Treausure room vault 30 +1 steel swords (net plus 3)
One PLus two steel sword so plus 4
10 rings of protection +2
20 spellbooks(MU differant unknown civilazation, Deep Ones)
10 Atlantis spellbooks
23 Serpent Man spellbooks Go to Comment
The Realm of Shadow is an interesting pastiche of places from across the Magic the Gathering multiverse. I like the concept, but I have a number of issues with this. The main thought it that you've taken the places referenced in the card game and used them without in some way, making them your own. I know about Castle Sengir (and the Sengir vampires, and the terrible Baron who rules them) just like I know the deep, rich, and disturbing stories of Phyrexia, and how their word for pain is the exact same for evolution. This depth doesn't come across in the submission.
I have also used the locations from Magic, and other fantasy references in my own home games, but I have made changes to them, done things to make them my own. And I would like to see the same from you.
The Lake of the Dead, which I have always placed in Tresserhorn (Alliances set).
The Lake of the Dead is the heart of Tresserhorn, a section of the Realm of Shadows already known for being overrun by the undead. Legions of dead, sworn to the necromancer Lim-Dul walk the land, while those undead unaligned with Lim-Dul or any other necrolord become rotting gangrenous predators. The Lake of the Dead carries it's name because in the lands of the living, those who die and are placed in boats and sent down the river eventually find their way to the lake. Their shades rise, wreathed in funeral glory, and armed with the shades of their old arms and spells, and are the unstoppable army of death. They wait, for what, no one has learned, but when they draw their dead steel, it is believed that it will be the end of the mortal world Go to Comment
The specifics of this one don't do too much for me (that is, I'm not sure I would use the cult or the specific spells mentioned), but I really like the idea of a spell caster getting caught in a time loop and casting the same spell over and over, potentially to the point of being almost worshiped as a minor deity.
One could imagine a figure creating food or water and a town springing up around them. One continually performing some specific divination and always receive a current answer, although the question never changes. Or as you describe, curing or blessing or something similar.
What if you assume all the game logic is true and recognized in your world. Everyone is aware of levels, the disproportionally large amount of capital buried under ground, the numerous conspiracies to rule the world which have a genius chance of success, and the 1in20 odds at which things happen. Have all your in fiction characters aware of this, what would that world look like?
This is fun bit of game setup. I like things with doctrines, orders and such. Makes roleplaying easy when you give the character explicit instructions on how to act and why they are doing it. Go to Comment
I think that the phantom warriors are incredibly powerful, and I want to play one. I would also want to play one in a highly destructive fashion, demonstrating all the ways that a nefarious person could abuse such a power. Phasing into homes, stealing material goods, carrying out impossible assassinations (that regular strength, but 1/10th the weight) and so forth. I would greatly enjoy this. As a DM I think it could be a nightmare as there are very few controls on the phantom warriors, other than the limitations on how long they can manifest.
I can see magi and lawful good phantom warriors working together trying to keep everything in some semblance of balance. Go to Comment
I work backwards into concepts, I come up with neat ideas then go out of my way to justify them, in some cases this will not work well.In other cases, like this. many interesting concept fall from it. What would this do to society? I am going to explore this in the "Kaiim " city sub I have planned. It will be a central hub of the Stolen World. Maybe we can collab on that one Scras. Go to Comment
The extra-planar citadel of Ansern is named after its mage-founder. Ansern discovered the means to traverse the planar gulfs and created the citadel as a haven for his disciples in the art of planar-exploration. The disciples of Ansern continue his work and explore the countless worlds opened up to them by the work of the mage. They are cataloguing everything they discover in preparation for the greatest volume ever written: the Mondopedia, a book detailing many of the worlds. But the countlessness of the planes means that their book will never be finished.