"Soon they find themselves drawn to a distant location, one that their compatriots might follow them to."
Might? By the time the Munchkin Land Curse kicks in, the other PCs have probably used either magical copying techniques or old-fashioned GM-badgering to get Munchkin Belts of their own (it's contagious, in my admittedly limited experience). So they'll be following the first munchkin, all right... and then you can start over with brand new PCs...
...wait. That's a feature, not a bug. Good thinking. Go to Comment
Added some more information for the feel of the city, mostly the description of how the buildings have aged.
Some other things to add without editing the post again.
Smells - the city reeks of old wood, mildew and rot. There are alot of dark, wet places for the stuff to grow. Remaining foodstocks rotted and offered ample sustainence to fungus and such. Some buildings could be eaten with corpseweed fungus, making them dangerous.
Sounds - creaks and groans, settling stone, and the occassional crash as a load bearing beam finally surrenders to the forces of erosion and entropy. Some places while have more severe damage, sections burned out, others washed away by occassional torrential rains, and other bad weather.
Texture - The ruined city should feel gritty, but with a slimy consistency underneath, like picking up a piece of wood that has lain in the forest for years and what was once hard enough to crack a mans skull is now soft enough to crumble in the palm of your hand. Go to Comment
One day it might become a honest city, with the inhabitants priding themselves on their descent... nowadays, it is a place to flee to, where nobody asks your name, and only cares about what you have to offer. Some of those whofled there will take up the plow again, some will embrace craft, as the city cannot steal everything. A highly unconventional army that does not fight on battlefields, but rather dark alleys, shady forests and bedchambers as well as council rooms might bring it influence and power. Strange religions unviable elsewhere might appear, and it might be the last haven for outcasts, whether due to deed or descent. Troll bouncers, orc guards, goblin seamsters, ... think of it, you find it there.
I like it a lot, a serious 4... yet the page does not let me rate it. Go to Comment
What an oldie, from master Scrasamax even. It lacks a certain degree of shine I am used to, but it is a good reminder.
Perhaps he hoards knowledge on all and mythical civilizations. Too much concentration on one topic would be suspicious in the end, and having an interest in ancient history is very proper for a cultured crime lord, profitable even.
And I like his quest for being forgotten... perhaps one day, he will succeed, and completely erase the memory of his own people. Who knows, what he will do then? Will he attempt to look for his kind? What if they are not existing anymore, gone with the legends? He could well end up to be the last one. Go to Comment
he is still considered an aberration among the golden ones, they have developed a kind of Run away and hide Tao about their existance. I can see them being melancholy, and painfully nostalgic over what was. Very much passive, and non-reactionary, as described by their creator, Maximo. Go to Comment
While he may be considered foolish by his brethren, Cobrais isdoing more than any of his kin for the survival of his race - knowledge is power and without that power the humans cannot harm the Golden Ones, for - can you attack whatescapes your knowledge?
a solid 4/5 Go to Comment