Strolen\s Citadel content. 
Dramatis Personea of Nyathis
NPCs  (Campaign)   (Combative)
valadaar's comment on 2006-12-22 02:36 PM
Dwarves

Kashar - Dwarvish master smith. Died producing the Six Blades of Kashar
Veladim - Dwarvish crossbowman, bodygaurd to Admiral Savath Detailed here.
Tharken - Heretical Dwarven priest The Hands of the Master Go to Comment
Dramatis Personea of Nyathis
NPCs  (Campaign)   (Combative)
valadaar's comment on 2006-12-22 02:35 PM
Saliadonians

Admiral Savath - Retired Admiral, noted naturalist and world traveller.
Conduras - Mage, member of Admiral Savath's expedition Go to Comment
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valadaar's comment on 2006-12-07 02:00 PM
Tithinian the master smith was the first to recieve the new steel, the product of the recently founded Hilsatiri mines. The gnomes were only too happy to provide the odd new iron to make the fine Elvish Steel. He began the complex ritual that accompanied the making of the best of the elvish war-blades. His hammering of the steel followed an ancient proscribed rythym, one which if followed to perfection would lend the blade the full power and grace of the elvish people.

For hours he worked, the hammering pattern musical and unbroken, until just near the end. His mind slipped, for a moment, but no slips were allowed. His next hammer-strike was off, and instead of the harmonic ring, a dischordnant tone assaulted his ears. The blade, once shimmering with magic and harmony, became dark and ugly.

Enraged with himself, he cursed the blade, forgetting for the moment who he was, and where. Still raging, he took the spoiled blade over to the crucible and threw it in to be reforged later. It would be days before he'd be ready to work on the next blade.

Before he could do so, a second smith arrived at the shop and used the discarded steel to fashion into a fine steel breastplate.


Later on, the proud elvish warrior wearing the bright steel breastplate was struck by the spell of an enemy sorcerer, and this magical attack triggered the metal to revert to it's previous form, transfixing the elf. Go to Comment
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valadaar's comment on 2006-12-14 01:07 PM
VAcant

Karviceral Version 2

Many in power never think through all the consequences of their actions. When the High Judges devised the Grinder, they thought they found a device horrific enough to discourage the most henious of crimes, never thinking of all it's effects...

Karv Masrharic was an unsual guard. Unlike most of his fellow guards, he did not find his duty onerous. Others drank heavily to drown out the screams.
He and the other guards were assigned to the Yunacoth, the Pit of Forlorn Hope (Literally, Pit of Dispair). This dungeon held many of the fiendish Kyeed 'Justice' devices, machines meant to render appropriate living hells to those guilty of the henious crimes. Treasoners, necromancers, murderers and rapists all met long, agonzing deaths here, or worse, ever pained and dreadful half lives.

Where Karv stood gaurd, he could hear the screams of those condemned to the Grinder, and could feel the low rumble causes by the rolling of the thousand-ton stone wheel. To him, or at least part, the screams were sweet music.

When the Grinder passed into disuse - a story that will be told, but not today, Karv found that he missed it. Go to Comment
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valadaar's comment on 2006-12-14 04:00 PM
Only voted Go to Comment
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valadaar's comment on 2006-12-31 06:35 PM
Country Factbook Template

Geography
-Location
-Resources
-Natural Hazards

People
-Population
--Races/Ethnic Groups
-Relgions
-Languages
-Education/Lieracy

Government

Economy
-Natural Resources
-Agriculture

Magic & Technology

Military

Maritime forces

International Relations.) Go to Comment
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valadaar's comment on 2007-01-02 02:24 PM
Only voted Go to Comment
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valadaar's comment on 2007-01-29 05:16 PM
Additions to the Dangerous Aspects of spellcasting

1st, separation into power levels

Cantrip (minor spells which do not do terribly much a normal person could not do with cheaply obtained tools, materials or little skill).
Low
Medium
High
Mythic (Beyond the norm for PC casters)
Divine (Sufficent to rework major aspects of local reality - used by dieties primarily)

Effects:

White, Cantrip
(1d10)

White, Low
White, Medium
White, High
White, Mythic
White, Divine











Dark

Traditional side effects include:

Minor:

Souring of Milk
Cows stop giving milk for a while


Moderate:

Mutant animals born - Calves with two heads, etc.
Livestock stillborn.

Major:

Mutations in human children
Stillbirths
Major crop failure

Elementals - could expand on the Theory of the elements..Theory of Elements

Sand
Mud
Glass
Slime
Lightning
Mist

Caloric (Earth, Water, Fire),
Ether (Air, Water, Fire),
Phlogiston (Fire, Earth, Air)
Vital Essence or Vitality (Water, Earth, Air).








Earth
Air
Water
Fire Go to Comment
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valadaar's comment on 2007-02-08 05:30 PM
Full Item Description

The Steam Musket appears as a standard infantry musket with the exception of a 8" diameter iron sphere mounted just in front of the trigger guard, and the absence of any obvious lock mechanism.

Background

The rivalry between Steam gunsmiths and black powder gunsmiths makers has been legendary. Development by development, their arms end up varying little in appearance, but greatly in function. Dependant upon more complex mechanical components and costly hardening spells, the steam muskets

Frustrated with the shortcomings of the blackpowder muskets used by his armies, the Duke looked for something better.

The answer came after he was nearly killed when a locomotive exploded perilously close, metal giving way to the pressure within.

Magic/Cursed Properties

The Steam musket makes use of a magically-reinforced steam resivour to release short but powerful bursts of steam. These bursts project a .68 caliber musket ball to an effective range of 300 yards, where it still has enough energy to stove in a cirras. The discharge is still quite loud - the superheated steam exiting the barrel at near-supersonic speed.

Operation:

The Steam musket is a muzzle-loader and still requires that at first wadding and then the musket ball be rammed down the

The Steam Musket has several advantages over blackpowder muskets:

1. All weather operation. No powder to get wet is a huge advantage in inclement weather.
2. No long-lasting smoke clouds. The plume of steam quickly dissipates, allowing better visability on the battlefield

Disadvantages:

Difficult to recharge - the weapons interneal resivour requires several minutes connected to a large steam generator to charge. Large units would require a signficant period of time to reload, making this weapon better suited for defensive actions. There are plans to build rechargers capable of using a campfire as the source of steam, but this would take many hours to build enough pressure. Units could carry a large stock of spare steam-muskets, but it would generally be more useful tactically to have every weapon in active use, and then having the unit retire when expended.

Anti-magic fields dangerous - Should a steam-musket have its containment magic disrupted, the stored steam would shatter the weapon in a dangerous explosion. For this reason, Steam Muskets are generally limited to at most 20 shots.


Authors Note:

This weapon bears a strong resemblance to Ruddly and Simon Pneumatic Clockwork Rifle, including similar effective ranges, and ammunition capacity. One can consider this to be another design which can co-exist in the same world - slightly different, perhaps inferior in some aspects. Go to Comment
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valadaar's comment on 2007-02-08 05:32 PM
Admiral Saveth
Appearance

The Admiral always presents a confident and dignified appearance with impeccable clothing suitable to the current environment. He is tall (6'1") and solidly built, with a paunch which suggests good living. His skin is heavily tanned and weathered from spending most of life outdoors. His features are strong and distinctive, and his close-cropped hair has long since faded to gray nearly matching that of his eyes.


History/Background

The Admiral was born Meridin Savath, the fourth child to Lethro and Seri Savath in the Tyresian Empire. Lethro was a accomplished Captain in the Tyresian navy and it was readily apparent early in Meridin's life that he was destined to follow his fathers footsteps. His quick mind and courage showed itself in day to day living.

Meridin did enjoy some advantages as a result of his father's station and excellent reputation within the navy, and so he was able join the navy as part of the personal staff of Captain Mordecker on the Alliance (A medium ship-of-the line). Meridin acquired a quick education on this ship, as it was one of the most active involved in the anti-piracy campaign of TY 203. The heavy casualties of those battle soon advanced Meridin to cheif helmsman.

Shortly after that campain ended, the Tyresian Empire found itself at war with the Kingdom of xxxx. During the desparate fighting Meridin was somewhat prematuarlly promoted and given command of the Scimetar (also a medium Ship-of-the-line). His first mission was somewhat of a disaster, resulting in very high casualties and a Pyrric victory of sorts. It was a sign of the times that even this was considered a success by the Admiralty and so instead of being dismissed, he was formally title a captain and the Scimetar was repaired and refitted with better armaments.













Not one to

Former commander of kingdom's navy. Retired to become a naturalist to revisit places he saw during his navy days.

Special Equipment


Roleplaying Notes

Vain, naturalist (though not a treehugger) Go to Comment
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valadaar's comment on 2007-02-08 06:18 PM
Appearance

Although with his magical arts, Blackthar is able to adopt any appearance that pleases him, his normal form (with some magic to conceal his status) is the one he uses the most.

He appears as a striking, lean



History/Background


Blackthar (A title really, bestowed upon him by the islanders of Arnuth)

* Willing embraced Vampirism via dark ritual.
* Had a very spartan life beforehand with all of his strong emotions bottled up in the quest for power.

When he arose as a vampire, his tightly held lusts were released. He carefully selected an inhabited island far from most sea lanes, slaughtered all of it's priesthood and strongest warriors and set himself up as king.

At first he treated the inhabitants purely as cattle but as time went on, he began to take the role of 'king' more seriously, but never enough to do more then delay their extinction.

Over time, the population of the island kept dwindling, due to Blackthar's hunger and disinterested mismanagement.
There came a final uprising where many of the islanders fell upon him, but were detroyed by his magic. Those that remained poisoned themselves and set fire to the inn where they gather, to deny him their lives and blood, and to stop being cattle.


Blackthar is an especially ancient vampire who has as much lust for magical knowlege as blood.

His greatest fustration is that for some reason, although his knowlege of arcan arts has increased over the ages, his ability to control magical power has not grown. He now has a great inventory of spells, but some of which are beyound his ability to easily cast.

He has investigated different methods to increase his personal power, and so far success has still eluded him.



Special Equipment


Roleplaying Notes Go to Comment
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valadaar's comment on 2007-02-09 08:39 AM
This is a Stub

Full Item Description

The Six Blades of Kashar are precious in the minds of the Dwarves. The greatest of their smiths died producing them

Finely crafted Mithral shortswords designed for fighting in close quarters. Blades are straight and wide with generous hand gaurds.

History

See The Forge of Woe for details on these weapon's creation. Will add details here on what happened after.

Magic/Cursed Properties

TBA Go to Comment
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valadaar's comment on 2007-08-10 08:51 AM
The journey had been enlightening.

Listening in at the various taverns and waystations, he had heard dozens of rumors. Most were obviously exaggerations or fabrications, but there was
one theme which carried through. The king was missing.

As he travelled closer to the capital, he could feel a distinct aura of unrest in the air. He passed various military units bivouaced by the roadsides. He even managed to meet up with a mercenary unit he had briefly served with several years past.

"Captain Keldred!" called Seldric as he walked up to the scarecrow-like officer.

The officer quickly turned to see who addressed him, "Who's the.. Seldric!"

"The one and only!" Seldric said with a smile. He had fought side by side with this officer and they had forged a strong friendship through the remainder of the campaign.

"How fare thee, my old friend?" asked Captain Keldred.

"Well, at least until my lord bade me to come to the capital. What make you of the rumors?"

"The rumors are why I'm here. Our unit has also been ordered to the capital, though our commander has not said in whose employment."

"I see," Seldric did not like the sounds of this. His lord was very tight with coin, and would bleed his own lands dry before he would resort to mercenaries.
It could be possible that Keldred and Seldric would face each other across the field of battle. Not a thought he relished.

Seldric sat with Keldred for some time afterwards, trading stories and sharing a drink or two. Finally he took his leave, and continued his journey to the capital. It would be no more then a day, so long as rain did not make a mire of the roads. Go to Comment
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valadaar's comment on 2008-10-31 10:22 AM
http://elt.britcoun.org.pl/elt/forum/culmodels.htm Go to Comment
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valadaar's comment on 2008-12-10 10:32 AM
Full Item Description

The Steam Musket appears as a standard infantry musket with the exception of a 8" diameter iron sphere mounted just in front of the trigger guard, and the absence of any obvious lock mechanism.

Background

The rivalry between Steam gunsmiths and black powder gunsmiths makers has been legendary. Development by development, their arms end up varying little in appearance, but greatly in function. Dependant upon more complex mechanical components and costly hardening spells, the steam muskets

Frustrated with the shortcomings of the blackpowder muskets used by his armies, the Duke looked for something better.

The answer came after he was nearly killed when a locomotive exploded perilously close, metal giving way to the pressure within.

Magic/Cursed Properties

The Steam musket makes use of a magically-reinforced steam resivour to release short but powerful bursts of steam. These bursts project a .68 caliber musket ball to an effective range of 300 yards, where it still has enough energy to stove in a cirras. The discharge is still quite loud - the superheated steam exiting the barrel at near-supersonic speed.

Operation:

The Steam musket is a muzzle-loader and still requires that at first wadding and then the musket ball be rammed down the

The Steam Musket has several advantages over blackpowder muskets:

1. All weather operation. No powder to get wet is a huge advantage in inclement weather.
2. No long-lasting smoke clouds. The plume of steam quickly dissipates, allowing better visability on the battlefield

Disadvantages:

Difficult to recharge - the weapons interneal resivour requires several minutes connected to a large steam generator to charge. Large units would require a signficant period of time to reload, making this weapon better suited for defensive actions. There are plans to build rechargers capable of using a campfire as the source of steam, but this would take many hours to build enough pressure. Units could carry a large stock of spare steam-muskets, but it would generally be more useful tactically to have every weapon in active use, and then having the unit retire when expended.

Anti-magic fields dangerous - Should a steam-musket have its containment magic disrupted, the stored steam would shatter the weapon in a dangerous explosion. For this reason, Steam Muskets are generally limited to at most 20 shots.


Authors Note:

This weapon bears a strong resemblance to Ruddly and Simon Pneumatic Clockwork Rifle, including similar effective ranges, and ammunition capacity. One can consider this to be another design which can co-exist in the same world - slightly different, perhaps inferior in some aspects. Go to Comment
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valadaar's comment on 2007-06-01 05:31 PM
Eons past, the Karu system was the home of an advanced civilization but little remains apart from a hideously radioactive former homeworld, and a new metal 'planet' further out.

The planet is the accumulated remains of the wreckage of two unimaginally large battlefleets. Through millions of years of bombardments, collisions and the impact of solar wind, the wreckage has collapsed onto itself forming a small, but very dense planet. During it's history sufficent amounts of transuranic metals collected at it's core and became a sustained nuclear reactor. The heat served to melt much of the metal that formed it, as well as creating a thick atmosphere. This atmosphere is rich in many chemicals and is dreadfully toxic.

The planet is 500km in diameter but has a gravitational force of about 1.3G. It has a thick atmosphere with usable amounts of oxygen, but has a pressure of 3 atmospheres at 'sea' level.
The remainder of the atmosphere is a devil's brew of hyrocarbons, radioactive gases, acids, and many other noxious chemicals.

Of course, this planet is considered a treasure trove of raw materials and even with its dangerous atmosphere, high radiation and powerful magnetic field, mining outposts exist. Go to Comment
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valadaar's comment on 2006-12-11 11:08 AM
Full Item Description

The grand flagship of a first-rate navy, the Dreadnaught impresses all who gaze upon it.

The Dreadnaught appears as an oversized bronze-plated Trireme. It is remarkable in that the normal oar ports are completely absent, and it sits lower in the water then other Triremes.



warship powered by Dwarven Lightning Bottles

History

Unlike the ancient dwarves, King Varamon and his visionary court magician Salidahn have discovered a different means to use the power of the Bottles.

Having uncovered an ancient tomb that had been boobytrapped by several of the devices (the traps failed, as the dragon's blood had long since lost it's potency) the King now had a small supply of the Bottles.

These bottles were harnessed into providing the motive power for a new, sail-less warship that would make King Varamon's navy the greatest in the world! The hull was thickly plated with bronze to prevent damage and fire.

The expense of operating the ship has led it to rarely put to sea, generally only in times of war. Other times it goes to sea only when a fresh supply of Dragon's Blood becomes available.

The few times it has seen battle, the effects were devestating to the enemy. Faster then any human-rowed ship, and with greater endurance, it has taken a frightful toll of enemy ships. Casualties among the ship's marines are still high, even with the signficant defences, due to the ship being used as agressively as possible.

To provide the necessary Dragon's Blood to power his new warship the King has commissioned many adventures and groups of soldiers to capture any Dragons which may be found.

Magic/Cursed Properties


Standard Crew

30 Sailors
10 Metalsmiths & carpenters
10 Mystical support (Enchanted weapons & power systems)
70 Marines

Physical Dimensions

Length: 140 feet
Beam: 22 feet
Displacement: ~400 Tonnes empty
Teak Hull: 200 Tonnes
Bronze Armor: 85 Tonnes (.4 inch plate)
Dragon Bottles(4) + Propulsion System: 50 Tonnes
Remainder of tonnage made up from hull fittings, Galley (cooking), weapons & mantlets.

Endurance

The Dreadnaught is capable of travelling 300 leagues on it's normal reserves of Dragon Blood. More blood can be carried, at the cost of additional cargo. Due to the weight of the proper stone storage vessels, and the dangerous nature of the substance, it is rarely overloaded.

The ship generally only carries sufficent provisions for 4 days supply and is not used more then a day's journey from land.

Weapon Systems

The Dreadnaught is built for anti-ship purposes and it's primary weapon system is a massive bronze ram built into the ships prow. It has 4 mounting points for medium-sized siege engines, with 1 Catapult and 3 Ballesta the normal deployment. Additional weapons can be mounted, but at the cost of deck space, reducing the number of archers which can be deployed.


Protection

In additional to many protective magics, including enhantments against fire, incorporeal creatures and teleportation, the ship has the following defences.

1. Bronze-cladded Teak hull, aproximately .4 inch thickness.
2. Folding mantlets which can be raised to provide additional cover to the ship's marines.
3. Illusions are used to create oars in motion to help conceal the ship's unique nature before closing to attack.






Plot Ideas


Several plot lines suggest themselves:

1. The PC's are hired by a rival nation to either discover the secrets of Varamon's Dreadnought or failing that, destroy it.

2. The PC's could easily sign on as Dragon Hunters to provide the blood.

3. The PC's could be hired on as crew of the ship, and engage in naval battle with the King's enemies or vengeful Dragons!

4. Several hundred years pass, after the Dreadnought is lost in a storm with all hands. Now, on a strange island, the PC's find an ancient bronze-hulled ship with no masts...

5. The PC's are sent to find more of the bottles, either to construct new ships, or to power some new weapons the King is planning to mount on the current one. Go to Comment
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valadaar's comment on 2006-12-19 09:17 AM
Other Demoted sub ideas:

Abadra - Magicite Age
A magic rich Arabian-flavoured empire at the height of it\'s powers

Keldasaar - Necromantic Nation

"I would delight in devouring your entrails. Your pass please?" Quote from Custom's Agent Yedred


A nation with extensive use of necromancy. Undead of all types are bound and used for many roles, and not just manual labour.

Some carry on the business of their lives.


This nation is currently being constantly harrassed by the Church of the Redeemer. Go to Comment
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valadaar's comment on 2006-12-19 02:49 PM
NPCs


Kredals Salvage and Sunderies

None in Malver's way would ever make the mistake of believing this buisness is in any way legit. Outwardly, it is supposed to be selling goods salvaged from fires and other disasters, but is clearly a fensce. To maintain the facade, however, Kredal employs a handful of bully-boys who do serve as Malver's megre fire service. These men rarely put out any fires, but will enter structures to retrieve whatever valuables can be saved. Of course, only a few make it back to the original owners. It is also not unusual for fires to occur whenever things get too slow at Kredals.

The shop also sells regular goods - both stolen and occasionally legitmately sourced. Kredal also provides loans, sending his bully-boys to collect. Kredal himself lives in a villa quite some distance from Malvar's place, but does like being a big fish in a little scummy pond.

Kredal himself appears as a middle aged merchant who has endulged in too many vices, but his enemies have found that there is steel in that lardy package. And whatever faults he may have, his memory is not one of them. Go to Comment
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valadaar's comment on 2006-12-20 07:55 AM
30 Detailed rooms for a dungeon- ready to use!


Liquid Destiny

When one enters this room, what one first notices is the smell of blood. Nearby the door is a large barrel filled to the brim with some liquid.

The other of this 20' square room is somewhat lower - the slope is gradual, but noticable.

The far wall features a stone door, but what really captures you attention is what appears to be a large summoning circle a few feet in front of the door. A vauge shadowy demonic figure can be seen standing in the middle, apprently watching your entry.

If any significant material crosses the lines of the summoning circle, the demon within will be released to lay an unholy whopping on any nearby.

The door is signficantly fortified by magic, and sports a false front which will fall inwards if physical attempts to open it fail. This of course will cross the circle and free the demon unless it is caught or otherwise prevented.

At the bottem of the barrel is the key to the door, but it must be removed without spilling much of its contents. Any significant amount of liquid will roll along the floor in nearly undetectable grooves to intersect with the summoning circle, and again, release the demon.

Reaching into the barrel will displace significant liquid.

The PCs could somehow evaporate the liquid, decant into other containers or even dam up the flood. Other solutions might suggest themselves as well, but only if the PCs understand what might happen should they spill the liquid.

Other props/bric-brac could be added to the room, but the barrel, door, circle and summoning circle are the real items of note. Go to Comment
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