Could be an entire new realm of dueling when you bring this style into account. The swift and final brutality of the style would make wielders very well respected. Their swords would probably make them obvious. Something that all those that have masterd the style get or something.
Depending on the maturity of the world or the dispute a dual of these fighters could decide a dispute. Go to Comment
Interesting topic I must say. Since somebody must imbue something of themselves into the wheel to get the full effect....
I love the windmill idea. When he said that I imagined a giant shield of protection like a bubble over the appropriate lands. A series of these protection mills could be the sole protection from some outside force, and their failing allow the encroachment of the cliched evil. So how do these wind mills make the protection bubble if they are turned by wind. What if there were sacrifices that fed the necessity of human touch to give them them the power? Would sacrifice work? Probably depends on the spirits that are being asked for the protection.
So perhaps a person moving it physically is the good guys version of things, while the dark side can use that but also could have the added benefit of sacrifice, whether it be blood or life.
Would animals be allowed to replace the person? A mule spinning a large prayer wheel perhaps? Again, it might depend on the prayer and requested result. Some requests may actually prefer animals to humans to spin the wheel or whatever.
Blacksmiths sharpening wheels? I see a way to imbue magic into weapons perhaps?
My interest caught the historical significance of an elf/man creation that may have created the bonds that have lasted for generations. I like that as an arcing idea in an adventure. That way you can have antagonism between elf/man and also have the friendships that so many adventure teams need to have but often times fail to fully explain.
Same type of situation can be used with dwarfs just changing the type building.
A few excellent plot lines too.
I seem to have the same feeling as AG as something, I don't know what, is missing. Just a slight tug of wanting something more. Wish I could give a specific. Awesome submission and well worthy of the 5 regardless of any psychosis I might have. Go to Comment
I like the initial idea although it is a bit confusing to get through and took a couple rereads to figure out what you meant. At first I couldn't figure out if it was a park that the city was going to take over with its sprawl or what. Then I understood it is used as a getaway and now it makes some sense. How it was built and bought was rushed too.
All said, it is a darn interesting idea putting all that in a fantasy world! Go to Comment
The Roman parallel is quite fitting I find. I will admit my eyes glazed over with the lack of formatting and, with permission, I would be willing to add a bunch of much needed organization to it. That alone would push it even higher in usability and readability.
Echo hit a few of my thoughts right on the head, so now instead of being orgininal, I will expand.
Quote from: "Cap'n
I don't envision the Duerga as the surly, grunting, beer-guzzlers, I envision them more as very quiet, contemplative, slow to act, almost Zen-like in their calm, meditative, spiritual, etc.
Will have to find a balance between the industrious stint of them and their zen nature. Although zen for them may not be what we think it should be. For them (although I really like the lava rivers and metal tree idea) to reach a meditative calm perhaps the repetitive sound of the anvil or a huge steam machine is the environment they need to find their center.
Their nature might thrive in bustling confusion like war and machinery the way others thrive in a calm green surrounding. So the louder and busy, the more at peace they feel. Now, there has to be order to what is happening, a discernable pattern if only to them, but when they find that pattern to their surroundings then they are at ease.
To us it would like like complete confusion and turmoil but to them the harmonic rythms of the sites and sounds are as pleasant to them as a bird chirping is to us.
Statues or melting...hmmmm.
Maybe that is how offspring come about. Melting down the deads armor and using it to create new. Since the armor is the cradle of life it would be right to assume that some knowledge or skill could be passed on through the armor to the next to wear it.
There needs to be set tradition on how the armor's metal is passed on then. The person alive could give it to somebody or there is a bidding war on it or a guild thing or even passed through a maze of relatives.
So if a great craftsman died, who would get the armor to start a new life that will be preinstalled with skill. It would still have to be nurtured and there are those that reject the given trade that was expected with the armor.
It cannot be reworn ever, although there is always the great legend of one who shedded his original armor and took that on of a king and brough them out of darkness. So I think that only the kings armor is saved in a statue state in case of future need of a hero. To further justify that, kings cannot be forced, they are always chosen out of the ranks of the masses. When a new king is needed, ritual helps choose. So once a king dies, his armor cannot be worn since nobody is ever created to be king. Yet another chance for legend/myth. Stolen armor melted down....who has it? Go to Comment
I find the thing most striking to me, and that is only touched on, is their human intelligence which is somehow locked. I think this and how it works is somehow core to what the orcs are.
The fact that they are honorable is interesting. Knowing when their birthday is is a feat of incredible knowledge in itself, being able to keep track in such a primitive society. There must be some tradition that is passed on to allow this.
So when they are won over by a worthy master, which means the good guys have an even chance of getting them as the baddies, their intellect somehow solidifies and concentrates on the goal given them. They see with utmost clarity the how and result of what they want to do to comply with the wants of their leader as long as it doesn't disrupt their honor.
I almost see them as a flock of birds during a battle, they have a unified vision of what needs to be done and their intelligence enables them all to see certain openings and percieve them as one. So in the middle of a pitched battle, perhaps the left flank has fallen and as soon as it does the orcs just know that if they use that opening then the battle could be turned. Looking from above, the orcs turn, almost as one, and their efforts are redirected towards the weakness. Gives me a good visual, but not sure if it is appropriate.
Anyway, I am hung up on your idea on their intelligence and what it is capable of once it is unlocked. Go to Comment
Silence is a killer. The right music IS very important, but when lacking what you want, use anything you have. Not radio though, too much talking.
Without something in the background the sound of the dice, the rattling chips, the tapping of a finger. These are the things that draw the attention and start to annoy and might cause some uncomfortable moments. Nobody is forced to fill the silence or be annoyed by otherwise insignificant noices...instead there is the subtle mind occupying background melodies. Go to Comment
Some of my more memorable games are ones where each of us had to come up with a feasible back story and combine it with the others. We were mostly beginners at that time so we didn't do anything elaborate, we all grew up together of course and have known each other for a long time. A couple went off on little adventures but by the time our game started all the historys had us back at town. (Dragonlance type idea, we weren't horrible original but it was fun)
Through these stories people had pet mice, stories of horribly embarassing encounters and such. The funniest part was that we actually had our PCs parents involved in it and one player's mom even bailed us out of jail when we just started out and were low on funds. So then we owed her for the bail and from then on we always put aside some of our treasure for a 'parent fund' that would go back to them.
Point is, the backstory is fun especially if intertwined. Because we all had something invested in our history it became a central point of the entire game and led to many comical and character building points.
"What would your mom say if she knew you were stealing?"
"I'm telling your pa and he is going to whip you." etc. Go to Comment
Excellent, looking forward to this. One of the most memorable players I gamed with had a horse with a major attitude. It was the most stubborn thing imagineable, but he and his horse had an understanding. Probably not the greatest thing in real life, but made excellent fun in the game, whenever the horse was being really stubborn a stern fist on the nose would knock some sense into the horse for a bit. But then the horse would always get back by dragging him against a tree, low hanging branch to stopping suddenly from a gallop and flinging him. It was great fun to see what he and his horse would come up with next. Basically always doing pranks on each other. Go to Comment
(I will probably chime in occassionally. We owned a horse for a few years while we lived in Spain and it was a riot. Brings back some fond memories.)
Some horses will also lay on the ground and flop around itching their back after a nice long ride. It is a sight to behold when a horse gallops and jumps around in excited freedom after a good ride and then lays itself on the ground, rolls onto its back flopping his feet over to one side and back, just like a dog would to do to itch a hard to reach place.
That could be embarassing for a stoic professional that has a reputation to uphold. He unsaddles his horse in town after a long ride, a couple of people are eyeing him as he drops his horse at the stables. As the groom takes off the bridle and saddle the horse busts away to the small corral and proceeds to flop around like a fish. Go to Comment
Will go all the way to 5 on this one because it is so multifaceted. Think you solved one problem only to gain another, possibly worse. The psychic spin on it all could be very useful to a nefarious DM.
Great Plot and/or Character! Matter of fact, would be a great thing if this turned into a character linking to this idea. I think the character itself is well worth fleshing out a bit more. Go to Comment
Great article. Thank you very much for sharing. Yet another thing I find I neglect in my games. I am a horrible DM.
The easiest way that I do it is just call the distance by time. Judge it on a brisk walk or a horse's trot (now, again, we have differences in breeds and or races) and we have 1/2 days journey or would take till midmorning or 2 days and till breakfast type distances.
Could also make the distances based on landmarks. Say the distance from the Glory rock and the Chair of the King is about 2 miles so that can be translated to 1 Glory.
"It be 5 glorys to the next town" type thing. Could use any great landmarks for that or use many different types.
"It be 2 glorys and a chapel to get there." Could have some fun with that. Might be some universals but maybe each region has adopted their own measurements.
Anyway, I now have a dream of putting together all these great articles into something I can use as reference for world building so I don't miss a trick. Go to Comment
All depends on your campaign and especially on your players. Everything you described doing with a different race could just as easily be done with elves and dwarves.
I personally use a human heavy world with all the other races being fairly rare. If elves and dwarves are as common as humans then they turn into humans with different bonuses and you don't play them as they are. You lose a lot making them common in my opinion.
Yes, the players may play the dwarf well or the elf, but when you go to town then they turn into a human, as in everybody in town treats them equally so they might as well be human. That, to me, takes away from the purpose of playing a unique race.
Taking away the 'standard' setting (which is not standard in my opinion) could change around the whole roleplaying experience and add a new level. Then they would have to actually think about how to play their character depending on their race instead of just using the race as an extra + in dexterity or whatever. Go to Comment
Interesting concept that I like because it isn't magic. Curious about the interaction of sweat on a furred animal as well as armored men. Perhaps it is water activated then and somehow the victim needs to be "splashed" before hand?