Pretty straightforward, needs some editing, but useful. Cults and cultists are always a fan favorite in any game I've ever run or played. It would be nice to see others design their own cults based off of this list and link them back to here. Go to Comment
Yeah, those are pretty creepy, heh. Excellent description and setting. Hosok is also a great name, rolls off the tongue, like its moniker, the Hand That Sees.) This reads like an Edward Lee monstrosity. Go to Comment
Very nice and useful. Many great opportunities for role play and plot hooks can come of this. I also didn't know the significance of a baronet until now, so I actually learned something new. Go to Comment
Nice way to make magic from the mundane. I had similar rituals amongst shady characters in an all thieves Greyhawk campaign I ran for two years. A shiv would be stuck in a corner beam or post of a building at given areas of the street to summon a conclave of thieves, among other signs and symbols mixed with thieves cant. The most highly regarded (though not necessarily the best quality) shivs were made from nails pulled from beams in the nearby hill fort prison - where the assassin's guild recruited from. It was a great game, man, lasted two years solid. One player told me my style reminded him of teh Fafhrd and Gray Mouser stories, which I had never read at that time. When I got around to those excellent tales, I saw my own campaign from a completely different perspective, really cool.
Anyway, nice little addition and a trip down memory lane. :) Go to Comment
Odd but very cool. Just plain kooky frankly, but that's good as far as I'm concerned, and again, original and very usable. Well done. I give it five banana custard creme pies for success (and hope I just didn't inadvertently signal the death of an entire hamlet...) Go to Comment
Excellent thing for use in fiction and one's campaign. I've used Orisha-type intercessors and godlets of many types in numerous games, settings and in print, all of which paid off in spades. It's always good to have these around when a game world has a known set of gods and/or a pantheon and seemingly clearly defined lines, theologically speaking. Such entities throw a new angle and renew the mystery of setting when it may have died in a game. Go to Comment
Very nice, short and sweet. I'm going to be giving thsi one a go for my next game. It's surprising how many times I've used a simple design like this and it's bloomed into a much longer and richer game. Go to Comment
Excellent article, well written and thought out (needs a bit of editing.) This has given me at least two ideas, especially considering the shambler, so thanks. You should clean this up (possibly expand it) and submit it for publication somewhere. Voop! :) Go to Comment
There is a land far to the east that is a great, desolate, near-empty wasteland home only to barbarians, ghosts and monsters. Many nations launche expeditions to this land, seeking to find the rumored-at treasures and riches beyond it's outer fringe.