Regarding hair being used, absolutely - it is the patterns of the medium that are important.
Now, as an NPC I'd rather leave Herithi blind and dumb, since he's more interesting(to me) that way.
If I wanted to use him as a PC or more active NPC, then enhancements braided into his hair (or beard.. Hmm, Entwining Dwarves!) would be a good idea to make him more playable. Go to Comment
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
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
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
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
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