Excellent sub and full of great ideas. Any interesting question arises however, does the society allow/encourage inbreeding/incest? Or do they send out raiding parties for new people every so many years?
If they do send out raiding parties to acquire the best and brightest for their lands population it makes for a great springboard for adventures such as:
To rescue a Living Treasure
The heroes find themselves on a hired to rescue a world renowned artisan who was suddenly abducted by strange white clothed warriors who sailed off to the north.
Rite of passage
As part of the passage from child to adult, young adults of the mist valley must join a "gathering party" and leave their land to return with several people of worth to join their culture and keep it strong. For these young warriors who have never known debilitating injury or sickness the outside world can be a daunting place, but tradition demands they return successful, or not at all...
Sanctuary, Refuge Denied
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Fleeing a war, plague or continental catastrophe a ship full of refugees seeks sanctuary in the magical northern lands, rumored to be safe from all the mortal worlds horrors. Unfortunately while following a returning group of gatherers they manage to wreck their ship upon the coastal rocks, and are forced to either negotiate with these secluded winter warriors, or find a way to breach their defenses and carve a piece of the mist land for themselves.
With sub has good potential, and with an update to expand upon it, would be another unique sub for the fey collection. Like Scrasamax said, what happened to make the fey such a coward? Is he a coward just to other creatures besides fey, or fey as well? (And if yes to both is there a different reason behind each?)
Simple and brutal, a fun variation on the more traditional ax so many Dwarven characters equip themselves with.
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A Regiment of soldiers trained in these would make for an interesting subdivision of a otherwise famous mercenary company as well. "Calrissa's Cleavers" or the like.
As others said, it could use some more fleshing out and reworded in places, perhaps reading the post out loud to yourself will help you catch the grammar errors such as "You know the true behind all the conspiracies,"
In general I've found characters are more appealing and memorable when they don't act "just like" any popular character from a novel or movie. Rather then suggest role playing the character like an already established one (in this case Gandalf) try to provide enough depth and detail in your presentation they will be able to act like the character they just read about instead of imitating a different one.
A unique city and problem for characters to encounter. It can be a great place for a party to be tasked with infiltrating for the purpose of either retrieving a lost artifact or rescuing someone accidentally sent here. (assuming they aren't already infected by the insanity.)
Another interest possibility is that it's not the people that are insane but more an artifact or curse upon the area that's making them act insane. Trying to smuggle someone out to verify this could prove quite challenging, especially if the persons insanities are disruptive or extremely dangerous.
A nice example of how to run spy style plots in a fantasy setting, and can make for a nice switch from the more typical adventures out there. If noting else it will make players second guess things a bit more rather then accept everything at face value, which is always a good thing.
Kinda interesting, but it would work best for deep jungles or in a space faring sci-fi games as an unknown alien flora given (like Moonhunter pointed out,) once the danger becomes known most characters with wilderness survival skill (or wilderness experience) will recognize the danger and avoid it.
It could also be a nasty alchemicaly cultivated defense for some nobles manor perimeter (especially if the toxin took effect in minutes rather then hours.)Go to Comment
A fun fable, but not something I could ever run in my games unfortunately. The problem with my players is they're smart, often too smart for the sake of a simple adventure. The moment the man poured out 100k coins from a sack my players would have split with the artifact and run full tilt out the back of the inn, not stopping till they were deep inside the forest.
Why? Mostly likely because: one of my players would have pointed out in order to lift a sack with 100k gold coins the person in question was likely a demi god or in possession of something to grant them the strength of one. (This is the same group of players who once pointed out approximately 10-20 gold coins weighed 1 pound of weight, leading up to the question of how the dead halfling assassin was carrying almost 20,000 gold coins in his backpack and belt pouch, at least 1000 lbs of weight)
The other likely reason I foresee my groups characters fleeing is because dumping that many coins on the table means it;s going to flow/roll/ everywhere leading to an immediate riot within the inn as everyone tries to scramble about to get a few fists fulls of it. (They saw a similar riot when in the market when a chest full of silver they were guarding/transporting got blown open by the war hammer strike from an enraged barbarian leading to a major riot and the majority of the coinage lost in the ensuing melee.)
Still for a fun tale to over heard within the tavern it could lead to some fun interaction, and make a nice cautionary fable of what happens when one flaunts their riches to freely.
A fun way to throw an unexpected twist into the adventuring lifestyle of the group, with bonus points if the kids location is inside a kingdom/land the characters are now exiled from or otherwise enemies with the rightful rulers of.
Quite the hidden treasure lurking in the crypts Strolen!Go to Comment