okay, its the little things that excite me as usual, such as...
Many of the islands have acquired names based on their outlines, such as the Sword Islands, Eye Atoll, Mandible Cay (...allegedly home to a reclusive artificer, known for his strange golems), Leg Island, Arsy Reef, Tendril Island, Little Tendril Island, and Tendril Brac...
thats beautiful, a primer with verisimilitude!
Newcomers traveling the seas soon grow used to "The Tale of Velsparge's Tendril" (an ominous tentacle that creeps aboard ships, seeking the rest of its body), followed by the discovery of foul-smelling octopus parts hidden in their gear...
brilliant!
Like Manfred however, I am not a huge fan of Dread Velsparge and his tale.
Overall, its a place rife with gaming goodness. Thumbs up! Go to Comment
There are many places with mythical legends of how they were created, and this is one of them. A 9-mile high demon seems a little less subtle then I'm used to from your subs :)
As for the explained bits I expect Wulf will be shedding light on these in the future... Go to Comment
I was hoping to knock out a set of subs, to assuage the loneliness this one must feel... Hopefully, the empty spaces that you noticed will fill in soon. Go to Comment
Most has been already said. I will just add that this reminds me of the Clochardshire Shambler in terms of emotional impact, but offers more for roleplaying, and makes for a cool magical, but also natural effect.
A solid idea, that seems to inspire many more, and begs to be used. I like it. Go to Comment
An explanation for many events, some of which will be historical, others will be Deus ex machina. It would pay for the PCs to learn a little history, as this might improve the chances of such events happening.
In Antioch/ Arth, excess manna floats about, empowering the starstone dust in the soil. That helps create the elementals that sometimes appear in the city. Manna Fleas and Ogone flies deal with the same floating bits of left over magic (or radiant magic). It is fun that these things exist, showing that magic is part of the world.
You should have these events slowly absorb the loose magic and the stronger magic threads. The more destiny has to intervene, the less magic is left in the world.. the apparitions eventually making things "mundane"/ non magical. Go to Comment
Ah, Wert, bring me another pinch of wolfsbane for this spell, Grindelwald stumbled, Wert had been dead a number of years and no matter how many times he called the priest to purify his tower, the apparition kept returning. The old alchemist shuddered but returned to grinding at his mortar. The strange thing, the thing he would never tell the priests was that sometimes the appration of Wert would take up his old tasks, sweeping out the ground floor, mixing reagents that had settled in their jars, but only the oldest of the jars and always his old broom. The old man put down the pestel and wiped at the tears streaking his haggard face.
Very interesting. Perhaps someone might harness this as a spell, if the mage was studious enough. Perhaps he'd take an 'imprint' of someone he knew, and then use them as a summonable/castable weapon-soldier. Iiiiinteresting possibilities.
It could probably have a bit more to it, but not much. I like it. Go to Comment
The stray strands of magic that surround everyone seem to cling to them, taking their measure and remembering their passage nice line!
I like this. Echoes of living beings. Its all been said. A nicely layered campaign nuance, and twist on "spirits". It can be used for flavor or to kick off an actual adventure. Go to Comment
I like this approach, a ghost but not a ghost. A neat aberration. Also something weird to toss in at the end of a magic battle (the lingering build up magic triggers it) that no player will be expecting :)
You could entwine this deeply into a plot based around an area or building. Every time magic is used here, something strange happens afterward, a battle scene suddenly appears, a glorious bride shuffles down the isle towards her marriage, past echoes of things that happened in that building, you recognize, from other echoes, the man she walks towards, her groom, is in league with dark shrouds of tales yet to be told.
Wow, that is a romp isn't it! Maybe a little too much detail for my addled brain, but it is an incredible journey. None of the included submissions seemed forced and it did flow well. I didn't have any major problems with the ending. Go to Comment
Wow, what a power trip! A classic adventure of high fantasy with lost cities, deranged cultists and ancient beings of unspeakable evil. Great descriptions!
The Five Fools are definitively a great addition. Especially when one of the players will relive their fate... :D Go to Comment
A good read, held my attention from beginning to end, which unfortunately came a bit abruptly. There are a few typos, and a few loose ends that could be tied up. The Cultists make for a great chase, but their end, jumping out, yelling boo and unleashing cosmic horrors seemed a bit cliche for cultists of a demon god of torture. Go to Comment
Indeed. I find it to be interesting, but perhaps more could be done with it. The ending seems abrupt, and I'm sure that while the subject matter does lead itself to an ending, why not make that ending better by expounding upon it? Go to Comment
Locations (Regional) (Water)