They are the gatherers of souls. Those that die are carried to the Underworld by the ravens. However, they stop at Merideth first, to make sure each God has a chance to claim one of their own, before The Raven (The Deity) claims them as his own. Go to Comment
I can imagine the players somehow getting "vooped" to the Land, and being taken before the Great Spirit of Warmth, the God of all the Ones, only to find it is a small marble that warms things up.
Gar-nar-(clear your throat noise)-lor(trilled r)-athhhh (sibulent th).
Long ago I did a lot of work with non human races, so speaking with a psuedo reptile speak (speak without lips and minimal tongue movement, with the occasional hisss-ish noise), wookie speak, rat chitter, makes a great deal of sense to me.
I like this. Shows how valuable something simple like warmth can be to different people and creatures. In relation to the cold-blooded 'the one's needs, the orb of warming is a sacred, mighty relic.
I think it deserves a 5/5. Its a simple item, but a good, thorough history and can create some good plots. Go to Comment
I really love these kind of things. It helps define the world and the people that live it. It gives them life outside the generic uses of many NPCs and helps breathe life into the world.
Love the weapon, don't really like magics 1 and 2. Seems a bit extreme on 1, and I understand the reasoning on 2 but just disagree. I really like 3 and 4.
Instead of shockign them, maybe the gem dims or something when they have dishonered themselves. So that the weapons are well known and the shiniest of gems is the most noble of fighters while the darker ones are still severly noble, but not to the standards of others in the same league. Not sure I like the idea, but throwing it out there. Go to Comment
Nope. It is a code based on dueling in hand to hand.
And remember, you can block or dodge said weapons (if your game system is sophisticated enough to include such options as active actions). The weapons strikes as per a master, so blockable/ dodgable is still tough. Go to Comment
Well if you are not playing D20, and are running games with actually parrying and dodging rules, you can count it as a skill of 20 or less (100%) with a chance to block/ dodge at your normal levels. So it will always be a succesful strike, but without always doing a full hit. But with that level of skill, overcoming the difference of the rolls does become harder. Go to Comment
The first one DOES seem a bit extreme to me too. That a person fighting with a dagger of this kind would almost always hit his target. But when you think about it, damage made with a dagger isn't so much that you can't stand it. It would be even better if the damage was half the weapons original with this kind of a hit, though.
I just have one question to ask. If you throw this kind of a dagger at your opponent wielding a sword, will it always hit?
I really like this item/ weapon. I agree that the first ability while explainable is a little excessive. Auto hitting has never been a liking to me. Now giving an greater descreased ability to defend against it may be a better option. The bigger/ heavier the weapon the harder it is to defend against the BlackHeart. While a smaller, lighter weapon may have a bonus to defend/ attack agaisnt the weilder of the BlackHeart.
I like Strolens idea of the gem showing the inner nobility/ honor of the weilder by how bright the gem glows. If a gem is dull and has no shine or glow, then you know the person weilding it will possibly show no quarter and is only out for on thing.
Interesting, but the whole 'Always Hit' idea is excessive. Simply indicating that against longer weapons, the weapon receives a significant bonus would be more general and a little less jarring. Terms such as 'Always' and 'Never' always bother me in roleplaying rules... Go to Comment