I was the other secret 5/5 voter. I refuse to say "wow".
To quote Neo, "Woah" Is that better?
This is almost a campaign seed. If you put this item into your campaign, without reworking it seriously, you have defined much of the setting, major organizations, and the main artifact of faith. Go to Comment
DL is entirely correct that magic swords are a dime a dozen, yet this one stands out quite effectively. The backstory sets it in high regards, with other luminary blades that were as often plot devices as they were weapons of magic power, such as Excaliber and Durandahl. The story is excellent and reflects the journey of the hero who in coming to terms with power must make the ultimate sacrfice at the apex of his power. Kudos for creating a truely 5/5 post Echo. Go to Comment
Thanks a lot...
The story just came over me, I had to write it - I ran from the kitchen to the computer to post it before I forget.
I will edit the powers into a more structured form as soon as i have the time, though.
Hm. As for the "another magic sword?" thing... what other archetypal knightly weapon is there? Should I have made it a nunchaku? Guessed so :D Go to Comment
I think this is more of plot hook than an item. Nonetheless I do think that to attain such power the user must do more than just pick up the nice shiny sword, and I like the idea that this must be in some way related to the mythology behind the item.
Maybe the knight who carries it on the pilgrimage gets to keep it for one year (much like a trophy cup). However, he must lead the pilgrimage again the next year or the swords' powers are lost. If he is unable (or unwilling) to do this, he must pass the sword on to another knight (i.e. retire).
The result is a powerful weapon to be sure, but intimately tied to a strong religious tradition and an important quest - if you want to keep the, you MUST perform the pilgrimage to protect and nurture the land.
Votes: Normally I don't rate magic weapons very highly (lets face it, magic swords of one kind or another are ten-a-penny). However the mythic background and implied religious responsibility make this one stand out from the crowd, so I'm going to give it 4/5. Go to Comment
Having left the hush of the upper halls, and crossed the depths of the Braeth (an underground river, which is not all that deep because bear in mind we're talking about gnomes here), you would find yourself in Wattling Street, the main road through Udnalor. It's actually a long, well-worn passageway which opens out eventually into the City Centre. The gnome-buildings branch off Wattling Street as small burrows or caverns with boulder-blocked doorways for privacy. You can find armourers and smiths (though their armour tends to be on the small side for humans to buy) and many other types of trader.
There are many streets, ginnels and cooies which run off Wattling Street, the most famous probably being Smell Street, the domain of the infamous gnomish alchemists, the eponymous smell being very distinctive: the stench of cooking fungus, the aroma of subterranean spices, the pungent reek of rotting carcasses (used in some of the more notorious experiments). An encounter with an alchemist can really be spiced up (excuse the pun) if you have a well-stocked herb cupboard, and actually make up the potions, elixirs and draughts as they are ordered by characters.