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The Chosen of Uep-Hawet
Society/ Organizations  (Religious)   (Country/ State)
olontur's comment on 2012-05-29 01:58 AM
Useful, incredibly so! I enjoyed every bit of it, from the narratives to the plausible explanations.

The tone and setting are refreshingly innovative and new. Will use it very soon! Go to Comment
The Zwitter Islands
Locations  (Area)   (Water)
Barbarian Horde's comment on 2009-01-17 08:40 PM
Wulfhere- I'm just a random passerby, but I'd to mention that I like your submissions, as well as those of Scrasmax, Murometz and Manfred, the best. This is another excellent piece. You chose the German word "Zwitter", meaning "hermaphrodite". Is there a special reason, a hidden meaning, or did you just like the sound of the word? Would it make heterosexist players more paranoid when the island women are friendly with their characters? Go to Comment
The Zwitter Islands
Locations  (Area)   (Water)
manfred's comment on 2007-03-09 12:23 PM
Yes, some of those islands can be just nice.

I strongly like the Nation Geographic additions, not the least the trained fish. Great work! Go to Comment
The Zwitter Islands
Locations  (Area)   (Water)
EchoMirage's comment on 2011-01-04 10:22 AM


Echo wanted to ask about the name as well, but the Barbarians were there first.



Echo likes shell-fetching fish and informative shell decor and tattoos.



Echo likes the ideas of powerful wizards finding meaning in letting others live in peace.


Go to Comment
The Zwitter Islands
Locations  (Area)   (Water)
Cheka Man's comment on 2007-03-09 12:42 PM
I want to go there on holiday. lol Go to Comment
The Zwitter Islands
Locations  (Area)   (Water)
Murometz's comment on 2007-03-17 10:58 AM
I love places like this, for the exact reasons Wulf mentions. I tried to do the same with Qachas Neck. A place doesnt necessarily need plothooks, danger and intrigue to be awesome!!! Thats a fun gm challenge in and of itself, writing up a location high on flavor, low on cliched intrigues. The PCs inhabit a world which doesnt revolve around them. Not every town, island, and locale has to be prepped for PCs tastes. Surprise them! Let them be paranoid if necessary. (as Wulf illustrates)

trained fish rock!

Kudos. Go to Comment
The Zwitter Islands
Locations  (Area)   (Water)
valadaar's comment on 2007-03-10 05:12 PM
Yes, a very good location to get PC's used to, perhaps even as a home base.

And then, of course, something bad will happen to it. :) Go to Comment
The Zwitter Islands
Locations  (Area)   (Water)
Wulfhere's comment on 2007-03-09 02:16 PM
I'm curious about just how many adventurers would take these islands at face value: Accustomed to seeing plots and traps around each corner, the average (rabidly paranoid) adventurer is likely to cause himself trouble from overreacting to the unfathomable friendliness of the islanders:

GM: "Rempiki, the fish trainer you met, seems to like you. He is asking if you'd like to spend the evening at his hut, as his four grown daughters have come to visit."

Player: "O.K. I'm taking my retainer with me, I'm not taking off my armor and especially not eating anything..."

GM: "So, you're not eating any food while you're there. Rempiki's lovely daughters, seeing that you're apparently not hungry, ask if you'd like to go with them to gather shells at moonrise, before the tide comes in."

Player: "No way! I'm not risking going to the beach at night!" Go to Comment
The Zwitter Islands
Locations  (Area)   (Water)
Wulfhere's comment on 2009-01-17 09:44 PM
I had no idea that the name carried any particular meaning. I suppose that the charming Zwitter Island women may have gifts seldom seen on the mainlaind... Go to Comment
The Zwitter Islands
Locations  (Area)   (Water)
Kuseru Satsujin's comment on 2008-03-11 06:59 PM
A very good submission. The only thing that I felt was missing was information pertaining to individual islands within the chain. Such information as the names of these islands and perhaps unique features or customs would go a long way to increasing the rich depth presented. Go to Comment
The Zwitter Islands
Locations  (Area)   (Water)
Ramhir's comment on 2011-01-04 09:03 PM


Nice sub and nice location. Maybe if enough of us pool our resources, we can rent a boat to take us there!


Go to Comment
Rustcaller Toxin
Items  (Potion)   (Villanous)
manfred's comment on 2007-03-04 02:57 AM
I am so disgusted with this, that I have given it the Poison freetext. :)

I could see that in places where this is at least somewhat common, the locals might be a little suspicious of anything metallic, especially things found or being given as a gift. Is there a way to 'clean' a metallic item? Would careful oiling remove, or at least dilute the poison? Also, there's bound to be some group of bandits, universally hated, that coats their weapons with this... so even if one survives their raid, it won't be for long.

Pretty good one, Wulf. Short and... logical. Go to Comment
Rustcaller Toxin
Items  (Potion)   (Villanous)
Cheka Man's comment on 2007-03-04 12:46 PM
Only voted Go to Comment
Rustcaller Toxin
Items  (Potion)   (Villanous)
Pariah's comment on 2007-03-03 09:46 PM
Possession might be reasonable cause for execution, but I can see it being coated on the treasure in a Chieftan's burial chamber, or what not. Does repeated contact make the poison work faster? Go to Comment
Rustcaller Toxin
Items  (Potion)   (Villanous)
Murometz's comment on 2012-09-25 11:04 PM

Nasty stuff! Begs to be used.

Go to Comment
Rustcaller Toxin
Items  (Potion)   (Villanous)
valadaar's comment on 2007-03-04 05:38 PM
Nasty, I like it! Using it on arrowheads would be so nasty. I think I'd have to add some more restrictions to keep it from being too common.

Heh, I know a really good use for this, but I'm not going to directly plug my own sub. It does rhyme with Siren Bike Slalom! Go to Comment
Rustcaller Toxin
Items  (Potion)   (Villanous)
Wulfhere's comment on 2007-03-03 09:56 PM
Because of the burning, itching sensation, and visible discoloration of the active toxin, I didn't think that repeated contact was likely.

I envisioned the poison as something associated with random killings, as some sects use it to coat various items that will be sent to their enemies' towns. Since it takes days to become lethal, they will have plenty of time to evade those who will seek vengeance. A man with a rag covered with the stuff could wipe it onto armor, weapon hilts, buckles, tools, pots and pans, and other items, then wait for it to transform into deadly poison days later. Go to Comment
Rustcaller Toxin
Items  (Potion)   (Villanous)
Wulfhere's comment on 2007-03-03 11:41 PM
That probably depends on how exposed it is. In places where it is protected from weather, probably weeks, months, or even years. Without that, it would degrade within a few days. Go to Comment
Rustcaller Toxin
Items  (Potion)   (Villanous)
Wulfhere's comment on 2007-03-04 12:45 PM
As it appears to be an oil-based material that alchemically reacts with iron, solvents that remove oil or grease should break it down and materials that remove rust should eliminate it. I'd be careful what I did afterward with the rags that were used. Go to Comment
Rustcaller Toxin
Items  (Potion)   (Villanous)
Wulfhere's comment on 2007-03-04 08:23 PM
You'd have to be pretty bold to put this stuff on arrowheads; as it's a contact poison, all you'd have to do is accidentally brush one against your bare skin...

If it is in danger of becoming too common, the weeds it is derived from might turn out to be more uncommon than I had suggested. In a realistic game, I don't see this stuff becoming very commonplace: There are real-world substances that are comparably unpleasant, but they aren't often seen on the weapons or booby-traps of terrorists or criminals. Nasty poisons like this are just dangerous to keep around.

Loading up an Iron Spike Golem with this stuff would just be mean... Go to Comment
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