this invasion on them! Nothing like perverting their perceptions of safety :D Go to Comment
I like Atheus's take on demons; that they are merely reluctant creatures forced out of their own habitat and desire only to be brought back to it.
This sub feels a little unpolished compared to Obstaria, but it's still complete enough to paint a good picture about what the Daimon is.
I like that if a daimon dies before it completes its tasks it is resigned to life as an 'evil spirit'. Perhaps those places in the world where things are strange and unseemly are just areas where these demonic spirits reside. Go to Comment
Let me start by saying that this, compared to your earlier work, is much more engaging to me and shows growth in you, Caesar, cudos!
I liked the frog in the pond metaphor, and the sugar slipping between the fingers.
Obataria sounds like a nation which behind the scenes is in turmoil, but they throw a veil over it ( in the form of the kings rule) and play pretend that everything is fine.
I see a good espionage plot wherein the king is inspired by the stories of the first king, and beseeches the pcs to help him regain control of Obstaria. The night to strike is while the nobles are at the annual meet with the king. They must invade te keep of a prominent noble while is absent. Or perhaps hold them all hostage at the meet.
Also, the annual meet can end up being a whodunit, where the most prominent noble is poisoned and the pcs, being the only nuetral party, must find out who did it before civil war breaks out in a scale like never before! Go to Comment
Very Nice, CM. Shardis should be Central city around many scenarios; a place where the pcs can return to for many games and levels, to rest and purchase goods. During their many stays they can learn more and more of the city,
and then one day, months down the track while the pcs are resting up in town, the eclipse occurs...
not only will it be a massive scenario in itself, but it will change up the entire campaign, as even if/when they make it out or stop the demons, their home city is done fir. They must venture out into the world. Go to Comment
A rich tale you have spun, Moon! This gem is definitely not something you would want to give to low level pc's; in fact, all the gems seem better off as a plot device as opposed to something they can use.
If the pc's found a cave system of some sort, will that allow them travel in relative safety? Go to Comment
I like your secret of the slumbering dragon - it would be interesting to see that expanded; perhaps as a historical piece.
so we have a ruling body, Diplomats/Lawyers, Military, Sorcery, Teachers, Tradesmen(and outsiders), and a secret service; a nicely rounded society to cover most major aspects of life. Also, I am fond of all things desert! Go to Comment
Oh yeah, this is a nice, fearsome object. I would have it in the hands of a villain, for sure; at first/low levels the pc's will just hear rumours of the villain slaughtering people in the lands, and as the campaign draws on and their levels are raised, the foe will become more prominent in their adventures, and they will learn of the rough-shaped dagger the foe possesses. Go to Comment
I like Sveridan's Torch - it makes him seem a touch necromantic through demonic power; creating 'undead' thralls by enshrouding his victims to do his bidding.
Also, that they are manifestations of gluttony make sense - they live to consume everything.
A worthy, wily demonic lifeform - I am interested to hear of the demon which these creatures are spawned from. Go to Comment
An object suitable to enhance undead which PC's face, rather than have them own it. It could be a useful item to confound PC's who think they know how things work, by having the undead they are facing suddenly work tactically! Go to Comment
So cool, Moon. You've re-created a post-apocalyptic world under the sea; have you played Bioshock? It seems to have influences of it in here.
I'm sure each settlement will become more and more unique as time goes on, with their own lifestyles and superstitions - the ones without rail access will probably become especially eccentric with less access to other folk. This way, new religions and cults and societies can be forged out of the settlements; if the pcs have to visit a settlement that has been isolated for decades they may find themselves attacked as heretics!
You've flipped the world upside down with this: as the sea becomes more well known and mapped, it is the land which becomes like the ocean, unexplored and mysterious! Go to Comment