Ah, Warhammer. Gotta love it. I've been a fan of Warhammer and Warhammer 40,000 (Go Hammer of the Emperor!) for years, and I'm in the process of creating an Imperial Guard army. What's cool about this is that I could easily adjust your character to serve in a Warhammer 40,000 setting. Great entry, mate! Go to Comment
I like these illiterate, brainless copycats! In a way, they remind of the Warhammer 40,000 Orkz: never coming up with anything truly original (their coolest original invention, if memory serves, was a gun designed to shoot smaller Greenskins through a rift in the Warp, or space-time continuum however you see it, thus teleporting them into the very BODIES of enemies- surprisingly entertaining!), stealing from other races to augment their own fleet, and destroying everything in their path to prove that "We'z da stompy-est, Smashy-est Orkz of dem all!" Just imagine the chaos that one man could cause if he introduced a NEW IDEA (Dramatic music plays, horses neigh frantically, lightning strikes) to these poor sods. Just imagine this: a group of Grekka "engineers" are desperately trying to fix one of their ships in order to save their vessel after a disastrous battle against a "soft" target freighter that turned out to be... not so soft. The crew from the other ship comes aboard, storms the vessel, and sends their own mechanics to the damaged areas. Upon arriving, they immediately tell the Grekka mechanics how to fix the systems. The thing is, the Grekkans don't want to do that, as it would deviate from the original design. The problem on the human side is that the Grekkan ship is about to blow like a roman candle, and the human vessel, which was seriously damaged as well, won't be able to limp out of the explosive radius of the dying vessel in time to avoid catastrophic damage. How could the humans convince the Grekkans to accept their advice? Perhaps they could present some fake schematics of the system in question to convince the Grekkans that the version that THEY picked up was, in fact, modified itself. Would that possibly work? Go to Comment
Oh, c'mon, man! I'm not the guy who likes whining about what others say, but I've always thought that a bloody JUNGLE counted as wilderness. Generally if there's a chance of a wild animal ripping off your bollocks, that place is WILD. Besides, the scene on the ship is practically just about 7% of the time spent in the campaign; it's just the opening scene. Go to Comment
The PC group is on a vessel headed for the ancient port-city of Talras, near a massive jungle. However, just a few hours before setting into port, the captain of the vessel and the crew surrounds your party, and demands their payment... now. I suppose you should've been tipped off by the poorly painted sign stating "not a pirate ship" they put in front of the ship at dock. Either way, you get into a brawl with the pirates, which becomes so fierce that even the navigators are caught up in the battle, and the ship crashes into the shoreline many miles away from Talras. Very few of the pirates survive, and those remaining are horribly wounded. The PC's can scavenge the pirate ship, in which case they'll probably find some sweet loot, but any PC's with character abilities like seeing into the future, or just with a very high intelect will see the need to leave the vicinity of the vessel. After a short period of time, a number of figures will stumble out of the jungle. Although human in shape and appearance, these creatures move like in a trance, their weapons scraping along the ground. They pick up the bodies of the pirates, as well as anything of military value. If the adventurers follow them, they will find a great jungle city, abandoned to the rain forest, and teeming with voodoo zombies! If they can infiltrate further into the city, they see the source of their woes: an ancient mummy of a princess from these lands. Hundreds of years ago, she plotted against the king of Talras, but lost miserably. As part of her punishment, the king ordered his royal torturers to flense away her skin, cut of her noce, and burn off her ears. She had always prided herself upon her beauty. Now, she has come back and plotted against Talras, turning every being who enters the jungle into voodoo zombies for a massive assault on Talras. Tha PC's know that they have to stop her... But how? Go to Comment
Su-weet! Personally, though, I'm a li'l confused about what this thing's for. I mean, at first I thought it might be fantasy; however, noticing stuff about canned food and ammunition leads me to believe that this is more of a post-apocalyptic/survival-horror deal. If so, I'd like a few more questions answered about these bloody things. What are they, really? How were they created? How intelligent are they? What's their society like (you mentioned they moved in groups)? What are their usual hiding spots, and habitats? What're the best ways to defeat them? IS there a best way to defeat them, or are we all just plain screwed? Did they wipe out that entire city on their own?
Thanks, Kassil: now I'm afraid that I'm gonna be some walking sack of bones when I die! Yes, I'm atheist. Very interesting. I like the idea that they won't attack unless first attacked themselves- it makes me think of how atheists usually aren't the ones who start all the wars, but end up dying in them anyways. Cool! Thanks for a peak into my own afterlife, mate! Go to Comment
Coo. Makes me think of the infamous Cuclonic Torpedoes from Warhammer 40,000, and an infamous Inquisitorial line explaining their purpose: "They are world-killers, Madam Governor." Brilliant! I like the idea of modifying the environment using already-existing elements of nature to destroy an opponent. Very good, sir! Go to Comment
I... I gotta say this, mate... I think I just shat myself when reading this. I mean, tortured AND raped? Ugh, that's disturbing imagery, especially given what these damn things look like and how they act. It's like you're about to be executed, and the commander of the firing squad asks you for your number- in that it's totally f*@d up. You know what? I think I'll stick with my dystopian Imperiums and overly optimistic Star Trek universes rather than deal with these bastards, thank ye kindly.
Then again, it would be kind of funny to see Lenard Nimoy and William Shatner kick one's ass. :) Go to Comment
God, just imagine how hard it would be for a jerk to get his hands on a working sigil sword. "Dammit, why isn't this thing working!? My wife blessed this thing a few weeks ago!" "Your wife got a divorce. She called you a 'worthless scumbag,' remember?" "..... Oh, right. Valentine's Day, my ass!" Go to Comment
Naturally, there are a number of very powerful individuals out there. And also naturally, that would piss the Bloated Moon off, as they aren't under her control and therefore helping her contain the Well of Dreams. So as a result, she sends a Moon Maiden after then to teach them a lesson in complacency. However, being powerful individuals and such rot, they just BARELY manage to defeat the Moon Maiden sent after them.
So, perhaps the reason for their being no-one telling stories about killing them is not so much that they're completely unstoppable, but because a few people have managed to kill one, but were nearly killed by the damn thing and so have thus decided that telling stories about it and attracting more to them isn't really good for their health.
Oh, Jesus. There any way to kill these damn things? Right now, it almost seems that this entry has the same problem I saw with the Mogrolyth: a little somethin' I call Invincibility Syndrome . However, I must admit that this idea is so very well presented that I JUST DON'T CARE ABOUT THAT. Well done! I'd really appreciate it if you could type up some more info about them, though. Go to Comment
Huh, when I first started reading your entries related to the Bloated Moon, I had always imagined it as some sinister supernatural force operating outside of our corporeal plane. Ah, well: this is still awesome. Excellent work! Go to Comment
First off, you need to know something about Jakov: he is not magical in any sense of the word: In fact, some people have described him as almost absorbing magical energy, his body turning it into chemical energy soon afterwards. Since a young age, the people of his homeland, who place great emphasis on magical ability, have had a habit of shunning him for his "disability." Due to this, when his homeland was invaded by the warriors of the neighboring nation of Koloboros, he eagerly joined their military, as a member of the King's Own Royal Foreign Rangers Regiment. He excelled in training and was quickly promoted to the rank of squad leader. However, soon after their first conflicts, where they made a name for themselves that spoke of courage and loyalty to their cause, the KORFR was deployed to one of the many Koloborosian colonies to squash a slave uprising. During one battle, the unit was forced to attack a heavily-defended position. Jakov's squad was the spearpoint, and Jakov was given the honor of dueling with the enemy commander. With a quick thrust of sword, he slew him, but all the man did was laugh and proclaim, "Heh heh heh, are you a fool, boy? You show such loyalty to these Koloborosian scum? Look at what they did to US, and then pass your judgement." With his dying breath, he pulled up his sleeve, showing the insignia of the King's Own 73rd Royal Foreign Archers Battalion. Too shocked to speak, Jakov almost didn't even notice the man trying to fit a slaver's shackles around his neck.
For eight days, Jakov ran through the wilderness, hunted by the very men he had served. That final day, starving to death, he prayed to whatever god would hear him for salvation.
Thus, Ismail was born.
Ismail, unlike most small gods, has found a very simple way to move around and avoid being trapped in one space: he's made his domain centered around Jakov's mind. His home is not an immobile tree or some sinister-looking rock that wouldn't move unless a giant tied it to the end of a tree to use as a club, but rather the inner zones of Jakov's mind. As a result, he is able to travel wherever Jakov travels. His area of effect is surprisingly large, as in up to around one hundred meters from Jakov when he's "home," or if he's detached himself momentarily from Jakov's psyche, he can use his powers on anyone who gets within fifty meters of his "body." That's right, he can create his own body using the magical energy that has been stored within Jakov's body throughout his life when he's been in contact with mages or wizards.
When moving around outside of Jakov, Ismail appears as a young man, with a polite tone of voice with a slight British accent and close-cropped, bleached-blond hair. Usually, when he appears, he'll be either smoking a pipe or drinking a cup of tea; whenever anyone asks why, he simply says, "It fits the look, love: deal with it." As befitting a god of the human mind, his abilities allow him to not only mess around with the human mind (driving foes mad, taking control of their bodies away from them, creating illusions), but also to the point where he can delve into an enemy's mind, find out what he believes that a god can do, and then do it (f he read your mind and you believed that any god could set a person on fire, he can do just that to you: it's all a matter of faith). As a result, anybody who knows or knows of him will know that he can accomplish anything, thus meaning that he can do anything... so long as they're around.
Despite some inital confusion, Ismail and Jakov are now fairly good friends. Often, when they're bored, they'll spend hours debating whether or not Ismail exists. This is a rather precarious subject, since if Jakov ceases to believe in Ismail, all of his powers disappear, but he loves to do it because it drives Jakov nuts. Go to Comment
Man, that Mr. Dark's pretty messed up. Now, this would be an interesting scenario: a man on the outside, a somewhat infamous assassin (he's not very well-known within those walls, though; too often, he's been disappointed to hear other inmates say, "Khaled Hi-wha now? Never heard of ya.") known for a strong moral code is sentenced to twenty years in prison for attempted murder (his very first unsuccessful assassination). On his very first day, he's being transported from the precinct where he was being held to the prison by Mr. Dark, who suddenly pulls over to pick up a hitch-hiking young lady. To his horror, Mr. Dark then knocks her out and rapes her. Swearing to kill the prisoner if he ever tells people about his secret, Mr. Dark then dumps the girl in a roadside ditch and drives back to the prison. The assassin is placed within one of the high-security wards due to his dangerous nature, and needs to figure out a way to expose Mr. Dark for the evil bastard that he truly is. However, he needs to find a guard whom he can tell this secret and who will cooperate with him. He's got some theories about Mr. undercover (he thinks that he recognizes him from the hit that got him jailed), but he's waiting for confirmation on that. In the meantime, he's trying to garner the help of Mr. Innovator (who seems a little more likely to trust a convict) and Mr. Newbie (who doesn't know very much about the corruptive bonds between the guards yet, and might be a little more likely to help out someone trying to do the right thing). He's very reluctant to resort to murder, since that's what landed him in the fortress in the first place. However, if no other way presents itself, he is not above and beyond the idea of starting a riot, then using the pandemonium to slay Mr. Dark. He doesn't relish the process, believing that such scum should be prosecuted by the law, thus allowing him a much more unpleasant death, but if such a route is impossible, his code of honor, which greatly values respect towards women, must be satisfied. Mr Dark must pay the price, regardless of the road leading to that goal. Let's say that the PC's are a group of new guards either trying out for the job for real, or even criminals trying to bust out the assassin. How would they be drawn into this tale of dark deeds and even darker "hobbies?" Go to Comment
I like it. What I think would be a good idea would be an option wherein intelligent players skeptical of the toll booth's authenticity can then use insane logic to prove to themselves and maybe even the "soldiers" that they are bandits, in which case they attempt to loot the party for all they're worth and are killed. Thus when they reach the next town, the man who did that will either be hugged when the town greets them as liberators from the gang, or be smacked upside the head for being an idiot on general principles when it turns out those were ACTUAL SOLDIERS, and the town bars the gates (or even hunts after them for revenge!). Go to Comment
I just finished reading about the Romantic era in English, and learning about poets like Blake. I love the idea of a character who fits the description.
However, one bone to pick: William Blake's philosophy, as I was taught, was about the three stages of experience: innocence, in which an individual is ignorant as to what happens around them, experience, wherein a person becomes cynical and withdrawn in regards to their surroundings, and organized innocence, in which they are aware of their surroundings, but don't let it affect them by making them bitter.
However, the Tyger, which is a song of Experience used to describe your character, should denote a sense of bitterness in regard to how one views your surroundings; I had always seen it as a physical manifestation of the rage of an oppressed people, such as the rage that became existant when the Terrors began, after the French Revolution, when the collective hate of the people for the old government led to huge hate crimes. To me, it represented bitterness and hatred.
However, I see none of that in How Ku'ar'Riss operates. She doesn't seem to view the world as totally corrupt, but rather as a bunch of sheep ripe for the slaughter. Or perhaps she sees that corruption, but simply sees it as an means to an end. So, I'd personally deduce that she's either in the Organized Innocence stage, or sme strange, convoluted version of the Innocence stage. Which would you say,Siren?
Either way, beautiful work. Just imagine if Ku'ar'Riss met a human able to stand up to her? I designed one of my human characters, 1st Lieutenant Jakov Polschinski, 397th Mobile Infantry Regiment, C.O. of "Polly's Panthers," as a gruff, immovable person, capable of looking any sonuvabitch in the eyes and getting him to say "uncle." How'd these two interact? How does Ku'ar'Riss interact around individuals made of sterner stuff? Go to Comment
The air had grown chill the minute they descended into the strange valley, which was unmarked on any of their maps. It was so strange here, devoid of animal life and completely silent. The horses were nervous the entire journey through the vale. As they set about to collect firewood for the campfire they could hear their own voices as dim echoes through the eerie silence.
The food didn't taste anything that evening and their sleep was cold and troubled by nightmares. While they are clearing camp the next morning, one of them stumbles over a piece of stone jutting out of the ground nearby the horses. On closer inspection there seems to be runes engraved into the polished surface. The symbols true meaning is no more known among mere mortals and if they decide to dig deeper, they will discover that it is an ancient altar buried within the soil.
Any historically oriented party member will recognize the largest symbol to be the insignia of the powerful warlock who ruled this realm several centuries ago. At their departure from the area, something will seem amiss with one of the party members and all will remember the stories of the warlock's thousand curses.
Encounter ( Other ) | December 8, 2004 |