Strolen\s Citadel content. 
7 Things to Run or Hide From
Plots  (Travel)   (Encounter)
clydedavis's comment on 2012-06-26 07:58 PM
I'd be more than happy to actually. I'll probably be writing up a few more things, so feel free to use those when they're up. I'll keep you posted. Go to Comment
Lifeforms  (Constructed)   (Any)
clydedavis's comment on 2012-07-08 05:03 AM
Ah, I love it. I actually had very similar ideas rolling around about a creature I wanted to write up.
I have a question though. Does the Argillomatus have to be tied to the skull of the human, or can it be tied to other parts of the body as well, such as a rib? Also, can animals or other creatures be formed into Argillomata too, or is it just humanoids? Go to Comment
7 Things about NPCs
Articles  (Character)   (Game Mastering)
clydedavis's comment on 2012-07-05 03:25 PM
Very true indeed.
Excellent aspects crucial to a well-run game.
Go to Comment
Running a Zombie Apocalypse
Articles  (Campaign)   (Game Mastering)
clydedavis's comment on 2012-07-05 03:09 AM
This is a very good solid collection of tips and tricks for this type of scenario. Personally, I think it covers the important aspects of keeping the game faster-paced and more intense, leading to enjoyable game-play. I think it also does service to highlight the horror-themed aspect of post-apocalyptic survival, especially the "Much of Survival Horror is Survival" piece. I'm also glad you included zombies not being the only enemy, as I feel some people whom are new to this genre tend to miss out on. Including other threats adds much more enjoyable and realistic game-play for sure.

My brief suggestion -- infection scares. Through random encounters or planned dramatic moments, creating moments where NPCs or PCs could possibly be infected, thus requiring them to either make hasty decisions or plans about what to do when bad goes to worse, or setting them up to go on a quest for an infection suppressant in a race against time. I think infection scares always create some additional intensity to the game play, but should be used sparingly, either to make dramatic moments much more amplified in intensity, or to kick slower game-play into fast-pace again. Go to Comment
Eyre Magick - Disciplines of Magick
Systems  (Mystical)   (Defining)
clydedavis's comment on 2012-07-06 04:40 AM
There is yes, and that's true in some fashion. It's less usable in the sense that a DM couldn't simply look at this submission and apply it that easily to a game, and it was not intended to serve this purpose. This is a piece of a much larger system within a world in development. It's meant to be used with all other pieces to this world (though I'm sure it could be modified with some effort to function elsewhere). So, it's usability suffers when it comes to applying it to other games, but that's because it's not intended to be applied outside of this world in development.

Yes, it definitely is. That was part of what made the idea appealing. On-top of that, I think it'd create some interesting diversity between cultures and societies that will most definitely shine through when more of the world is developed. Some of the possibilities of this Magick will be showcased when the "Eyre Magick - Practices of Magick" is released.

Thank you for taking the time to comment on this and vote. I appreciate it. Go to Comment
A Tap of Luck
Items  (Tools)   (Magical)
clydedavis's comment on 2012-07-05 03:14 AM
I definitely like this. It's one of those unique little trinkets to throw into game-play, reminiscent to me of the types of magical items found along the way in my first years of D&D.
Short but sweet, to say the least. Go to Comment
A Tap of Luck
Items  (Tools)   (Magical)
clydedavis's comment on 2012-07-05 03:15 AM
Only voted Go to Comment
Lifeforms  (Flora)   (Swamp)
clydedavis's comment on 2012-06-25 01:17 PM
Firstly, I'd like to thank you for taking the time to read first, and to start off with my response, I'll just respond to the last part first. As for the readability, I totally understand. I actually didn't notice how long these paragraphs were until I re-visited this, but now that I do, I'll fix that up right away. Thank you for mentioning that too.

The dried form as mentioned is typically used by being ground into a powdered form and snorted or consumed as a minor hallucinogen. As for smoking it, I'll add a brief piece on that now. Thank you for pointing that out.

Also, yes, that would be an interesting and effective use for sure. One could use the living form, which will remain alive for up to 72 hours after it's been removed, which would prove most lethal. The reason it would be lethal is because in it's living form, it's still able to produce the by-product, so when burned, it releases these toxins at an alarming rate. The dried form wouldn't be nearly as effective but would likely still invoke some minor delusions and paranoia.

I'll get onto writing more into it, and organizing some.
Thank you for taking the time to read through Strolen. Go to Comment
Lifeforms  (Flora)   (Swamp)
clydedavis's comment on 2012-06-25 01:55 PM
I've modified it slightly, breaking it down into individual points, but I'll go back later to clear it up more, re-write some of it, and add in a little more on it. Go to Comment
Lifeforms  (Flora)   (Swamp)
clydedavis's comment on 2012-06-25 07:38 PM
Thank you very much, I'm very glad you like it.

Regarding the bad and the ugly bit, I'll be rewriting it a little. Perhaps I could create two distinct sections, one that goes in detail, and one that's more to the point. This will help everyone navigate with more ease. I think I'll do that actually, and hopefully it makes things much more readable. The "-" 's were just a quick way of separating core ideas done as a minor edit afterwards, but soon to be fixed.

I'll take your suggestions and rewrite it up, hopefully in a more concise and easy-to-use manner.

Thank you for the welcome! Go to Comment
Lifeforms  (Flora)   (Swamp)
clydedavis's comment on 2012-06-25 07:39 PM
I very well could, and that actually gives me an idea for a few more plot hooks, so I'll add a few more of those in there in a short while. Thanks. Go to Comment
Lifeforms  (Flora)   (Swamp)
clydedavis's comment on 2012-06-26 07:15 PM
Update: Re-organized Information Go to Comment
Lifeforms  (Flora)   (Swamp)
clydedavis's comment on 2012-06-28 11:47 AM
Thank you, I'm glad it's become more more useable.
Hm, I'd be inclined to disagree that the information was too heavy. Perhaps it would be on the heavy side for any irrelevant life-form, but I think the amount of information is appropriate considering that this life-form has the ability to drive questing. That'd just be my personal opinion though. As for a unique voice, I agree. This is more put-forth as listed information (which is what I was going for). How would you suggest I develop a more unique voice though? Hm, thank you. What things do you think could flair it up?

Thank you for taking the time to re-read the edits and re-comment. Go to Comment
Lifeforms  (Flora)   (Swamp)
clydedavis's comment on 2012-06-28 11:49 AM
Thank you for reading through and taking the time to comment.
I appreciate it greatly, and thank you for the welcome Kas. Go to Comment
Lifeforms  (Flora)   (Swamp)
clydedavis's comment on 2012-06-28 11:56 AM
Thank you, I'm glad it's a lot easier to read through. Alright, I see what you're getting at. In that case, I'm pretty happy with where my submission is at. Rather than this being written purely for the enjoyment of the readers (in an entertainment sense), it was written more to be implemented into RPGs for DM's. Good work with the Memory Moths sub too though. I see what style you were talking about.

Thank you for re-reading and re-commenting Dossta. I really appreciate it. Go to Comment
Eyre Magick - Introduction
Systems  (Mystical)   (Defining)
clydedavis's comment on 2012-06-25 03:45 AM
Oooh, there you are Murometz.
Thank you for taking the time to read through this, and as for the ores and such, I'll be writing up a more detailed account on them, as well as a number of the various types. Thank you for the warm welcome too, I appreciate it. Go to Comment
Eyre Magick - Introduction
Systems  (Mystical)   (Defining)
clydedavis's comment on 2012-06-25 08:04 AM
Thank you for taking the time to read this, and I'm glad you like the idea.
With this, I wanted to create a back-bone explanation for how magic comes about in a way that came across as being a little more scientific, as I think it creates some depth and realism to the system itself. The magic that resembles genes was my way of doing that. As for the ores, I implemented that in as to create contrast between above-ground dwellers (such as more elven or human-like civilization) and below-ground dwellers (such as dwarven civilizations), as well as to tie in the forging of magical items in a consistent manner with more than imbuing or similar methods. Lastly, I believe the gene-related magic and ore-related magic will make for some interestingly diverse sub-cultures that vary from place to place. Go to Comment
Eyre Magick - Introduction
Systems  (Mystical)   (Defining)
clydedavis's comment on 2012-06-25 02:49 PM
Thank you very much Strolen, ahah. I'm really glad you like the ideas and concepts I'm working with. The very next thing I'll be working on is the various Disciplines in Magick, as in the broad categories in which various creatures or races make use of these two main sources of Magick available. After that, it'll be broken down into areas of those Disciplines, such as the practices. This will include destructive type magick, restorative, and so forth, each tailored to the Discipline itself, with a few common themes throughout, and a few only specific to each discipline.

Oh yes, the concepts will become clear as more information comes out. I'm glad you're interested.

The bold words were actually to primarily highlight each topic within the text, making it easier to find where certain information is. That being said, they are topics that are to be gone over, so these topics will be gone further into detail with. Go to Comment
"Knock First" Door Trap
Dungeons  (Any)   (Doors)
clydedavis's comment on 2012-06-25 07:52 AM
Ahah, this is good. Humorous, and definitely makes for some interesting changes in game-play. Go to Comment
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Corpse Herders

       By: Murometz

The Jiangsi was the name of an undead being in Chinese folklore and mythology. Usually translated as zombie or vampire for Western palates, the Jiangsi was really neither. They appeared as simply risen, fresh corpses. They moved (peculiarly!) by hopping rather than walking, and sought out the living to suck the Qilife force from their victims.

Perhaps significantly more interesting than the Jiangsi itself, was the lore surrounding them. "Zombie wranglers", or "Corpse Herders", usually Daoist priests, were men tasked with delivering these undead beings back to their respective home towns. Tradition in China placed great importance and emphasis on the return of the dead to their homes and families, and thus the corpse herders came to be. By using magick words and talismans they would animate the dead, and by placing specially inscribed parchments of paper over the Jiangsi heads and faces, the corpse herders would be able to control the hopping corpses. Then like pied pipers, they would lead processions of subdued undead, across many miles, rhythmically chanting and ringing tiny bells.

Special inns were built across China to house these undead caravans, as the zombies could only travel by evening and night, the sun anathema to them. Rows of doors opening to barely a closet-space, lined the walls of these special establishments. Behind these doors, the corpses would be stored upright while the corpse herders rested in rooms.

The Jiangsi under the control of a corpse herder were quite harmless, merely hopping after him, silently and without complaint, for weeks and months. If however, the magicked parchment would somehow be removed from their faces, the creatures would immediately seek living humans to kill. Their thirst for Qi was unquenchable.

The job of a corpse herder was an interesting one to say the least.

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