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Grand Staff of the Black Dragon Magi
Items  (Wand/Staff/ Arcane)   (Sentient)
MoonHunter's comment on 2006-01-28 03:37 PM
Updated: updated punctuation. Go to Comment
Grand Staff of the Black Dragon Magi
Items  (Wand/Staff/ Arcane)   (Sentient)
MoonHunter's comment on 2006-03-10 12:22 PM
Actually, this is just the historical piece. Those who would be "world conquerors" would be chasing down this item. Those that would stop them would be chasing down this item. This is the legend (and fact) about the staff.

You need to read Charlie's Lucky Marble 1152 to see the current write up. Go to Comment
Grand Staff of the Black Dragon Magi
Items  (Wand/Staff/ Arcane)   (Sentient)
MoonHunter's comment on 2006-05-13 03:35 PM
Updated for Galron Stones. Go to Comment
Grand Staff of the Black Dragon Magi
Items  (Wand/Staff/ Arcane)   (Sentient)
Pieh's comment on 2012-04-16 08:47 AM


I agree with Valadaar. But certainly a nice little bit of history.


Go to Comment
Grand Staff of the Black Dragon Magi
Items  (Wand/Staff/ Arcane)   (Sentient)
Cheka Man's comment on 2005-11-06 07:19 PM
OK,but very Lord of the Ringsish. Go to Comment
Grand Staff of the Black Dragon Magi
Items  (Wand/Staff/ Arcane)   (Sentient)
valadaar's comment on 2007-01-19 04:03 PM
Strikes me as a specific 'instance' of the standard AD&D Staff of the magii, a bit up-gunned and given a good backstory. Go to Comment
Grand Staff of the Black Dragon Magi
Items  (Wand/Staff/ Arcane)   (Sentient)
Kassy's comment on 2012-04-16 01:38 PM


A neat item, nothing too out of the ordinary.



i do find it slightly overpowered but that would in the end be up to the individual GM to decide.


Go to Comment
Minor Races and Race Ideas
Lifeforms  (Intelligent Species)   (Any)
manfred's comment on 2007-01-29 09:28 AM
I think the word is 'Scrolldex', but as there are no scrolls here, it does not really apply. :)

Started to fix vote absence. Go to Comment
Minor Races and Race Ideas
Lifeforms  (Intelligent Species)   (Any)
MoonHunter's comment on 2006-12-20 03:49 PM
This is a shameless bump. If people see this again, they might actually "add to it". Gasp. Go to Comment
Minor Races and Race Ideas
Lifeforms  (Intelligent Species)   (Any)
MoonHunter's comment on 2007-01-29 02:38 PM
Now if we could just get more submissions to the codex too... Go to Comment
Minor Races and Race Ideas
Lifeforms  (Intelligent Species)   (Any)
MoonHunter's comment on 2007-05-25 02:05 PM
Keet

Living amongst the branches and brambles of the Grand Trees are the Keeet. While balancing on the Grand Trees, the perfected a balance Traditional (hunter/gatherer/eco tied) and Industrial (technical and artificial) cultures and lifestyles. They weave smaller branches and reinforce them with artificial means to create buildings in the branches. From there they have developed a sophisticated chemical, plastics, and biochemical industry. The Grand Trees provide for them, and they assist the Grand Trees with support and healthcare.

It is only in the last two centuries that they have colonized the flatlands of their planet. (The local flatlanding creatures are quite aggressive and powerful.) At contact, they had reached orbit flight.

The Keeet are protovulpids avatari by classic definition.
They are 2 feet (.6 meter tall) foxlike creatures. (Yes think of standing cartoon foxes, with cute tails). They are full grasping being, with dexterous thumbs. Their hand claws are usually trimmed back by males, painted and shaped by the females, foot claws are shaped by both sexes.) They are spry and friendly, having adapted from low bramble life to everywhere on the Grand Trees through organization and technical expertise. Their squeeky voices can manage Standard Tongue quiet elequently. The Pop sensation Jayaliii is a Keet.

Note: Their size, low G origins, and technical expertise, make Keeet first class spacers. Go to Comment
Minor Races and Race Ideas
Lifeforms  (Intelligent Species)   (Any)
MoonHunter's comment on 2007-09-24 12:35 PM
The Genligra

From the submission of Verden and Otraverden comes a species with two homeplanets.

Verden is the point of origin. The Genligra are standard chemistry and proportion humanoids with slightly longer legs and shorter arms than normal. Their avataristic ancestors were avian-saurian mixes. They descended from larger fliers that opted to run and walk to avoid the megaflyiers and survive a meteor strike that descimated the early life population.

If one is aware of such things, one can see their ancestory in them. They are light stepping digigrade (toe walking) feet. They are alert and graceful in their motions. They have a crest (where head hair is) of downey soft psuedofeathers of a creme range coloration. (Think a mass of cremey brown fluffy flyway hair that both genders keep quite long.) This crest runs along their shoulders as well, leading to a lot of off the shoulder draping clothing for them. There plain skin is a variety of darker browns (lighter if they are from Otraverden stock). They are quite striking to most species' asthetic.

Their face is dominated by their two main features. The first is there large and wide eyes. The are quite dark in coloration, but quite expresive. The second is there large but narrow nose that runs from just above their eyes to just above their narrow lips. They have no beak like protofeature.

Yes, they are human's in bird suits. Take a human, put them in lifts, and give them cool costumes, prosthetic hair, and large narrow latex noses. Blame my upbringing on Dr. Who and Star Trek Origina series.

The Genligra hold the record for fastest advance from protocivilization to spaceflight. The secret of their success is obvious to those who know their homesystem; they have another planet that is close enough to see details of with the naked eye most of the year. This other land or sky land inspired them to reach for it. While they bypassed certain technologies along the way, they shifted from rock chippers to civilization, achieved airflight (and were quite adept at it) and spaceflight, in a mere 5000 cycles. They had explored their entire system by the time starflight contact was made.

As a species they are not any more technically capable than any other, they simply have more motivation than most. Their specialties tend towards vehicles, construction, and song, as do most proto-avians. They tend to be gregarious and adapt well to aliens. Go to Comment
Minor Races and Race Ideas
Lifeforms  (Intelligent Species)   (Any)
MoonHunter's comment on 2007-10-23 12:21 PM
It became a Scrolldex a few months ago, but I forgot to comment on it. Go to Comment
Minor Races and Race Ideas
Lifeforms  (Intelligent Species)   (Any)
MoonHunter's comment on 2012-04-25 04:11 PM

Small Folk


These slender folk are roughly 4 to 5 spans tall (4 feet and some).  While they have large child like eyes and faces (to Human eyes), they have slender, athletic bodies.  There ears are large, oddly shaped, but not pointed (despite some old tapestries depicting them that way).  They are inhumanly fast and agile (i.e. faster and more agile than humans).  They can climb and leap in ways that a Human would be hard to match. They also have an aptitude for magic charms and such.  Many of their basic skills include small magics as intrical parts.  They are a touch insular, more comfortable with their own type than the Giants (Nords and other Humans) to the South. 


The Small Folk live in the North Woodlands. They are masters of woodcraft and woodcrafting.  They make their way and living through the Woods: Hunting, Trapping, Harvesting, Crafting, and Managing the Great Green Living Sea (as they call it as it is bounded by the Great Blue Sea i(Artos Sea) to the north and west and the Great White Sea (the North Sea) to the North).  The Northern Territories are nortoriously poor in metals (copper only) and the local stones are either insanely soft or too hard for anything but the most refined iron tools to use.  They make their world from the Woods of the North Woodlands. Their family lodges are mostly wood and a bit of stone.  They are intricately carved with incredible detail and put together with such care that without a nail or plaster they are fully tight and sealed.  Many tools that Nords or other Humans would have made of metal are made of wood or hardened bone or carefully crafted stone. 


They are careful harvesters of their lands, often pulling trees to their camps over very long distances.  Each of the nine clans has several lodges that they move between through the year, following the resources and game. 

Go to Comment
Minor Races and Race Ideas
Lifeforms  (Intelligent Species)   (Any)
Mourngrymn's comment on 2005-11-09 10:12 AM
This is a great idea to have everything all in one place. I wil lendeavor to place some of mine up here as well Moon. Go to Comment
Minor Races and Race Ideas
Lifeforms  (Intelligent Species)   (Any)
valadaar's comment on 2007-01-29 08:55 AM
Nice scroll/codex! (Scrodex?, Coroll?)

Faaar to few votes on it though. Go to Comment
Minor Races and Race Ideas
Lifeforms  (Intelligent Species)   (Any)
Kassy's comment on 2014-05-08 11:29 AM
4.0/5

A useful sub to refer to, with enough variation in the links, not so much in the actual ideas though. Will give a HoH bump tomorrow. Go to Comment
World Building 102: Environment building the MoonHunter way
Articles  (Setting Building)   (Game Mastering)
Strolen's comment on 2005-10-30 12:51 PM
Only voted Go to Comment
World Building 102: Environment building the MoonHunter way
Articles  (Setting Building)   (Game Mastering)
ephemeralstability's comment on 2005-10-26 01:32 AM
This is a nice article MoonHunter. Many experiences gathered and put to text.

If there is one thing I feel missing in the article, it is about the inclusion of player activity in the world building process. You did touch the subject twice (character weave and no gm is an island) (yes, this article could easily be 60 pages long. )

Explanation:
This may be a basic truth but as such it may deserve mention in your article; always let the pc's actions (no matter how small) have some effect on the setting.

Include the PC's. Don't let death and retirement be the end of things. Much later the pc's could read about the loved wizard in a dusty fairy tale book, visit the restaurant of the retired half-orc chef or meet the grand children of that master thief played such a long time ago.

Then with the twists and turns of time details about their pc's could be distorted, roles reversed and facts made false. This could annoy the pc's as the names of their pc's with time get a rediculous pronounciation, etc...

If their characters were epic the entire setting would probably be affected. Nations and provinces, royal lines, etc... The players could leave their marks on every aspect of the setting. Go to Comment
World Building 102: Environment building the MoonHunter way
Articles  (Setting Building)   (Game Mastering)
CaptainPenguin's comment on 2005-10-26 01:42 AM
Gonna' try my own hand at a little semisetting using Moon's worksheet.

7Cs: Consistancy, Connection, Chrome, Cycle, Conflict, Control, Continuity

(__) Conception
(__) Bits
(__) Sift and sort
(__) Top down process (__)(__)(__)
(__) Bottom up (__)(__)(__)
(__) Polish

Tyrrhen
This world was inspired by a long time of playing Phantasy Star Online. The language I'm using is an actual language, Etruscan, to which I have a small lexicon in a history book on them that I recently got.
I have no intention of fleshing this out, so if anybody wants to take this and make it their own, fine by me.

Themes and Images:
There are two super-advanced cultures in this world, and all the other people are basically late Stone Age to middle Bronze Age. The two cultures are the Spurethi and Tmial; they are the declining, hedonistic descendants of a human colony-ship that crashed on Tyrrhen thousands of years ago. The barbarians around Spurethi (from the Etruscan word "spur" meaning "city") and Tmial (from the Etruscan word "tmia", meaning "temple") are also human, but they are not from the colony-ship. They were present at the crash.
The Universe this takes place in is not ours, but it is certainly not a total fantasy. There are gods, the Ausar, extradimensional psychic beings who the Spurethi and Tmial worship; the leader of these gods is Tin, the Lord of the Arch of Heaven, and his husband/wife is Ausel, the Sun. The barbarians worship members of a shapeshifting alien race called the Thersu. Various Thersu factions war over the control of the barbarians, hence, the different barbarian pantheons and cultures. I do not assert that the Traveling People's ship was necessarily a "star"ship as we would know it. Their universe may be different altogether from ours.
The barbarians utilize "magic" (psychic abilities that the Thersu have infused in them); the Traveling People (the Spurethi and Tmial) utilize their light-based photon technology. They can freeze energy and light to build things out of. They recieved much of their technology from the Ausar before the Crash.

Worlds Specs:
Semi-Earth. It has been somewhat terraformed by the Traveling People to match their own planet, so in the regions of their empires it is a planet of lush purplish-jungle similar to Earth. But in the nonterraformed areas, it is vast forests of neon-glowing fungus. The oceans are the same, though the sealife is more protoplasmic and jellyfish-like. The Traveling People jungles are populated by Earth-like animals (though not exactly Earth's); the alien zones of the barbarians are populated by massive armored slugs, masses of tentacles, land-jellyfish, and other strange alien animals.

Terrain:
There are two huge continents (now called Spurethi and Tmial), connected by a chain of islands and a narrow bridge of land called the Path of War (due to the many battles fought between Spurethi and Tmial on it). There are two or three additional smaller continents. The interior areas of Spurethi and Tmial are Traveler-jungle (Purple jungle, Earth-like animals), but all other regions are indigenous fungus-forests. There are two major deserts on the Tmial continent and one of its satellite landmasses. Much of the land is threaded with rivers. The world is a very volcanically-active one.

Flora/Fauna:
In Traveler jungles- Plants much like those of Earth's tropical rainforests, though it is purple rather than green, and grows to much larger sizes than we would be used to. Much of the jungle contains the ruins of old Traveler settlements, such as power gates, energy walls, old outposts, and ancient light-trams.
Animals are Earth-like but subtly different- there are saber-toothed cats with red fur and black stripes, green-furred monkeys that howl, brilliantly-colored birds, very large insects (mostly the centipede and caterpillar-like bugs), deer with huge curving horns instead of antlers.

In the indigenous fungus-forest- Bizarre forests of fungus. The trees are huge pillars of fungus, bridged by giant ruffled fans of the stuff; there is fungus in every form imaginable here. The underbrush is smaller fungus.
Animals are bizarre. There are huge, silicon-armored slugs, land-based jellyfish-like "slurpers", and six-legged animals of all sorts; most of the animals have armor of one sort or another.
-Clickers: These are the indigenous version of wolves. They have six legs in a splayed shape around them, all connecting to a central, anvil-shaped pod/head/body.
-Screechers: Six-legged furry animals who eat by osmosis. They are large and fat, and some barbarians use them like cattle.

Resources:
Earth-like metals. Lots and lots of iron and lots and lots of silver, but very little gold.
In Traveler forests- Earth-like standard.
In fungus-forests- lots of fungus can be used as food, or is poisonous. When a certain species of fungus dies, it crystallizes and crumbles into a metallic sand.

Races and Peoples:
There are two basic races of humans on this world:
The Traveler People- These are the descendants of the humans who crashed here with their colony-ship in the ancient past. They speak the Traveler Tongue (If I were fleshing this out, I would use Etruscan). There are two Traveler ethnicities- the Spurethi and the Tmial. The Traveler People are superadvanced, and use technology based on solid light and frozen energy. They worship the Ausar (extradimensional psychic beings with near-limitless psychic power).
The Barbarians are a variety of ethnicities and cultures, ranging from Stone Age to Bronze Age technology. They did not arrive with the Traveler People, they were on Tyrrhen before; it is one of the great mysteries of the world. There are as many different Barbarian cultures as the GM may wish. They worship the Thersu, shapeshifters who pretend to be their gods.

There is one non-human race on Tyrrhen (though the Ausar are technically everywhere at once, but we won't go into that), and that race is the Thersu (Thersu is the Traveler Peoples' name for them; Thersu is Etruscan for "mask" or "masked person"). The Thersu are a shapeshifting alien race, who, like the Traveler People, are not aboriginal to Tyrrhen. They claim to have come thousands of years previously through something they call the Great Door. Thersu are colony organisms made up of thousands of tiny bubbles of fluid substance. They can rearrange themselves in practically any shape imaginable, and they can change their color and texture, et cetera. They can give themselves the appearance of greater or lesser mass, by swelling their bubbles outward or discarding some.

Cultural Overview:
The Spurethi and the Tmial are individual semi-republics. There are no real laws in Traveler culture, only suggestions, and even these are losing their power. Their cultures are falling into decadence and hedonism as they lose their drive. This is the last stage of losing hope- most Traveler People now believe that the rescue ship that their ancestors watched for will never come.
The Barbarians dwell in hundreds of different ways, but most are monarchies or tribes.

Calendar/Standards:
There are 325 days in a Tyrrhenian year. There are no months as we see them in the Traveler calendar. Instead, each week of five days is marked with the name of one of the original 65 Traveler families. All Traveler People know these weeks by heart.

Institutions-Major:
Spurethi and Tmial nations, and the Barbarian lands.

Thersu Factions-
The Red Phylum- these Thersu advocate the extermination of humans.
The Blue Phylum- these Thersu advocate ignoring humans.
The Phylum of Humans- this small group advocates helping humans.
There are hundreds of thousands of Thersu factions, this is just a sample.

The Ausar Priesthood- The Ausar temples in Traveler cities are not staffed by human priests. Instead, the Ausar utilize Snenath (Etruscan "maidservant, female companion"), energy beings from the Ausar dimension who take the form of beautiful women. The Ausar manipulate the politics of the Travelers, war against the Thersu, and basically influence our dimension through the Snenath.

The Warrior-Travelers- The Warrior-Travelers are those of the Traveler People who have turned their backs on the hedonistic, fatalistic Travelers and gone out into the wilderness. Some seek to help barbarians gain technology. Others attempt to destroy the Traveler nations. Others look for lost Traveler or Ausar technology so that they can signal a rescue ship.

Laws and Morals:
Pretty much like our laws, but they are not actively policed anymore in Traveler cities. Crime is high, and the motivation to stop it is very low- the Travelers have pretty much lost hope of doing anything and fallen into a hedonistic swoon. The only people doing anything about policing or good deeds are the Warrior Travelers.

Family:
Traveler families don't exist. The children are raised by the Parent Machines, and are turned loose at the age of 14.
Barbarians have all different sorts of family types.

Social classes:
The Travelers have a supposedly democratic society, but in actuality, most keep barbarian slaves.
The leaders of the Travelers are the Politicians and the Directors (presidents). These form a pseudo-aristocracy. Below them are everybody else, except for slaves. There are various sub-classes based on economic status.

Political Power:
In the Traveler nations, political power is in the hands of the Directors and the Politicians. The Ausar Priesthood also has considerable power.
In Barbarian lands, who knows where?

Economics:
(Don't know what to say)

Religion: The Travelers worship the Ausar (Etruscan for "gods"), extradimensional psychic beings. Travelers strike a strange balance between science and technology- most scientists are also devout worshippers. Temples are usually at the bases of the supercomputers that administrate cities.
The Ausar are-
Tin- Lord of the Arch of Heaven, Master of the Stars, Creator of the Sky
Uni- The Queen of Heaven, Mother of the Universe
Menerva- Creatrix of Civilization, Weaver, the Artist
Sethlans- The Ausar of the Forge, Toolmaker, the Innovator
Turms- The Quick One, Lord of Speech and Thought, Carrier of Messages
Turan- The Lady, the Lady of Beauty, the Lover
Maris- The Bloody-Handed One, The Lord of War, the Firer of Beams

A sample of Thersu "gods" worshipped by barbarians (Note, most names are Thersu names corrupted by barbarian renderings)-
YaarBaalaag (original Thersu name)- the Leech God, the Firebreather, the Invincible One
Gilyish- the Lord of Thunder, the Lightning Thrower
Micz-Fahtagh- the Lady of Passion, the Giver of Ecstasy
HaacsPaar (original Thersu name)- the Brilliant, the Giver of Gifts
Gul'tac'gun'tal- The Roarer, the Defeater, the Night Strangler
Vaax (original Thersu name)- The Darkness in the House

Technology and Common Power:
Travelers are advanced in all respects, save communications, wherein they are strangely defficient. They use inefficient, power-sucking photon transfers for messaging. Their weapons use frozen energy for melee weapons and Masers for projectile weapons.
The Barbarians are Stone-to-Bronze Age level technology.

Holidays:
Probably special days for every Ausar.

Transportation:
Mysteriously, almost all of the old Traveler light-rails and air-cars ceased to function several hundred years ago. Therefore, most travel is done by walking. Some light-rails still function, and a few of the transfer-gates that teleport, but for the most part, Travelers must make due with walking or carts. They have experimented with ground cars, but such cars require roads, and most Travelers are too lazy to put that much effort into traveling. Some don't even travel at all.

Arts/ Literature:
Traveler art is mostly light-sculptures and light-patterns. Their literature is a lot of gloomy poems and Bacchanal songs.

Shadow:
There are always the Thersu lurking about, plotting and such. In addition, there are the Eiser, second group of "gods" similar to the Ausar, who have thus far proved hostile to humanity.
The Traveler society is crumbling. There is a ton of crime.

Power:
Many barbarians have psychic powers which they call "magic", given to them by Thersu manipulation.

Paranormal:
Nothing we would deem supernatural, per se, though in the case of the Ausar, this is debatable.

History Brief:
(Distant distant past) Thersu arrive on Tyrrhen.
(Distant past) Traveler Peoples' planet/world/plane/whatever is destroyed. Colony ships are sent out.
Traveler People crash on Tyrrhen.
Argument between the families on the ship. Half go east, half go west.
East goers form Spurethi. West goers form Tmial. Barbarians first encountered.
War between Traveler nations.
(many years pass)
Most travel technology ceases to function.
Present.

Rules:
Players can be barbarians or Warrior-Travelers.
Traveler Tech breaks down over time, and breaks down faster the farther one goes from the Traveler cities. Go to Comment
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