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The Other Side
Plots  (Divine/ Spirit)   (Defining)
Dossta's comment on 2013-04-03 02:59 PM
*Low whistle of appreciation* Very, very nice work, Shadow. Of the quest submissions so far, this is by far my favorite. For a solid list of ideas to fill out Level 2, I humbly suggest 40 Thieves Guild Missions by Nobody -- I've found it invaluable as a resource for those kinds of "dirty odd-jobs".

I honestly can't think of anything you need to do to improve this -- the flavor text is fantastic, the quest progression is logical, and the imprisoned goddess is even sympathetic in a way. If I ever end up with another party sliding down the Slippery Slope, I will definitely revisit this. Go to Comment
The Other Side
Plots  (Divine/ Spirit)   (Defining)
Dossta's comment on 2013-04-09 02:11 PM
Would most of your objections here be addressed if this was recategorized to a Plot, rather than a System? I agree that it doesn't fit the System category as well as it could, but the Religions and Cults quest didn't specify a particular category for entries. Go to Comment
The Other Side
Plots  (Divine/ Spirit)   (Defining)
Dossta's comment on 2013-04-10 12:07 PM
The theology of the Cult is not nearly as important as the process the party goes through to climb its ranks. In fact, I would say that by leaving the theology intentionally sparse, Shadow has actually increased the generality and usefulness of this submission.

Let me explain: Eriphen and her two children are nice, but ultimately irrelevant and replaceable. They may not fit into my current campaign world, or they may just not interest me personally. That's alright.

As written, all I need is a trapped deity and two other powerful entities to help free him/her. These can be dragons, powerful mages, alien artifacts, killer robots -- anything that is ultimately far stronger than the players and most of their enemies.

If you look at the pantheons for a lot of published campaign settings, you can probably find one or two lost or trapped gods, goddesses or other mythic beings that you can easily adapt this campaign to. BUT, just in case your world doesn't have an established mythology yet, Shadow provided us with the bones to build one on.

That's quite a lot to accomplish in one sub. Go to Comment
The Other Side
Plots  (Divine/ Spirit)   (Defining)
Dossta's comment on 2013-04-10 03:11 PM
Alright, I think I'm beginning to see your point axle. You aren't so much asking for the theology to be fleshed out, as for more places in the storyline where the theology (such as it is) is relevant.

I agree that the PCs are a little passive here. They follow a list of pre-planned actions at the behest of various NPCs. Aside from the promise of power and wealth, there is little to connect the party to the cult or make them feel like they are a part of something bigger.

Perhaps more interaction with normal cult members would help. Giving the party a strong sense of "family" could be all the motivation needed. It is up to the GM to potray the religion sympathetically -- perhaps appeal to the party's sense of fair play by giving the opposition large advantages.

The problem is, I don't really see where to add this to the current sub. Maybe as "ideas for play" or a short "player investment" section at the bottom? I'm sure Shadow would welcome any ideas you choose to add here, as well. Go to Comment
The Other Side
Plots  (Divine/ Spirit)   (Defining)
MysticMoon's comment on 2013-08-27 09:03 PM

We need a "save the cultist" movement. For too long have the forces of good and right trampled upon the simple, hardworking, and downtrodden cultist; those whose only collective desire is to unleash world-destroying demonic forces. Is that really so worthy of being harried in their homes and put to the sword in their places of worship? Have we no tolerance?

:P

Ok, seriously, this is one of those great ideas that seems like it should have been completely obvious, yet has never occurred to me before. Great work on this. 5/5


Go to Comment
The Other Side
Plots  (Divine/ Spirit)   (Defining)
Darkornyx's comment on 2013-03-27 07:52 AM
I enjoyed reading this submission... Soooo much fun~ Go to Comment
The Other Side
Plots  (Divine/ Spirit)   (Defining)
Gossamer's comment on 2013-03-28 10:00 AM
"companion, Errat, and and the roguish woman"
Not being picky, but if it was me, I'd like someone to point it out for me. Go to Comment
Gandacai
Lifeforms  (Intelligent Species)   (Other)
Shadoweagle's comment on 2013-01-20 06:05 AM
Update: Inspired by Bulvan the Merchant in Murometz's Forum Roleplaying game, "The Road to Canagadi." This is the kind of thing I imagine he is going to unleash on us shortly! :) Go to Comment
Gandacai
Lifeforms  (Intelligent Species)   (Other)
Shadoweagle's comment on 2013-01-21 05:09 PM
Update: Ah, one thing I realize I had left out; if the Gandacai is slain before his puppets, the puppets will crumple to the ground, also. They are controlled solely by the will of the Gandacai.

Also, Gandacai is an anagram of Canagadi; the town which is the focus of the game we are currently in. Go to Comment
Gandacai
Lifeforms  (Intelligent Species)   (Other)
Cheka Man's comment on 2013-01-20 03:30 PM
A hard thing to deal with. Go to Comment
Gandacai
Lifeforms  (Intelligent Species)   (Other)
Murometz's comment on 2013-01-22 09:26 PM
They possess... demons!!! That's a new one for me. Love it, and going to use it someday! Paragons! Puppets!

This puts Ol' Bulvan the soul-merchant to shame :)

Go to Comment
Gandacai
Lifeforms  (Intelligent Species)   (Other)
Murometz's comment on 2013-01-22 09:26 PM
Only voted Go to Comment
Gandacai
Lifeforms  (Intelligent Species)   (Other)
valadaar's comment on 2014-07-14 08:31 AM
This badass is nifty. Adding to my collection. Go to Comment
Gandacai
Lifeforms  (Intelligent Species)   (Other)
Kassy's comment on 2013-06-01 06:22 AM
Only voted Go to Comment
Gandacai
Lifeforms  (Intelligent Species)   (Other)
Morte's comment on 2013-01-22 03:11 AM
Only voted Go to Comment
Maddux
Systems  (Geological/ Geographical)   (Defining)
Cheka Man's comment on 2013-04-05 08:34 PM
Nightmare Moonish. lol (the long night bit.) Go to Comment
Maddux
Systems  (Geological/ Geographical)   (Defining)
Dozus's comment on 2013-01-14 02:16 PM
I like this. I'm never great at using magic into a setting, and it usually becomes either convoluted or tritely generic. Maddux makes magic seem a natural phenomena, and Skaldevale as a "geologically active" place, so to speak. It's beautifully simple, really. Nice work. Go to Comment
Maddux
Systems  (Geological/ Geographical)   (Defining)
Murometz's comment on 2013-01-14 01:58 PM
I second Dossta's comment on the visual description. Great write-up! The popping bubble beneath reality's fabric makes a complicated concept easy to understand.

Ive read a few similar ideas over the years, but this one is so simple and perfectly rendered for use. Also love the examples you provided of the effects!

This can be automatically dropped into ANY game world, and makes for an instant nightly campaign!! I WILL use this somehow! Go to Comment
Maddux
Systems  (Geological/ Geographical)   (Defining)
axlerowes's comment on 2013-01-11 09:05 PM
The following conversation took place between Vartenedal smuggler and Skaldenvale wool monger after several drinks 
 
"Listen here Mr. Uvtogova, I think you must be exaggerating, this Maddux thing really can't be that..."

 "NYET, ya daft foo', ew dinna no unner stan, assniff da gawd, ave uh bug uh dice a 'ist uh orror in onsirs ta uvv up yer arse" 
 
Translation from the Skaldenvale dialect to High Vartanedelian
"Not all you stupid clown, you fail to grasp how the situation resembles a God rolling dice and then consulting a list of horrors and monsters with which torment people.
 

Well there is the whole thing about perspective, who wrote this, who is theorizing? Does the average person think of this reality thing and this pool of magic? You seem to be writing very much with a GM voice: in as much as your are communicating in narrative and out of narrative at the same time. Forget that,
 
What I am geeked about is the whole metaphysics you have dived into here. We have a tool with which to ask questions in game such as what is reality?  How would people behave if we had a clear definition for reality? The Maddux is real, the farmers tools come to life-that was real, but it was unnatural or it was the result of break in the fabric of reality? So is reality only what is expected or common? The Maddux is theorized to be a natural weak spot in the fabric of reality, which is made up of what we can experience.
So if somebody can experience more or less do they have different reality?

At any rate great stuff and fun idea to make a setting more dramatic. I am also excited to see and play with the effect this enviornment will have on the culture and philosophy of the people.

Go to Comment
Maddux
Systems  (Geological/ Geographical)   (Defining)
valadaar's comment on 2014-03-04 03:25 PM
I like this a lot. I have a sub that touches upon similar topics in work ( and has been for a rather long time) I should probably revisit. It certainly would be complimentry.

Good job! Really like it!


Get back to posting here SE! Go to Comment
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