Strolen\s Citadel content. 
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2006-12-20 02:27 PM
Updated: Added to freetext Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2006-12-21 01:44 PM
Oooo I like!

Its in line with another school of magic I've got perculating in my head. Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2006-12-21 03:12 PM
Another great idea - using the Entwined spells architechurally.

Wasn't expecting this little school to generate so many ideas! :) Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2007-05-17 05:39 PM
Mythic Level spells

Threads of fate: Special knot tied to the fate of spell's target. Caster can visit upon them selected fates - including curses, death, unless resisted. Can be used for good effects as well, but in any case requires very expensive rope and the tying is long and difficult. Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2007-11-26 10:15 AM
Rope Behemoth

On a Large Construct kick, thanks to Scras's Game Cliche sub...

The Robe Behemoth is a massive construct composed of many ropes, bundled into a huge serpent-like form. Sometime created from dockyard scrap, the ropes are often festooned with other objects - eyelets, pulleys, belaying pins and various other debris. Some ropes lash about like tentacles while other form the beast's body.

Superficially, it resembles a rope Rage of the Forest but is generally much smaller. (This is due primarily to the cost of the raw materials). The largest documented Rope Behemoth was 2' in diameter and 60' long, weighing more then 3 tons.

The Behemoth is vulnerable to fire should its fire wards be broken - the Behemoth has several layers of magic defences above that which provides its movement. It is warded against Fire, Rot and Damage, these spells being quite strong. Once dispelled or otherwise bypassed, the Behemoth is readily damaged, though still quite dangerous.

It is capable of attacking many targets simultaneously - grappling, strangling, whipping and bashing. If it attacks a single opponent, it can use its many strands to draw and quarter the victim.

Being much lighter then a 'Rage, it is capable of climbing rough surfaces to great heights. It also floats quite well so long as its Water wards are in effect. Otherwise, it risks getting waterlogged and slows down. Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2007-11-26 10:16 AM
Added a Rope Construct of large size to this school. Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
Wulfhere's comment on 2006-12-21 02:22 PM
An "entwined" tree left to grow until the different strands become one could have spells woven into it that are released only upon the wood's destruction. I picture a patient spell, left to slowly soak up power for decades (or even centuries!), that waits until the wood is burned, then releases a mighty crescendo of power as it is reduced to ash.

The twisted and gnarled staff of a mage could have had spells entwined within it as a freshly sprouted plant, then left to gather power and mature until the tree has grown large enough to become a staff.

In a society where the average cottage is constructed of wattle and daub, humble cottages could have intricate blessings woven into the walls, hidden beneath layers of mud and plaster. Conversely, curses could be hidden within the walls as readily.

Wicker baskets and packs could be enchanted this way as well. Go to Comment
Tarak
NPCs  (Minor)   (Combative)
axlerowes's comment on 2014-03-22 12:15 PM
Nice use of a stub. Could rework it as a 100 word challenge. Go to Comment
Theocracy of Theos
Locations  (Country/ State)   (Plains)
valadaar's comment on 2006-12-21 10:54 AM
Cities and Principle Towns of Theos

Chezon - Stronghold of the 3rd Duke of Theos. Pop 56k, walled with two keeps in addition to Ducal Castle. Go to Comment
Theocracy of Theos
Locations  (Country/ State)   (Plains)
valadaar's comment on 2009-08-22 06:37 PM
Submitted:
December 11, 2006, 10:11 pm Go to Comment
Boots of the Asrok
Items  (Clothes)   (Cursed)
manfred's comment on 2006-12-11 01:01 PM
In other incarnations, the boots may not even be cursed, the unlucky spirits merely wanting to be free in a place they know to be home. But as a cursed item, they are equally fine, teaching the lesson of gaining power on the expense of somebody else. Didn't notice any symbols, it is a great item.


Completely aside, I just thought of a computer game featuring these useful boots... with NPCs occasionally disappearing from a party if wearing them in wilderness. Would make a little mystery if the probability was low enough. ;) Go to Comment
Boots of the Asrok
Items  (Clothes)   (Cursed)
MoonHunter's comment on 2006-12-13 11:21 AM
A nice solid item, with a nice twist in the back story. A balanced item that makes good sense.

Dodging the filter is not that bad, though one should find more creative means to express the same ideas.

You should of made both of those "quoted materials" submissions in their own right, or make them shortly. Go to Comment
Boots of the Asrok
Items  (Clothes)   (Cursed)
Scrasamax's comment on 2006-12-11 12:33 PM
An interesting read with a variety of elements, economics of proper enchantment of the boots to the modern idea of humanity forcing other species out of their home ranges, and then taking them for their base components. i would like to see a submission about the Asrok themselves, and possibly this Theos Theocracy.

Unfortunaltey, the inclusion of symbols to sidestep the profanity filters is unappealing to the eye. for that I have to dock 1/2 a point. Go to Comment
Boots of the Asrok
Items  (Clothes)   (Cursed)
Cheka Man's comment on 2006-12-11 01:25 PM
These will get my HOH today. Go to Comment
Boots of the Asrok
Items  (Clothes)   (Cursed)
Cheka Man's comment on 2006-12-11 10:11 PM
sings *Dem boots are made for walking* Go to Comment
Boots of the Asrok
Items  (Clothes)   (Cursed)
Murometz's comment on 2006-12-11 09:23 PM
what manfred said, and I love them! Go to Comment
Boots of the Asrok
Items  (Clothes)   (Cursed)
axlerowes's comment on 2014-03-22 12:07 PM
Call of the Wild Boots!

I never saw the original but I respect and admire every choice you made in the write up as it stands now. The boots could be written up and used in a game with just the first and the last section. But instead you took a relatively minor magical item, all be it a dangerous one, and used it to tell a story. Nice. Go to Comment
Boots of the Asrok
Items  (Clothes)   (Cursed)
valadaar's comment on 2006-12-11 12:41 PM
I'm planning on adding more - this post was a leaf with no branches (yet).

Docking half a point for a couple of odd characters seems a bit extreme, given how many other posts are filled with enough accent characters to choke a horse.

But then again, I'm not supposed to comment on how people vote, considering how mad I get when someone does that to me. So, lesson learned. I will substitute acceptable words for profanity (even though I think it has it's place). Already done on this post. Go to Comment
Boots of the Asrok
Items  (Clothes)   (Cursed)
valadaar's comment on 2006-12-11 01:04 PM
I removed them as soon as I got Scrasamax's comment. Go to Comment
Boots of the Asrok
Items  (Clothes)   (Cursed)
valadaar's comment on 2006-12-13 12:51 PM
They are currently implemented as a form of stub - the targets are public in work.
And they will be filled out more as time allows.

Edit- The Asrok have now been detailed. Go to Comment
Total Comments:
2330

Join Now!!




Fatal error: Call to undefined function top_menu() in /home/strolen/public_html/lockmor/application/views/citadel/vfooter.php on line 2