Well, I wrote this in a matter of two days. I really like the concept of her weaknesses: no personality, subservient, physical appearance and the suns death rays.
Before Niandra takes a victim, she studies them personally and socially. This is so that conversation and everyday interaction with others is dictated by the victims habits and historical knowledge. Other victims are taken just for the food, or to get close to the actual mark.
She has never been free and, as a puppy in need of an owner, she desires the comfort of the leash. Niandra conforms to the wishes of her master. Thus, between the commands from authority and the portrayal of victims, her actual self is a blur.
At 6 feet and 145 pounds, Niandra is not a character that will be physically overpowering. She must grapple her oppponents to use her abilities. Also, her appearance is unique, making Niandra easily identifiable. She must go out of her way not to be seen when on a mission. And lets not forget about the sun being able to shrivel her like a prune.
This character reminds me of a creature from Star Trek for some reason. =) Hmmm... I think this character needs just a little more personality and down sides. Other than that it's immaginative and kool I think. =) I like it. Imagine if she found her way to medieval times or feudal Japan? I think your next character will be better though. Don't disapoint this newb. =) Go to Comment
It does help. Although, I must say, I love characters with alot of personality. I like how this character is at loss with her self, though. It's hard to say... This character has alot of open ends to her, but in this case that's a good thing. It gives the GM alot to work with. This is a good character, but as I said, your next character will be better. =) That isn't meant as a bad thing, that just means that I think you can make good, complex characters. Make another one soon, I want to read on it. =) Go to Comment
Interesting starter adventure. Only question that doesn't sit too well is the necromancer living in the tower. A slight cliche and begs the question where is the local king or steward. The tower, if it is in such a good position, would probably be used by the current king, and if entire towns are destroyed and the undead are roaming, chances are there would be some kind of action taken by those in power.
To alleviate these problems, the area should be fairly isolated. Should also probably go on to describe a growing unease the players feel as the get closer, and if the players decide to turn around and leave at some point, they find themselves attacked by undead with orders to let people in and not let them out. The necromancer should also have perhaps some guard lackeys that can pass messages to the king saying all is well in that countryside so that no action is taken.
The players could escape the entrapment through their special skills, but most common folk could be caught in the net. If the players contact the king they could be laughed at out of the court...after all, the king has a trusted man in the location and gets solid reports. Go to Comment
The tower could be a new development in the isolated area, the necromancer having it built by undead workers, perhaps from a mine in the mountains.
The Necromancer might also have agents in whatever passes for local authority. He could be extorting thier cooperation after turning a few of the less important family members into undead and leaving them to watch over thier families affairs.
If the necromancer is related to the ruler, one wonderful twist could be to make him enslaved or enchanted by some other power or figure, then, when he is defeated, the players get clues he was merely a servant or puppet of a greater power. Great for recurring villians Go to Comment
I figured to leave the development of the necromancer up to the DM using it. I do, however, envision him/her to be the lord of the land, and maybe even closely related to the reigning king of a greater empire. This, as you say, would provide him cover by sending messages of all is well.
I also hinted to the fact that the necromancer is part of a religious sect that worships death and the god there of. The army could be hand selected with the uncompliant being slain and used as an undead warrior. This would create unity within the ranks of his stationed army, by fear and submittance. Of course, only the most trusted would send messages to the outside world.
It just sort of sucks you in. Dark Elves are somewhat sophisticated so I will be interested to hear how his life changes to make him look how he currently. Good solid background as well. I don't think "an unpredictable villain consuming anger" does him justice though for a summary.
I will edit this comment when it is finished as well. Go to Comment
A nice take on the whole orphan/orcs killed my family origin. I think it quite good. I am surprised they banished him rather then killed him, but then again, he wouldn't be terribly interesting dead. Perhaps the Matron has other plans for him in a 100 years.
Besides the fact that it is unknown how Ur'Jund manages to win the favour of Orthuz so much which I personally feel is a little gap in the story, this is a solid NPC sub. A typical 3 in my books. Go to Comment
You pass through a woodland with a floor that seems remarkably clean of debris. Suddenly your attention is drawn to a twisted bit of wood by the trail side, a short broken twig with several stubs of branches along its length and most of the bark missing. When you reach it, the twig blurs and turns into a small brown lizard, caught in the middle of its body-twisting run. The little reptile darts away down the trail with impossible speed, no doubt magically enhanced, and is lost to sight in a moment. Now someone knows you are coming...