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Halls of Dancing Flutes
Dungeons  (Mountains)   (Rooms/ Halls)
Cheka Man's comment on 2010-07-23 03:49 PM
Not a place to play music. What happens when the flute playing stops? Go to Comment
Halls of Dancing Flutes
Dungeons  (Mountains)   (Rooms/ Halls)
valadaar's comment on 2010-07-27 12:10 PM
I could see this more useful as a problem to solve then as a trap for the reasons Pieh outlines, though summoned creatures or undead might be useful to replace current victims.

So the setup would be the disappearance of someone important enough to seek, with some information about the hazard involved. Obviously not too much info, but enough to prevent TPK.

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Halls of Dancing Flutes
Dungeons  (Mountains)   (Rooms/ Halls)
Redgre's comment on 2010-07-28 11:00 PM
I do agree with Pieh and valadaar. It's use would have to be carefully incorporated or the game could crash. In the history, you make reference to everyone forgetting about the halls except Puck, is there an additional 'forgetfulness' enchantment protecting the halls? I wonder how the halls would react to another musical instrument being introduced, perhaps one with it's own magical properties, like a bard's lute or something else. Cool idea. Go to Comment
Floating Marches
Systems  (Ecological)   (General)
Scrasamax's comment on 2009-05-25 04:47 PM
There are so many things about this submission that just make me want to scratch my head.
1. Why do the elephants migrate?
2. Why are there elephants in an ecosystem where there are fjords and folds?
3. Why does it take 3 years for the floating marches to build up?
4. How do the elephants get back, or is it a one way migration?
5. Don't elephants, being large herbivores, need to eat almost constantly? Why dont they starve on the trip across the water? Go to Comment
Floating Marches
Systems  (Ecological)   (General)
Cheka Man's comment on 2009-05-24 04:22 PM
Nice if a little implausible. Go to Comment
Floating Marches
Systems  (Ecological)   (General)
Drackler's comment on 2009-10-28 04:03 PM
You could say the same about magic... Go to Comment
Floating Marches
Systems  (Ecological)   (General)
axlerowes's comment on 2010-10-20 07:10 PM


Rafting is accepted theory for the spread of many species, New World Monkeys for example.  Of course in a fantasy realm you take any natural event and turn the volume up to 11.  So you get elephants rafting, of course why not make it a huge fantasy animal?



 



Why raft?  Without natural predators, elephant populations can be very destructive to the ecosystem, a population which thins its number from time may actually prove to be more stable over the long term.  Thus the rafting herds would over take the boom crash herds over many years.  But you could make up other reasons...

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Floating Marches
Systems  (Ecological)   (General)
Moonlake's comment on 2009-05-24 06:48 PM
It's an okay submission in the sense that it describes the phenomenon well but I only give a 3 because it doesn't mention why such a phenomenon occurs i.e. why do elephants want to migrate across the sea every 3 years? Go to Comment
Floating Marches
Systems  (Ecological)   (General)
RGTraynor's comment on 2009-05-29 02:09 AM
Mm, Scrasamax picked off most of my questions. I've two other comments: elephants are quite intelligent, and are credited by many scientists with a high degree of self-awareness and sentience. Beyond that, errr ... what could possibly cause enough debris to float up in these fjords to bear the weight of an elephant herd, and keep it all there, only for it to all conveniently dislodge just at the push of an elephant or three, and to keep on floating seaward even when there's no more motive force? Sounds more high concept ("Hey, wouldn't it be cool to have migratory elephants crossing the sea?") than anything else. Go to Comment
Castle Merciless
Locations  (Fortification)   (Plains)
Pieh's comment on 2009-06-05 08:39 PM
Not bad at all, I held off reading it because the name sounded rather cheesy and I wasn't expecting much. I am actually impressed with the completeness of this submission. Good work. Go to Comment
Castle Merciless
Locations  (Fortification)   (Plains)
Moonlake's comment on 2009-05-30 09:30 PM
A pretty solid sub that has a very coherent backstory. It also ties in nicely with your Herthers sub, by the way.

One typo in the 5th paragraph of History of Castle Merciless: When the night of "the" party came...

Also, I would like to raise a pt on presentation: at first I was discouraged from even reading the sub because it's very cluttered up and appears very long (this is at work with a different browser). I don't know whether that's why you haven't received any feedback on this until now but it might be a possible reason. At home, it doesn't look that long but still quite cluttered. Maybe you should consider having a blank line between each paragraph in addition to break between headings.

Finally, I'm undecided on the vote at the moment: it's between 3.5 and 4.0 for me. So my vote is still forthcoming.
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Castle Merciless
Locations  (Fortification)   (Plains)
Moonlake's comment on 2009-05-31 04:20 AM
okay, I've decided to go with the higher vote based on the coherence of the sub. and the effort that went into this post.
Go to Comment
Castle Merciless
Locations  (Fortification)   (Plains)
Nafar's comment on 2010-04-27 09:29 AM
Only voted Go to Comment
Sea Pillars
Locations  (Ruins)   (Water)
Strolen's comment on 2012-03-24 04:59 AM


A turbulance and heat coming from this sacred site has scared the locals. Those that have dared to dive and investigate have not returned. Those brave enough to visit it at night have seen an increased turmoil and a changing of colors reflected in the steam emitted from amongst the ancient columns.



--A latent spell reaction, harmless except for the heat and uncontrolled magic in the immediate vacinity.



--The magical bind that trapped the beast is weakening and a magical war has erupted to gain its freedom once again.



--A local cult has found a key to the writings underneathe and and trying to convert its use for their own cause. The location and magic inherent in the creation are there if only its power can be tapped.



--Recent storms have dislodged the perfectly positioned columns. If they are not corrected then the magical prison will soon release what it contains. 



--It is a constant prison continuing to pull in and trap other creatures of similar style of what it was originally created for. Like the Ghostbuster's containment vault, the quantity of creatures is reaching critical mass. Soon the locks will fail releasing a unimagineable amount of wreckless evils into the surrounding country. Those swimming down can see the writhing masses pushing against the prison walls. Those fools who went down earlier were either captured for going to close or died in fear when they gulped down water upon seeing the horrors.


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Sea Pillars
Locations  (Ruins)   (Water)
Strolen's comment on 2012-03-24 05:00 AM


Definitely needed some plots. :) I like the base idea and thought about the columns sticking up just off shore. Backgroudn game enough to play with.


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Sea Pillars
Locations  (Ruins)   (Water)
Cheka Man's comment on 2012-03-24 04:34 PM


I like it. Your submissions have greatly improved.


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Sea Pillars
Locations  (Ruins)   (Water)
Dozus's comment on 2009-05-31 12:10 AM
It's a good idea with nothing to do. Like Moonlake said, it needs hooks: why would anyone go there, and what would happen if they did? Go to Comment
Sea Pillars
Locations  (Ruins)   (Water)
valadaar's comment on 2009-05-24 06:35 AM
It does not feel complete - they are a focus for a long cast spell of binding for some thing.

It's okay, but could have been a lot more I think.

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Sea Pillars
Locations  (Ruins)   (Water)
Moonlake's comment on 2009-05-24 08:59 PM
The backstory is pretty good though I think the sub might have benefited from more plot hooks maybe. Go to Comment
Sea Pillars
Locations  (Ruins)   (Water)
DrTurtlesse's comment on 2009-05-21 05:58 PM
Pretty cool! Go to Comment
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