I could of sworn I had commented upon the critter. My bad.
The write up is interesting, as is the subject matter. It is not your normal slavering critter. I like that about it.
If something happened to the wizard, the critters might respond in odd ways. What happens if he is delerious, do they follow his fevered telepathic orders? If he gets grumpy over some protracted abdominal pain, do their moods sour?
If death happens to the wizards, their race is now in peril. Will they go suicidal and end themselves? Will they keep following their last order blindly? Perhaps some other magichena (like The Stayers - a type of Gargoyle ) might rescue them... teaching there methods of magically reproducing. Go to Comment
I had to read that comment several times before it really made any sort of sense. Now my head hurts, but I will persivere to answer. The three sense modes possessed by the Sincewela are not normal senses possessed by humans. Humans cannot percieve electric fields, but I suppose that there could be a spell to grant a person said ability and it would likely function to something like aura perception with an audible function. Not much of a hinderance. The second ability, the motive sense comes from the cilia that makes up roughly 1/2 of their body mass. If a spell replicated this ability, it be akin to having the ability to listen to sound with every hair on your body. Loud noises can startle Sincewela, but are not terribly disorienting. The final sense would give a human a superior sense of smell, letting them smell things and rather than wrinkle a nose at a pile of trash, they would be able to sniff out what was in it. they could track people quite easily, such like that.
Now a thing to mention, a spell that would grant these powers on a human does not automatically imply intuitive use of said powers. A subject would be disoriented until they adjusted to the new sensory input and learned how to sort and handle the new information. Go to Comment
These critters have wonderful elements and a good write up. I find it missing in a couple of areas. The most important one is: what can they do, in general... besides be shadowy... what does that mean in reality. Are they hard to hit, can they go anywhere... can we get guidelines as to what you think it should be. A little bit on how they are organized or communiate with the Shadow would be nice. (are they independent, do they work in teams, are they directed from on high?).
Still very nice all around. and bonus .5x for being part of something greater Go to Comment
Ok this is one for the books for me. I was thinking Myrdrrall when you started describing how it looked and BAM! Good deal. I would like information though on "the big list of immunities and kewl shadow powerz". What more can they do?
They seem to be a perfect antagonist even at younger ages, or levels respectively I assume, that can lead up to a pretty big conflict with the bad guys. I read this out of order but I wanted to find out what the Haint were before I finished. I'm glad I did.
Being a wise, and benevolent leader, the Queen of Chiaroscuro made it a habit to plan for the worst, and hope for the best. As it was, she distrusted the thing that her husband had summoned to protect their land from the rays of thesun. She herself had said that new pacts should have been made with the golden eagles to once again grasp the winds in their claws and bring the rains. While her husband summoned the cthonian horror that was the Swollen Shadow, she herself worked to make a method to control the shadow.
Her final effort was a jewel, a star ruby the size of a child's upraised fist. Into this she poured moonlight and starshine, sunbeams and the warmth of flame. Once the jewel was completed, she hid it away, for safe keeping. In the beginning, the pact with the entity of murk was good, and the city was spared the brutal heat of the sun. The King, being generous more than wise, ordered a statue built to commemorate his wife's magnanymous acceptance of the pact with the Shadow after her protest before.
The Queen's Gem is a repellant that drives shadow minions away from its light. Should a lesser shadow be subject to its radiance too long, the shadow will dissolve into nothingness, never to return to the Swollen Shadow. Against Haints it is as potent as silver to a werewolf, or garlic to a vampire. Its presence causes them pain, and they cannot bear its light. The Swollen Shadow itself is terrified of the Gem as it believes that should the right person take the jewel, they would rightly be able to destroy it (the Swollen shadow, not the gem!). Go to Comment
The flower produces a blossom several inches wide that is almost the color of flame along the edges of the petals, and darkens to a midnight shade of blue or black in the center. The stalks are thin and hollow, and the plant grows from a small seed.
It is not known where the Shadowmaster came from, only that it appeared roughly around the same time that the Swollen Shadow was summoned. The flower grows in wet and boggy soil, and can grow in full sunlight, but grows best in half light or less. The only things that can prevent them from growing in wet climates is freezing temperatures or alkaline soils.
The flower is an effacious defense against shadow minions, with a blossom working in the same fashion as a bulb of garlic to a vampire (assuming said vampire is repulsed by garlic). Vars raises beds of the flowers around his home on the edge of the Umbral Fens, and often wears a blossom or three in his hair or beard. A distillation of the plant's juices can be used in a manner similar to holy water, destroying shadow minions, and burning haints. Against the Swollen Shadow itself, the flower has negligible power, if any at all. Go to Comment
Culture: Drumming circles daily around an arena for their bravest brutes to slaughter their accepted foe, the zombie. Feasts of overcooked zombie flesh (to kill all of the zombie virus present). Wooden fortress that make this tribe in the far future look several millennium behind in technology. Instead of becoming a troublesome and unnatural foe that they seek to cure, this tribe has accepted that Zombies will continue to roam their land and, if the undead were to perish (be cured), this tribe would suffer as well.