Then there's the fun feature of them being 'friendly' for the first few days - then reverting to their true, predatory nature. How many trainers will it take, until it is learned that they are really this fierce? (Which is not to say, that they couldn't be bred into something remotely obedient... it will just take a huge effort.) Go to Comment
He doesn't necessarily have to be "nice" to move around... settling anywhere, knowing it turns into a disaster area, would take a particular S&M personality. Plus if anyone of those suffering would find that he is the cause (or even notice nothing bad happens to him), he might just find a torch-wielding mob at his door.
But he is okay with his persona, the bit about the backpack is especially amusing. :)
Just hope he doesn't get sick or something like that, forced to stay in one place for too long... Go to Comment
Even the freezing of water, I think, will not be quick enough to support a person walking. One danger is breaking through a thin crust, the other is in not waiting until a sufficient area has frozen over - it could easily tilt and deposit the wearer in water. And once inside, getting buried in ice alive is not a very good prospect.
It is a potent armor with a serious downside - just as it should be. :) Go to Comment
I must say I like the idea with all the details, places and the few creatures that call this beautiful hell a home. It would make a great target for a spirit journey.
(Note: you note at some point, that it is a Nether realm, and multiple times, that it is almost a Celestial one. Is the divide between those two so thin, or is this more of a place, where the strongly opposed characteristics meet and mix together?) Go to Comment
Light is good for you - and there can be too much of a good thing as well. :)
I picture the sun setting on the sky, the light failing to dim a single bit in this area. The temperature will probably even out at some point, but the area may become a desert indeed... with some very wild weather around.
The magus can be easily a priest, which would complicate things further. Perhaps the god of Light wishes to impart a lesson, perhaps he just doesn't care.
Traveling through a hellish landscape, the heroes would have to protect a shadowy creature, not knowing how dark it really is. When all is said and done, will it go its own way, stay around to cause havoc, or turn on them when they are vulnerable?
The Servant of Mercy then, bringing the Mercy to those that need it, even those who would resist it. I like that she was drawn to this fate from early on, as the chosen of gods should be - especially champions of the god of Death.
One thing seems a bit disjointed - first she was an orphan, then a gravedigger's apprentice, then she suddenly jumped into the position of a royal executioner, without a mention of where _those_ skills came from. That oughta be explained. Other than that, a solid exotic NPC, that can be both a friend and enemy, making for a good story. Go to Comment
Well, one aspect of that is the psychical resistance needed for the job - there is one thing to see much suffering, and another to execute people indiscriminately with a sure hand.
The other aspect are the actual skills - one needs to be a good swordsman etc. to kill someone swiftly and cleanly. If actual torture is asked for, causing pain while keeping the target alive is also something to be learned.
(And yeah, both may be easy to learn for the right personality type - it just seemed like a too smooth transition.) Go to Comment
You could say that Elves, being so special and all, rarely die of certain deaths. But when it happens, it is such an unnatural event, that it disturbs the forces of nature and some curious spirit may take action at that moment... and prevent waste of a perfectly functional body.
The Ice Maidens could arise, when Elven maidens die of freezing, or of any unnatural death in winter. (There could be also different types of past-Elven beings.) Go to Comment
A fun creature (though Siren may be on to something here).
How smart are they really? One could imagine some to learn to coexist with a nomad tribe - trading protection for their fruit and guard duty (these things probably don't sleep). Just think of the nomads traveling the desert with their trees following them... Go to Comment
Harsh men with a harsh fate, you have to respect their bravery - or understand their desperation. The cruel writing here is admirable.
Raise the Stakes
Covertly, the Brotherhood has to attack their powerful neighbor, who until now avoided the fray, having an agreement with the Duke. But he keeps a large army close, which could be provoked into action by a few well-executed crimes of war, or if the Duke's units would trespass the border. Done wrong, it would only expedite the defeat. Done right, the conflict would escalate, perhaps even buy freedom to this small patch of land. The chances are terrible, but sometimes there isn't anything else to try. Go to Comment
Yeah, it's an okay NPC. The "falling in with a marauding horde" sounds a little improbable, perhaps someone from the group recognized him, or he was recommended to do it before by his "friends" from the jail, if there is such a thing.
Upon entering the deep underrealm of Udnalor, one must first pass through the upper halls, which were the residences of the gnomes in days of past glories. Now they have abandoned the fading tapestries to the worms and moles, and an uncanny silence reigns, laid over the oaken tables like the thick layers of dust and humus.
There may be creatures which now inhabit these areas: nests livid with giant maggots, rats and other vermin.
The watchtowers and passageways which lead to the Overground are frequently trodden, however. After all it takes a great many small humanoids to hoist a single giant rabbit corpse back through the fathoms of earth.
The gnomes primarily hunt giant rabbits with bows and arrows tipped with the subterranean poisons concocted by their best alchemists.