I enjoyed reading this a lot! She's the only thing that keeps the spirtis of the dream world from wrecking havoc on a city that has sprung around the mysterious gate-way into the world of dreams. What is there not to like? Kudos on that dark, gothic spirit that you have infused both this NPC with as wel as the mysterious, gloomy world she inhabits. Go to Comment
It invoked memories of "Planescape" and that woman in Sigil, whose name I no longer remember. That is good. There are too few personas like these here at the Citadel!
Well written and good grammar! (being a european I know how hard it is to match the grammar of these UK/US whiz kids!)
If you want to boost your score, well, let me tell you: Bold headlines and paragraphing goes a long way. Believe me! You have done fine in that regard, but for mastery you should study the user "valadaar". He is a masterful teacher of that art.
While I was one of the original proponents for plot hooks I think it is perfectly fine you don't include any. I love playtesting notes.
Too bad it didn't work out. By the way: Evil GMs are really GMs that want to challenge their players to rise to the occasion and excel. When, or IF the players do that the sessions become legends in themselves, memorable and with time nearly mythical. Go to Comment
I´m throwing this one out there, not quite, but mostly complete. This is a big one, and partly more story than NPC. If any of you think that does not belong on this site, please let me know and I´ll remove it.
Plot hooks, some links to as yet unfinished stuff and some final tinkering to be done. For now I need to distance myself for a day or so before I can come back to it.
The Moon was inspired by equal parts The Lady of Pain from Planescape and Empress Laseen from The Malazan Book of the Fallen. I do think that a solid backstory is necessary to understand motivations and so on. Quirks are important, but only when you present the reason for a character having them. I LIKE quirks...:-)
One thing I´ve never learnt to create is weak female characters. Dunno why, but I just cant do it - they all turn out to be tough. My damsels in distress turn around on their own volition and kicks their kidnappers in the nuts. Sometimes I think it would be nice if they asked me first if they could do that...:-)
Huh, when I first started reading your entries related to the Bloated Moon, I had always imagined it as some sinister supernatural force operating outside of our corporeal plane. Ah, well: this is still awesome. Excellent work! Go to Comment
An interesting take on the economically usable undead. Linked to the Economy post now. It's also interesting to note that they are not actually undead... more like golemic creatures; guess that should make them safer. :)
Based on their very thorough way of preparation, they are not necessarily cheap, but should make a good long-term investment. The economical side in particualt is well explored, I like that!
(Oh, and: don't be afraid to use some bold on the titles.) Go to Comment
How could I have missed this one? We have robots/undead that have a well defined process and a place in their society.
It seems that these things were accepted into the world without a fuss (mostly because these undead are not grusome). Bodies are used as a resource. It does have a magi-punk and steam punk sort of vibe. This world is moving into modernity.
Someone creates a crown/ helmet that allows one to "project themselves" into a deader. Using a specially created Deader as a remote drone, new and dangerous places can be explored by the human operator. So now "armchair exploration" is now in vogue.
Someone sets up a set of deaders for you to take "vacations" in scenic places, with the deader moving around for you.. controlled by someone thousands of miles away. Thus you could walk around the Grand Canyon one afternoon, and never leave you home.
Now, the remote concept allows for tourbots. It also could be used for "entertainment purposes". Thus we could have "funny events" with deaders tap dancing and so on. If you make them asthetically pretty (Sorajama-esk) or like a statue, you could use them as exotic dancers, singers, and so on, with people controlling them remotely (or just getting better glyphs). However, how about steam car races (which are probably too dangerous for real drivers)? Gladatorial combat is possible to? Now you can experience real combat, from the comfort of your own lounge chair. Go to Comment
Someone invents a yellow crystal that allows you to override most people's control over a deader. They now use them for some criminal activities. Perhaps they will just take over the city with an Deader army of hijacked Deaders.
A malific being has come to the world. In the begining, it can only "possess" a single deader. Thus it creates mayham as it can.
1+1=2: The malific being (or a horde of them) have come to the world. They take over the Deaders and begin making the world into a charnal house of horror.
Molk Peruda is encountered by the PCs on the second day of their journey west from the salt-choked port of Quyn, as they prepare to explore the jungle.
He appears a gaunt, wolfish man, with matted, dark hair that sprouts from his head in dreadlocks, contrasting with his well-oiled, blue-black, conical beard. His eyes are hidden ebon shards beneath thick arching brows, his nose, crooked, long, and reminiscent of a snout. His mouth is a thin, dark line, his teeth unseen even when he parts his lips to speak.
His skin is the color of tallow, surprising perhaps for a renowned jungle guide, yet his natural helm of dreads and the jungle's canopy keeps the sun from bronzing his originally pale flesh. On his back are tattooed three women from the waist up, side-by-side, each resembling the other but of different ages. This is a tattoo of Molk's mother, sister, and daughter. His wife (don't bring her up to him!) was killed by marauding Qullan years ago, and appears as her own tattoo on his broad but sunken chest.
His feet shockingly are turned around 180 degrees at the ankle, facing towards his back! A curse from a pernicious shaman. Molk walks feet backwards (he's used to it) and walks backwards, forwards. This can be very disconcerting and outright creepy to the PCs as he guides them through the rainforest.
Slung from his back is an archer's quarrel of treated wood carved to resemble a stalking leopard, in his hand a re-curved composite bow of horn and sinew, with a pair of vivid, red eyes, each one painted on the opposite side of the hand-grip. In a leather sheath at his belt, hangs a falchion, its pommel adorned with a curved bird's head and beak.