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Ashala Neritha
NPCs  (Minor)   (Domestic/ Craft)
Murometz's comment on 2007-04-05 10:19 PM
I agree with Strolens comment, and therefore Scras's comment :)

wow, gives a certain popular two-worded curse a WHOLE new meaning!

wow!(again) This is such a great idea...wow! mind spinning...more ideas fomenting...wow.

(HoH and further thoughts will come tomorrow)

Is it me? Or is your stuff just getting better and better val? ;)

I will give this the Dragon Lord patented...wish I thought of it award! Go to Comment
Ashala Neritha
NPCs  (Minor)   (Domestic/ Craft)
valadaar's comment on 2007-04-04 09:15 PM
Thanks folks!:)

When she entered my head, I had to put it here. Not entirely sure where she came from.

I like your addition, even though in my mind she would not resort to direct violence. But then again, people change! Go to Comment
Ashala Neritha
NPCs  (Minor)   (Domestic/ Craft)
Wulfhere's comment on 2007-04-02 04:17 PM
The proud and independent elf maiden, forced into quite a different mold by the vagaries of Fate.

An interesting character, she could pose a variety of dilemmas for adventurers, depending on how the GM wanted to incorporate her into a campaign. If encountered while the is the "All-mother" of the tribe, many groups would hope to rescue her: Her refusal to cooperate with the violence that most adventurers rely upon might come as a frustrating surprise to them.

What happens after the leaves the islands could be even more sad, depending on her people's reaction to her return. I could picture her becoming a victim of her own success: She returns to her people, bitter and victimized. Once there she draws upon her vast experience of humanity to counsel withdrawal and isolation, but once those Elvish leaders who are most isolationist gain power, they reject her as "tainted" by her centuries of dwelling among humans.

On a side note: The islanders would need to practice strict exogamy (marriage/mating outside their own tribe) or would soon face the consequences of inbreeding, as Ashala's myriad descendants became common within the population. Go to Comment
Ashala Neritha
NPCs  (Minor)   (Domestic/ Craft)
Victor-N's comment on 2007-10-02 04:46 PM
This really is nice, and is currently acting as a muse for me to go back on some stuff I have written. Well done. Go to Comment
Ashala Neritha
NPCs  (Minor)   (Domestic/ Craft)
Morningstar's comment on 2015-07-30 12:11 AM
Good stuff. I like how she's in a bit of a box as what she might do next. Go to Comment
Mastwood Island
Locations  (Area)   (Other)
Strolen's comment on 2007-03-31 11:37 AM
Just watched Dawn of the Dead so I had some good mental pictures of the island.

Can the zombie bodies be used as nutrients for the trees? With the quick growing I would think that there would be some experimentation with their shapes over the years. Perhaps created some intertwined trees, good bends, etc for use in religion, buildings etc. Might not want to be too obvious with the uniquely shaped trees as more questions on their creation would be asked than they would probably want...but I am sure, for the right price, things may have been done.

Also thought about the possibility of placing an iron rod (or some other metal) inside it and let the tree grow around it making it even stronger. Not sure if the magic of the tree would allow that, but would be interesting.

Lots of fun ideas available with this one! Go to Comment
Mastwood Island
Locations  (Area)   (Other)
manfred's comment on 2008-10-16 08:03 AM
A good location I must have overlooked somehow. Fixed.


Now, could it be that Kazarad the third is a descendant of Kazarad himself? (Mentioned first here.) You should really write that lich NPC up... it seems to have quite an impact. :) Go to Comment
Mastwood Island
Locations  (Area)   (Other)
MoonHunter's comment on 2007-03-30 01:08 PM
The scroll and its elements make a great submission. It has details, drama, and useful elements. Really a top knotch submission.

The Trees could be their own submission. Go to Comment
Mastwood Island
Locations  (Area)   (Other)
Scrasamax's comment on 2007-03-30 03:32 AM
For some reason, I can just see this place drawn out as a map for Warcraft II. complete with skeletons and a death knight in the middle. Very nice. Go to Comment
Mastwood Island
Locations  (Area)   (Other)
EchoMirage's comment on 2008-10-16 05:24 AM
This thing be cool and awesome, indeed!

I love subs that describe how magic interacts with society and its development, the consequences of spells on a large scale (beyond 'u pwn teh orkz') and the synchronous development of magic and tech. The iron rod idea is pure genius, too. Go to Comment
Mastwood Island
Locations  (Area)   (Other)
Cheka Man's comment on 2007-03-29 06:17 PM
Useful for any navy in the Age of Sail. Go to Comment
Mastwood Island
Locations  (Area)   (Other)
Dozus's comment on 2007-03-29 07:06 PM
Not bad. As you said, basically it is a well hidden and defended tree farm. Definately functional and useful. Go to Comment
Mastwood Island
Locations  (Area)   (Other)
Murometz's comment on 2007-04-05 10:02 PM
wow, missed this one. A most worthy addition to our Mighty Archipelago val!

...followed the Rephatians link, and I find them fascinating as well!

great work! Lots of fun tidbits for me to steal and use. Go to Comment
Mastwood Island
Locations  (Area)   (Other)
Drackler's comment on 2007-04-05 12:31 PM
I think that this is a great idea for any campaign setting. By the way, in plot ideas, it's "Imperial" not "Emperial". Go to Comment
Mastwood Island
Locations  (Area)   (Other)
valadaar's comment on 2007-02-22 11:41 AM
Mastwood Garrison

The island is garrisoned by an oversize Cohort of veteran soldiers (1000 men), all trained in forest and marine combat. The tours of duty are long - a full year, and 1/2 the cohort is rotated out every six months. The troops are brought to the island via a long and convoluted route, and are kept below-decks the entire voyage.

The Garrison is based in a secure walled compound large enough to be partially self supporting with farms and livestock. The walls serve to protect the garrison from the various creatures wandering the island.

Patrols generally consist of no less then 20 well equipped soldiers with additional spell casters. Go to Comment
Mastwood Island
Locations  (Area)   (Other)
valadaar's comment on 2007-02-22 11:52 AM
Mastwood Trees

The trees on Mastwood island are the sole surviving product from trade that existed between the Empire and the strange and dangerous people known as The Rephatians.

The Rephatians are a strange and little known people, with a powerful affinity for the workings of life. They will be the subject of further submissions in the not-so-distant future.


They grow at an incredible rate and produce a strong, tall and straight tree. They do have a huge impact on the soil and require significant fertilizer to maintain growth. If sufficient nutrients or water are not provided for an extended period - 3-6 months, the trees will turn inwards for nutrients and the strength of the wood will be greatly decreased. For this reason, these trees cannot occur naturally.

Depending on the desired size, the trees reach full growth within 10-20 years. After reaching full growth, they must be harvested quickly or they eventually will grow too high. At some point, the weight of the tree will exceed it's own ability to support its weight and the tree will snap.

The Mastwood trees occasionally suffer from a growth defect which causes severe internal stress to build up within the trunk. This will continue until the stress reaches the breaking point and the trunk explodes - sending sharp splinters in all directions. This can be detected by careful examination of the trunk, but touching a stressed area is liable to trigger the burst. Go to Comment
Mastwood Island
Locations  (Area)   (Other)
valadaar's comment on 2007-02-22 12:03 PM
Necromancer of the Isle

In addition to the military garrison, the island is defended by the Necromancer Kazarad the 3rd and his entourage of undead. The Empire normally does not sanction the use of necromancy, but the unique requirements and high secrecy of Mastwood has allowed for special permission. The use of undead and dealing with the Necromancer is a closely held secret within the Imperial council.

Due to the gradual degradation of his undead, the corpses of executed prisoners, disaster victims and others are occasionally shipped to the island along with the vast amounts of fertilizer needed to supply the trees. Kazarad makes use of these corpses to increase and replace the undead patrolling the island. The undead are commanded not to attack those in Imperial livery, but they do not always obey - which makes life interesting for the human garrison of the island. Go to Comment
Plants of the Garden-Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
Scrasamax's comment on 2007-03-24 03:39 AM
Have no fear, I've brought my Weedwhacker+5! Go to Comment
Plants of the Garden-Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
Dozus's comment on 2007-03-24 12:41 AM
A nice assortment of unique foliage. This kind of stuff is the real meaty flavor of a good campaign. Go to Comment
Plants of the Garden-Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-03-20 07:31 PM
Death Nettle

A giant variety of common nettle, it has arrow-head shaped leaves, greyish varagated foliage and is covered in razor sharp, poisonous spines. The poison causes severe pain as well as violent muscle spasams which could cause a victim to fall, possibily into more nettle. Since large doses will disrupt breathing, falling into the patch is not a good outcome.

The toxin (which is a neurotoxin) biodegrades rapidly and will not keep well if harvested from the plant. Go to Comment
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