Mmm, an amusing punishment and discomforting to boot! Think twice, if you carry those and run into an enemy... they'll have a much easier time finishing you off. Thinking a bit more modern, some might attempt to enter a state of clinical death and have their chains removed in that way. Too bad the reviving is never as easy as it seems.
One word of caution though: not all criminals will last through this punishment in good mental health. Some will surely go crazy. Others will become unbalanced... and when they finally come free, will spiral out of control in attempt to enjoy their newfound youth. The wise captain of the guard will keep an eye out on the newly released charges. Just in case. Go to Comment
This would be the perfect item to let your magician use, with the player of course neglecting to read all on its background. Next time he boasts about being the good guy, let someone point out the source. Fun item. Go to Comment
Maybe you should add a few decent businesses, to even out these 'hallmarks' - otherwise there is not much to do, except torching the whole area. :)
But this dark corner has something likeable... some of the locals may not be more than suspicious, while others are out in the open, tolerated to different degrees. I'd also wager the disease priests are the only ones to smile regularly at their customers. Go to Comment
'Hornless Goat', what a sweet name for a human sacrifice. Nice club you've got here. :)
But that is also the part that surprised me - I was under the impression the Knitting Circle is a far more benign group. If they are sacrificing people on a regular basis, it becomes really hard to find the 'difference between good magic and evil magic'.
(Note: parts of the sentence "though the only spirits who posses them have been through many harrowing scenarios" should be probably turned around.)
It is written, how they answer on a certain question... do they actually manifest in some way? Or do they merely control the figurehead of the ship? Both options could be fun (the spirit actually moving on the ship as an unremarkable sailor no one can rightly remember; vs. the captain always having to climb to the figurehead to get a conversation and be laughed at by sailors).
Also, how do the spirits behave towards those, that are negligent to the ship or even endangering it? Would it act directly against a sailor that wants to torch it, for example? Things can get nasty on a living ship. Go to Comment
Updated: Out with ya! This was inspired by, of all things, "The Mummy". I watched it for like five minutes and wondered, how on earth would a small secretive society survive for three thousand years with its agenda intact, when there is no pressure to follow their goal (and the world doesn't stop turning either).
This spirit is an answer to this question - if you need it. Go to Comment
Recheck the plot hooks and the comments. If you use some long-standing group in your campaign that your PCs will interact with, you may consider 'equipping' it with this spirit. Then, endanger the mission and let it either attempt to recruit them or work against them.
Why, if they destroy some opposition group, copycats arise again, and again? Or, if they got drawn into 'the mission', how can they get out of it? Go to Comment
It should be noted, that in the temperate parts of a world may be only one season for a decent harvest - the other harvests would be weak or not present at all. But that's a regional modification - and this is indeed a calendar for a whole world.
I'd wager there will be a graphical representation of the year, with symbols for each 'month'; from crude circles with eleven parts for the common people, up to finely worked out pieces of art, detailed down to each single day. Would make a great prop to hand out to the players (and a cool picture here as well :) ).
Great world-defining piece! (Oh, and congratulations to the first submission!) Go to Comment