Very good, very detailed idea's Moonhunter. Heres how I see some of the ones not filled in, though maybe not as imaginative as yours
First, I see Spry as perhaps an excitable sprite, large, colourful wings and full of energy. Of course, the female body is fitting as the symbol of love, and the butterfly wings show excitement/mirth (if you watch the erratic way a butterfly moves).
Next, the horned one for Autumn, I see as an overzealous protector of its trees/forests and the like. Perhaps (due to the fact its called a 'horned one') a typical male, shirtless and hairy, long, black locks of hair and two magnificent antlers/horns sprouting from the side of its head, above the ears. It doesnt wish to maim people, but merely hinder them or force them to go another way, away from the nature it thinks these 'nasty mortals' will desecrate, cut down to make their buildings and the like. It makes acorns and leaves fall apon paths, causing slipperyness and pain to bare feet. It makes some trees gangly, with low branches which adventurers often scrape their head apon. Causes breezy days which blow fallen/falling leaves into adventurers eyesight, and pushes around branches again... etc... etc... etc...
Cloud, for summer: Unsure of appearance, but creates those cloudy, yet still extremely hot and muggy days, which make it simply hard to breathe and cause tiredness. Characters may simply feel an unwillingness to exhert effort into their tasks in such a day, and may also find concentration harder. Perhaps not too different from 'Sleeper'. Go to Comment
Blaspheming priests, shall rule the nation,
whilst between the sands come the birth of creation.
But creator, 'ware, for danger lives;
from 'neath the waves, destruction breathes.
The branch of fate, set with tears of life,
is the key, the weapon, the device.
obtain it fast, for destruction grows,
death arises from the sharks death throes. Go to Comment
In a time where priests, feigning loyalty to their gods, rule, a child will be born in the middle of the great desert. The prophecy acts as a warning for the creator (who may be a god incarnated or something of the sort ). In the sea, his mortal enemy grows. Perhaps a fish-man of some sort .
To gain victory over this foe, the creator must find a 'branch of fate', perhaps a branch off a sole tree in the middle of a forest, that some sort of tribe/community worship, saying it gives visions of the future for those who open their minds with it.
Next, he must find the tears of life. Perhaps the 'river of life' has a cave running underneath it, and down there is a pool. The river slowly seeps into this cave and as it goes through the soil, picks up salt, which crystallises after it drips into the pool. He must find a way to fuse the branch and crystals together to make a staff. (the branches of fate will provide a vision of where to find the destroyer, and the tears of life imbue the branch with the means to destroy him) He must make this weapon quickly, because the destroyer is using death, killing sharks, to obtain energy and mass required to make an army of shark-men, which can breathe air, as well as have gills. The destroyers purpose is to destroy life above ground. Go to Comment
Back the the glass thing: Glass can be prominent in Mojena, as there is plenty of sand to melt at the coastlines, whereas metals are extremely rare. As a result, the Mojenians could, using their herbal skills, create acids and drugs (not poisons, if they are hunting ) in hollowed glass tubes, which would penetrate, then shatter. Would also be nasty in skirmishes between each other. Go to Comment
I agree with Moonhunter's assessment - I believe it would be a little to powerful for use in a conventional roleplay, but perhaps a mention in a myth could spur all sorts of side quests. If anything, i'd say it's a campaign starter. Go to Comment
The enchantment lasts for millenia - it will not fade over time, and one that has been lost for thousands of years and found again can be used. it doesn't get 'used up' after someone has been changed and can be used again on another person in future as many times as wished.
If you want the 'technical' stuff behind it, it doesn't inject the wearer with the creature as such - it actually alters the DNA of the wearer to gain the beast-like attributes (Think spiderman, if you must. =/ ) so it doesn't use up anything, just alters things :P If you get what I mean. Go to Comment
In answer to Moons question of why people would make them, I'll steal Scrasamax's view and also expand on it :P
- Aspect stones were around almost from the beginning of written history, and as such this form of magic was the first of its kind.
- The permanency of the Aspect stones makes them valuable: They can lie around for millenia and still be as potent as when they were first created. Additionally, Non-magic users can wear them for the same effect.
- Now, shapeshifting as I understand it (This is just my view, mind you.), involves magically altering ones form to gain the abilities of something which isn't naturally a part of them. The aspect stones, on the other hand, ingrain the very bieng of another creature into them, essentially MAKING those abilities a permanent part of them... if you understand my meaning. The result is basically the traits and the knowledge on how to use those traits. Instinct.
And the over-excessiveness on the crafting process is as you said, moon - to make the item a rare thing. Amongst other things, a mage capable of creating a stone is a symbol of power and dedication. These are powerful pieces of arcanery, and are meant to be rare and forboding to those who know what they are.
But enough of my rambling! Appreciate the comments. Go to Comment
This is not a great magical item with an intricate background simply because it does not NEED to be a great magical item with an intricate background. A simple story which is complete in itself, and a nice item to boot. 5/5 Go to Comment
Contrary to Monuments post, I find this great - not as a roleplay in itself, but merely as a side-track in a roleplay - A scene. If your adventurers are just travelling through to get to some other destination, they have the choice of staying to investigate this murder, or just spending the night and moving on (Adventurers aren't obligated to solve EVERYTHING, after all!). Advantages of finishing this "Quest", if you will, is that they may come into posession of their own Grasping hand, which could serve them well in future.
If they choose not to solve this mystery? Well, if they come back after their adventures, they may find half the town murdered by the "Kin Strangler".
4/5 For an adaptable plot. Go to Comment
First of all, i'd like to say Congrats on yer first post, and welcome to the citadel, Knight. Now! On to the item.
In terms of spelling and grammar, not too bad - perhaps you should read over some of the things you write to make sure it fits, but all in all, it's not bad.
I agree completely with Moonhunters no.2 point - I enjoyed reading of the battle between the two great powers, and seeing Corus's own sword turn against him. This is a great historical item with a mythological background - I could see drunken 'heros' talking about it in taverns. But this is never the weapon that could ever be wielded by a player, or their enemies. The sword should always be there, but there should never be a chosen one. It's nice as a physical aid to a religion, perhaps.
Now, there IS an interesting 'curse' to the weapon that you could play on: Judgement doesn't care who is wielding it - it judges both sides of the party. If in the first two instances a 'hero' uses that sword and is found on the 'innocent' side, he might start getting a bit cocky. If he then is so arrogant as to think that he could mow through a third enemy when he could easily spare that creatures life and go around it without it knowing, the judgement might find the hero as a sinner. And since it is so powerful, there is no 'second chances' in this. You make the wrong choice, you die. The end.
So anyway, definitely too powerful, but it shows some promise, nonetheless.
village of the damned. A village of people that have been 'raised', from death by priests, too many times. At first glance the folk appear as any other, but upon closer examination, they are pale, drawn, and tired...