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Ten Curious Country Customs
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Siren no Orakio's comment on 2011-06-21 06:01 PM


Fun stuff. It's the little things like this that really fill out the people of a place.


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Ten Curious Country Customs
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EchoMirage's comment on 2011-06-26 11:41 AM


It's useful and the writing is good.



What I'd welcome is to have more folk customs with actual fantasy elements.


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Ten Curious Country Customs
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Cheka Man's comment on 2011-06-21 06:45 PM


Very good, I like 10 most of all.


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Ten Curious Country Customs
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POG's comment on 2011-06-23 06:41 PM


Detailed and colorful traditions.  I really like these.  I'm with Cheka in my enthusiasm for number 10.


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Ten Curious Country Customs
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POG's comment on 2011-06-23 06:42 PM
Only voted Go to Comment
Ten Curious Country Customs
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Silveressa's comment on 2011-07-11 08:38 AM


Some interesting ways to spice up otherwise dull visists to villages inbetween adventures. When combined with a few picks from the Small Town Horror Thread it gets even more intriuging.


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Ten Curious Country Customs
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RGTraynor's comment on 2011-06-21 09:25 AM


I like weird local traditional customs, and this sort of thing can really spice up travel in the outback for a party - odds that there'll be some traditional festival in some village at some point of a journey are pretty good.  Truth be told, I could readily fill to thirty on this, but if other people would like a shot at contributing their own ideas for offbeat village doings, go for it!



... although ... I'm considering going 2x on the quest words, with them all incorporated in a second set of ten.

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Ten Curious Country Customs
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RGTraynor's comment on 2011-06-26 12:05 PM
I think I can put some more of that in with the next ten. I've some notions ... Go to Comment
Adepts of the Doxology
Society/ Organizations  (Mystical)   (Trans World)
Dozus's comment on 2011-04-26 09:32 AM


A well-written wizard-warrior post. I get a war gaming vibe from the whole thing, and I love the image of robe-clad desert warriors waving their flails at opponents. Bonus half-point for bronze, that cast-off metal which looks cool and needs to be used more.


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Adepts of the Doxology
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Murometz's comment on 2011-04-26 03:39 PM


Cement-Head, Wizard-and-Cold-Iron Whine: How can you bloody have wizards wielding flails!!!???



(kidding)



I like these guys.


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Adepts of the Doxology
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RGTraynor's comment on 2011-04-26 03:27 PM
I always wanted that to be the answer to the cementheads who whined about Wizards and Cold Iron ... only, of course, when a wizard wrapped his hand around a sword; there was a notable lack of hassle given to wizards in close proximity to cook pots and belt knives. "Terrific" - would go the argument - "I'll just make arms and armor out of bronze instead!" Go to Comment
Sorcerers of Muircroinim
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Murometz's comment on 2011-04-13 09:46 PM


I do like your 3-part (so far?) series on magic societies. Very useful, because it just covers the bases, and allows easy insertion, each one with a little interesting detail or two..



I would suggest combining the Sorcerers of  Muircroinim with the Wizards of Loh and Fruningen into a codex. Would make for a nice repository of related ideas.


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Sorcerers of Muircroinim
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RGTraynor's comment on 2011-04-12 07:32 AM


From a mystical order named in Kenneth Bulmer's Scorpio series.


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Sorcerers of Muircroinim
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Old Dreamer's comment on 2011-04-14 06:08 PM


So far I think this is the most inventive of the societies. Very "tribal", much more so than just getting a different series of spell choices. Additional cultural bits are good window dressing. Thanks!


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Wizards of Fruningen
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Strolen's comment on 2012-04-29 01:28 AM

Combined with the rest, this quickly become pretty neat. As a standalone though it is just the most basic of overview of the mages.

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Wizards of Fruningen
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Old Dreamer's comment on 2011-04-14 05:59 PM


I like this. Gives a lot more background into users of elemental magic. A little dissension thrown in. Seems to be quite a bit of variance so far between the different orders. Looking forward to reading the whole set. Thanks!


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Wizards of Loh
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Strolen's comment on 2012-09-12 02:10 PM
Powerful wizards guild, that I get. But that is about all I get. I can probably gather more from some of the comments and if I spent time reading the linked ones, but for this stand alone, it is missing the useful information to actually use it. This is more of a player handout or bar rumor without really telling you anything about the guild and their purpose.

I like where it is going, but I am not sure this one gets there. Go to Comment
Wizards of Loh
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EchoMirage's comment on 2011-04-12 08:05 AM


By your admission not your own work, only an adaptation?



Well. It does little to tickle my imagination - the bit about not openly looking for apprentices being the sole exception.



I'm sure you can do better ;)


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Wizards of Loh
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EchoMirage's comment on 2011-04-14 04:13 AM
There's the Timeslip blocking spell, which can be quite useful, too. Basically vanish for a few seconds by jumping ahead. Go to Comment
Wizards of Loh
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EchoMirage's comment on 2011-04-14 10:29 AM
You know what would be awesome?

As a GMing resource:
Describing how a PC might perceive those mysterious spells. The usual spell description in sourcebooks is dry, and some GMs have trouble properly portraying them.

A proper portrayal of their mysterious powers goes a long way to add to the myth of a powerful wizardly order.

As an up-side, it may be less system-specific.

The Lohites, Lohim or how one might call them short, might be turning this up a notch, to convey a stronger sense of superiority and enigma.

> Teleporting so that they take whomever they visit by surprise, yet appear as if they had always been there, just unnoticed...
> Timeslipping for dramatic effect: you blow up their tower, but the Lohite walks out, just brushing off his robe with a slightly annoyed look, pretending to have endured the whole cataclysm, while he simply was not there...
>While they may Time-Port after copious calculations in cases of dire need, they may consciously spread rumors how anyone going against them will vanish, as they ported back and prevented his conception for example...
>With the Communication Spells, the rumor may go that they are constantly in telepathic contact, even though it's not feasible under unaltered GURPS rules...

etc.

Methinks that Animation is sort of out of character for them - Summoning fits guys who regularly cross time and space better. Go to Comment
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