Strolen\s Citadel content. 
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valadaar's comment on 2007-01-02 02:24 PM
Only voted Go to Comment
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valadaar's comment on 2007-01-15 07:00 PM
Full Description
The Clockwork Oracle
Mechanical Astrologer (inspired by greek calculator!)


After waiting in line for what seemed to be ages, you are finally led into the dark room, choked with smoke and incense.

You can make out the figures of armored gaurds standing against the walls, and in front of you a large metal sphere.




Additional Information

The Clockwork Oracle is a sentiant machine driven by hundreds and hundreds of tiny gears, operating like a mechanical computer.

Originally built simply to calculate the future positions of astrological objects, the level of complexity of the system, as well as the influence of the magic metals which formed some of it's parts combine d




The Clockwork Oracle is quite curios about the outside world, but all it learns is from the questions of it's petitioners.

In return for answering questions, generally with odd, irrelevilent answers, it asks questions of it's own. Go to Comment
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valadaar's comment on 2007-01-17 06:44 PM
The Builders of Stoneholt are the greatest secret of the Caretakers. Three of the massive golems still exist, all sequestered in parts of the city not yet controlled by humans.


Plot DescriptionA set of adventures located in the vast metropolis of Stoneholt.


The Guardians's Revolt

Unknown to the humans of Stoneholt, the three groups of Guardians - Free, Survitor and Feral have been quietly plotting together over the years. With the opening of a cache of weapons left behind by the Giants, apparently for Gaurdian use, the Guardians rise up against the humans.Slaves openeing doors for groups of attacking Free and Feral groups. The sewer bear riding Ferals act as dangerous calvary and the humans suddenly find themselves fighting for their life in a city gone mad.rnrnFrom outside the city, another threat looms. ...SecretsExpanding the scenario

A city of immigrants - first by the Anasha people, displaced from their lands by the Rephatians, and then later, by the peoples of dozens of nations.

Stoic Theosians, fleeing their oppressive relgion, Neblians and D'Har seeking the free lands within the city as well as carrying on their own eternal feud, Saliadonians
and even a few Hanaset tribesman, exploring the world and finding a land so different then their forests.

A melting pot city.


The city of Stoneholt is seperated by the Saar river into three distinct sections, each fully enclosed by tall curtain walls Go to Comment
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valadaar's comment on 2007-01-29 05:16 PM
Additions to the Dangerous Aspects of spellcasting

1st, separation into power levels

Cantrip (minor spells which do not do terribly much a normal person could not do with cheaply obtained tools, materials or little skill).
Low
Medium
High
Mythic (Beyond the norm for PC casters)
Divine (Sufficent to rework major aspects of local reality - used by dieties primarily)

Effects:

White, Cantrip
(1d10)

White, Low
White, Medium
White, High
White, Mythic
White, Divine











Dark

Traditional side effects include:

Minor:

Souring of Milk
Cows stop giving milk for a while


Moderate:

Mutant animals born - Calves with two heads, etc.
Livestock stillborn.

Major:

Mutations in human children
Stillbirths
Major crop failure

Elementals - could expand on the Theory of the elements..Theory of Elements

Sand
Mud
Glass
Slime
Lightning
Mist

Caloric (Earth, Water, Fire),
Ether (Air, Water, Fire),
Phlogiston (Fire, Earth, Air)
Vital Essence or Vitality (Water, Earth, Air).








Earth
Air
Water
Fire Go to Comment
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valadaar's comment on 2007-02-04 06:58 PM
Snakes? Does it have to be Snakes?

A scroll of Snakes, great and small

Contents

1 Biology and appearance

Neyanthian Dwarves (First Wave before degeneration, and Second wave )fit the typical description of dwarves accross the multiverse. Topping out at 4'6" and averaging 140 lbs, Dwarven males are powerfully built and broad of chest and limb. Dwarven females are somewhat shorter - Averaging 4' in height and weighing on average 130 lbs. Apart from their size and stubbier proportions, dwarves are indistinguishable from humanity. Hair color tends to vary widely, with most human colors represented as well as a odd metallic slate exibited by a few clans. Eye color is more restricting, being almost exclusively deep grey.

The Degenerate First Wave Dwarves are a bit different then their newer fellows. They are more diverse in weight, with many appearing almost cadaverously thin, and they exibit odd mutations and occasional animalistic features. Hooved feet, fur, tails (various - dog-like, serpent, etc), odd ears and other features mark these Dwarves.

2 Culture and history


2.1 Clan Society
2.1.1 Males
2.1.2 Females
2.1.3 Clan fortresses
2.1.4 First Wave Degenerates

2.2 Calendar
2.3 Beliefs
2.4 Combat and Honor
2.5 Language
2.6 Magic & Technology
3 Dwarves and The World
4 See also
5 Notes and references



Full Description


Additional Information

The dwarves of Neyathis are both older and younger then mankind.

There were two waves of Dwarves that came to Neyathis from afar, seeded here by their dieties.

The first wave actually came to dominate the world for several millenia until they finally destroyed themselves in a war of fratricide and fanatisim. No more then traces of this first wave remain - a few terribly inbred inclaves isolated miles below the surface. Their works have been found in many places, while other areas have been scoured clean during their last, dreadful war.

The new wave was reintroduced to Neyathis since the rise of Mankind, and so have appeared in isolated regions. They have established the kingdom of Kashaar which has on occasion warred with their human neighbors.

The Dwarves of Neyathis have the appearance typical of Dwarves on other worlds, but have a greater range of cultures. Some groups hold the beard with far less regard and formality then others, and, expecially in the Kingdom of Kashaar, occupy the surface in much the same way as humans. Go to Comment
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valadaar's comment on 2007-02-04 07:00 PM
Feng Shui applicable to Fantasy as a school of magic


"The original Feng Shui Masters were hired by emperors to wage war. It is said that they had the power to manipulate the wind, water and fog to help the outcome of battles. Folk Lore has it that the Emperor was fearful that they would use their skills against him, so he ordered the Feng Shui Masters put to death."

The effect of proper feng shui on the living is thought to carry over to the afterlife. In traditional feng shui belief, the feng shui of cemeteries affects the state of the dead spirits and, indirectly, their living descendants. Spirits of the buried were believed to remain at their gravesites or by the homes of their kin, and just as bad feng shui harms relaxation and ease of mind among the living, the spirits of people buried with bad feng shui will be anxious and restless, and therefore more likely to trouble the living. This reasoning led to careful feng shui planning of cemeteries.1 Conversely, desecrating the feng shui of the grave of an enemy's ancestor was thought to be a powerful weapon.2 Go to Comment
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valadaar's comment on 2007-02-08 05:30 PM
Full Item Description

The Steam Musket appears as a standard infantry musket with the exception of a 8" diameter iron sphere mounted just in front of the trigger guard, and the absence of any obvious lock mechanism.

Background

The rivalry between Steam gunsmiths and black powder gunsmiths makers has been legendary. Development by development, their arms end up varying little in appearance, but greatly in function. Dependant upon more complex mechanical components and costly hardening spells, the steam muskets

Frustrated with the shortcomings of the blackpowder muskets used by his armies, the Duke looked for something better.

The answer came after he was nearly killed when a locomotive exploded perilously close, metal giving way to the pressure within.

Magic/Cursed Properties

The Steam musket makes use of a magically-reinforced steam resivour to release short but powerful bursts of steam. These bursts project a .68 caliber musket ball to an effective range of 300 yards, where it still has enough energy to stove in a cirras. The discharge is still quite loud - the superheated steam exiting the barrel at near-supersonic speed.

Operation:

The Steam musket is a muzzle-loader and still requires that at first wadding and then the musket ball be rammed down the

The Steam Musket has several advantages over blackpowder muskets:

1. All weather operation. No powder to get wet is a huge advantage in inclement weather.
2. No long-lasting smoke clouds. The plume of steam quickly dissipates, allowing better visability on the battlefield

Disadvantages:

Difficult to recharge - the weapons interneal resivour requires several minutes connected to a large steam generator to charge. Large units would require a signficant period of time to reload, making this weapon better suited for defensive actions. There are plans to build rechargers capable of using a campfire as the source of steam, but this would take many hours to build enough pressure. Units could carry a large stock of spare steam-muskets, but it would generally be more useful tactically to have every weapon in active use, and then having the unit retire when expended.

Anti-magic fields dangerous - Should a steam-musket have its containment magic disrupted, the stored steam would shatter the weapon in a dangerous explosion. For this reason, Steam Muskets are generally limited to at most 20 shots.


Authors Note:

This weapon bears a strong resemblance to Ruddly and Simon Pneumatic Clockwork Rifle, including similar effective ranges, and ammunition capacity. One can consider this to be another design which can co-exist in the same world - slightly different, perhaps inferior in some aspects. Go to Comment
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valadaar's comment on 2007-02-08 05:31 PM
Full Item Descriptionrnrn30 More ManuscriptsrnrnHistoryrnrnrnMagic/Cursed Properties

1. The Parasiticon
By Melthesar

This large, lavishly illustrated tome is filled with encylopedic articals on hundreds of parasites, mundane and mystical. The author seemed to go into great glee discussing their impacts upon their victems and many of the color plates within (hand painted) are full of very disturbing detail. Subjects include the Ahoi Worm, the Tomb Trilosydes and many others, each more disgusting then the next...

2. Magistrate Delgarius & Grisus
By Magistrate Delgarius
As with many things, this book was actually penned largely by Grisus and contains fairly balanced stories of many of their exploits over the years. In many cases, the actual identities of persons have been changed, but in such a way that those familar with them might still recognize them.

3. Agien myths and legends
By Thurius Merch

This noted historian has travelled over much of southern Neyathis collecting legends about the lost Agien empire. Within the work, estute readers can pick up clues to the locations of many of the legends described therin. The trials and tribulations of Tryvaard and the accursed Apple Tree of Selilion are amoung the subjects of the legends.

4. Medical text -

Disease, Medicine, and your Game

5. Buzurivambavas, the Scuttling Apothecaries

6. Knightfall The Sundered

7. A collection of Contravances Bizaar Timtom Flyboy Butterfoot's Flying Machine

8. A collection of Horrors, including Bloody Smile,The Cutsman.

9. A short theology of the Aviontix

10. Ankorill natives
Written By Amecanthys Loercio,
High Priest of the Andalonian church of Taklamar.
In the good year of 3475After Andalon.

This sub can be used as-is as a major excerpt from that title!

11. A trieties on The Qurasooth

12. The Musings of Rethian

Rethian was a noted theologist, this book is a collection of debates on the Afterlife. He lost won his last debate, but the priest he offended by doing so killed him, allowing him further research on the subject. Published posthumously. Go to Comment
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valadaar's comment on 2007-02-08 05:32 PM
Admiral Saveth
Appearance

The Admiral always presents a confident and dignified appearance with impeccable clothing suitable to the current environment. He is tall (6'1") and solidly built, with a paunch which suggests good living. His skin is heavily tanned and weathered from spending most of life outdoors. His features are strong and distinctive, and his close-cropped hair has long since faded to gray nearly matching that of his eyes.


History/Background

The Admiral was born Meridin Savath, the fourth child to Lethro and Seri Savath in the Tyresian Empire. Lethro was a accomplished Captain in the Tyresian navy and it was readily apparent early in Meridin's life that he was destined to follow his fathers footsteps. His quick mind and courage showed itself in day to day living.

Meridin did enjoy some advantages as a result of his father's station and excellent reputation within the navy, and so he was able join the navy as part of the personal staff of Captain Mordecker on the Alliance (A medium ship-of-the line). Meridin acquired a quick education on this ship, as it was one of the most active involved in the anti-piracy campaign of TY 203. The heavy casualties of those battle soon advanced Meridin to cheif helmsman.

Shortly after that campain ended, the Tyresian Empire found itself at war with the Kingdom of xxxx. During the desparate fighting Meridin was somewhat prematuarlly promoted and given command of the Scimetar (also a medium Ship-of-the-line). His first mission was somewhat of a disaster, resulting in very high casualties and a Pyrric victory of sorts. It was a sign of the times that even this was considered a success by the Admiralty and so instead of being dismissed, he was formally title a captain and the Scimetar was repaired and refitted with better armaments.













Not one to

Former commander of kingdom's navy. Retired to become a naturalist to revisit places he saw during his navy days.

Special Equipment


Roleplaying Notes

Vain, naturalist (though not a treehugger) Go to Comment
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valadaar's comment on 2007-02-08 05:36 PM
Full Item Description

A massive iron key - 2' length, 20lbs forged from black Iron and enscribed with demonic faces.

History

The Abyssal key is an item of great antiquity, forged from black iron drawn from the Hells Mouth, a volcano long since subdued and bound by the Gods. This volcano was itself a gateway to the infernal realms and it was only through great sacrifices by divine and mortal that this festering wound was closed.

The Key was the last item forged from the cursed black iron which flowed from that fell place, and was made to allow for the infernal powers to breach the planar barriers and enter our world.

Or so the legend says.

The truth is much more complex. The true purpose of the key is hidden by the most powerful of divine magics. It is made to allow for the hellgates to be closed, not open them! The dread curse the key bears is an effort of the infernal powers to prevent it's use since even they could not breach it's divine secrecy.

The key is not needed to enable the hellgates - when created acording to the proper ritual they are created open! However though divine force and forsight, the need for the key has been indelibly imprinted into the rituals that create the hellgates. Even the fell lords of Hell have been decieved into beliving use of the key to open the gates is necessary.

Construction of the Gateways are a Fell secret - the knowlage itself is dangerous - a corrupting blackness enters the mind of any mortal who learns the full details, irrecovably tainting their soul. Even the process of transcripting the full details will corrupt the physical media it is enscribed upon. As a result, its secret is well hidden and most easily obtained through concorse with the infernal powers themselves. Legends of a written account abound, and some speak of a strange order of dark monks who collectively know the process, but none know the whole secret.

The seeds have been planted by the now nameless god such that those who would create a Hellgate are led to seek out the Abyssal Key, unknowing that in so doing, they make their plan easier to stop! By 'requiring' the Key, the forces of evil are slowed down, their search for the key a possible warning to those who watch for such things.

Magic/Cursed Properties

The Abyssal Key appears as a powerful artifact of evil, and exudes a powerful unholy aura. Little can touch it and remain unaffected by the demonic forces. This property will be detailed further below.

Its primary purpose is to lock a portal to Hell - preventing the access to our world by the infernal hosts which dwell there.


one where the bearer of the key can call forth dark powers to enter our world. The summoned beings are not under any particular control once they arrive, but are free to physically enter. Alternately, the user and any others can step into the Nether Regions as well. The portal remains open until locked by the key, from either side.

The portal does not advertise itself, but the inhabitants of the Nether Regions will eventually happen open the open gateway, and begin to pass through the opening of their own accord. As more become aware of it's presence, the tide of invading demons will become heavier and heavier.

The portal itself is a transient thing - it must be built for the key, following long, laborious rituals and using rare, bizarre and awful components in its construction. Without the key, it is nothing more then a macabre piece of artwork, a doorway to nowhere.


As part of the Power Overwhelming collection, this item is intended as a campaign-level quest item, something to prevent a powerful NPC Villian from obtaining.

There may be a number of different steps to a campaign using this item, a list of sample chapters...


Effects of contact with Key by Mortals

Once a particular effect occurs with a given person, it will repeat each time it is picked up by that person.
Primarily, the effect will progress as the item is held, but for being especially incompatible with the item, will continue until complete or stopped by powerful magic. In most cases, without powerful magical assistance, the effects are fatal.

Some effects occur the moment the key is touched while most of the others take time to show
You can find the full Lyrics at http://www.wtv-zone.com/phyrst/audio/nfld/09/phantomship.htm Go to Comment
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valadaar's comment on 2007-02-08 06:18 PM
Appearance

Although with his magical arts, Blackthar is able to adopt any appearance that pleases him, his normal form (with some magic to conceal his status) is the one he uses the most.

He appears as a striking, lean



History/Background


Blackthar (A title really, bestowed upon him by the islanders of Arnuth)

* Willing embraced Vampirism via dark ritual.
* Had a very spartan life beforehand with all of his strong emotions bottled up in the quest for power.

When he arose as a vampire, his tightly held lusts were released. He carefully selected an inhabited island far from most sea lanes, slaughtered all of it's priesthood and strongest warriors and set himself up as king.

At first he treated the inhabitants purely as cattle but as time went on, he began to take the role of 'king' more seriously, but never enough to do more then delay their extinction.

Over time, the population of the island kept dwindling, due to Blackthar's hunger and disinterested mismanagement.
There came a final uprising where many of the islanders fell upon him, but were detroyed by his magic. Those that remained poisoned themselves and set fire to the inn where they gather, to deny him their lives and blood, and to stop being cattle.


Blackthar is an especially ancient vampire who has as much lust for magical knowlege as blood.

His greatest fustration is that for some reason, although his knowlege of arcan arts has increased over the ages, his ability to control magical power has not grown. He now has a great inventory of spells, but some of which are beyound his ability to easily cast.

He has investigated different methods to increase his personal power, and so far success has still eluded him.



Special Equipment


Roleplaying Notes Go to Comment
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valadaar's comment on 2007-02-09 08:39 AM
This is a Stub

Full Item Description

The Six Blades of Kashar are precious in the minds of the Dwarves. The greatest of their smiths died producing them

Finely crafted Mithral shortswords designed for fighting in close quarters. Blades are straight and wide with generous hand gaurds.

History

See The Forge of Woe for details on these weapon's creation. Will add details here on what happened after.

Magic/Cursed Properties

TBA Go to Comment
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valadaar's comment on 2007-02-09 10:24 AM
The Isle of Arnuth had a long history, and a sad ending.

The Isle of Arnuth is a large volcanic island well away

from the main shipping lanes. Tropical and fertile, it once was a heaven on earth for it's inhabitants.


When he arose as a vampire, his tightly held lusts were released. He carefully selected an inhabited island far from most sea lanes, slaughtered all of it's priesthood and strongest warriors and set himself up as king.

At first he treated the inhabitants purely as cattle but as time went on, he began to take the role of 'king' more seriously, but never enough to do more then delay their extinction.

Over time, the population of the island kept dwindling, due to Blackthar's hunger and disinterested mismanagement.
There came a final uprising where many of the islanders fell upon him, but were detroyed by his magic. Those that remained poisoned themselves and set fire to the inn where they gather, to deny him their lives and blood, and to stop being cattle. Go to Comment
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valadaar's comment on 2007-02-14 02:34 PM
At first I thought it was a vision brought on by starvation - I had spent the last hour in debate with unseen ones over the size of my campfire - but it was not, to my terror.

I heard the sound of



A ghostly dogseld, with a team of phantom sleddogs, and a corpse for a drover.

Expanding the scenario Go to Comment
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valadaar's comment on 2007-02-17 06:33 PM
The Swamp Children


Legends tell of the mysterious Swamp Children - quiet spritely beings who help lost souls but none of these beliefs survive actually encountering one.

The Swamp Children are small, emaciated humanoids with exaggerated potbellies and long, wolflike muzzles. Their skin is covered in a foul, yellowish mucous which protects them against the cold as well as the vermin of the swamp. No insect will come close to a Swamp Child - those that do get stuck in the viscous coating and subsequently eaten.

They are well adapted to their swamp home, being fully amphibious and able to hold their breath for many minutes. They are small - generally less then 3' tall and about 40 lbs weight, but they are extremely strong.

The Swamp Children normally feed on the natural flora and fauna of their swamp home, but they will gleefully feast on anything that they can overpower, and are not above cannibalism.

When hunting, groups of the Children will lurk under the surface in ambush while others will either lead or drive victims into the ambush point. Grappling and dog-piling their foes, they will attempt to force them under the fetid waters of the swamp to drown.

The Children are capable of speech and have their own langauge. Since they have no interest in other beings except as food, they do not learn other languages.

There are legends of spellcasting Swamp Children, and these are true - there are shamans within their ranks that worship demonic powers. Go to Comment
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valadaar's comment on 2007-02-19 10:32 AM
Appearance

Veladim is a rather large, portly Dwarf with a long, grey-streaked black beard. His skin is heavily tanned and weathered from the sun. He carries himself in a dignified, military manner and exudes confidence. He wears fine clothing, A heavy crossbow strapped to his back, and a simple but well-made shortsword hangs from his belt.

History/Background

Valdim was born into a Dwarven clan of some fame, and showed himself early in life to be an excellent warrior.

Unlike many of his people, he was infected with wanderlust early, and quickly found the strict nature of Dwarven life stifling. As a result, he left his clan (infuriating his father) and took up travelling. After many years of adventuring, freebooting and some larceny, he and few companions found their way to the kingdom of Saliadon,which was gripped in middle of war with the Tyresian Empire. Barely surviving an encounter with Tyresian raiders, who killed several of his compatriots, he and his remaining friends joined the Saliadon's armed forces.

By this time, Veledim had developed such skill with the heavy crossbow that few could match him. After some success with a few set-piece battles, it soon became clear that with his low mobility (short legs, plus his weight) that he may be better placed as a Marine on one of the Kingdoms ships.

He was assigned to the Scimetar, a 3-master ship commanded by then-captain Meridin Savath His skill with his weapon, along with his powerful presence soon led him to become commander of the ships' marine contingent and he soon became fast friends with the captain.

During the war, Meridin Savath was promoted to Admiral and requested that Veladim be assigned to his new flagship, the Hemlock.

Veladim fought hard through the remaining year of that war and continued to serve the Admiral in the years after.

Eventually the Admiral retired and set out on an expedition to explore many of the lands that he had passed before, and requested that Veladim join his mission. Veladim was delighted to join and now accompanies the Admiral on his quest for discovery, the head of the small but skilled force of marines.


Special Equipment

A specially designed mechanical heavy crossbow - it uses two strong, manually compressed springs which serve to greatly speed reloading. The springs take a fair amount of time to compress, usually several minutes of hard work, but they allow for two shots to be taken with very little time between shots.


Later, he was awarded an even better crossbow, this is the Cricket Bow of Setphan, which actually is a small Automaton or Golem shaped as a crossbow.

Roleplaying Notes Go to Comment
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valadaar's comment on 2007-03-14 03:00 PM
A giant corpse with a special harness equipped with a Dwarven Lightning Bottle and using electric shocks to animate the muscles.
An operator sits in a special compartment (Inside a hollowed out skull perhaps?) Go to Comment
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valadaar's comment on 2007-04-24 07:10 PM
The Melesar - "Great Game"

Much of Raphation society revolves around this 'game'. It is an organized bloodsport similar in principle to chess and the Rephation military structure is derived from it.

A Team consists of 32 units:

12 Trudges (T)- Orc analogs pawn
4 Arch-Trudges (A) - Urak-hai analogspawn + sideways move
4 Devourers (D)- Troll analogs Rooks - 4 square
4 Hurlers (H)- Ogre Analogs Bishops - 4 square move, 8 square take
6 Rephation Knights (K) Knight
2 Rephation Nobles (N) queen + knight move

Board is 12x12 in size, and either side may arrange their starting positions (in secret) before the game starts in the first 4 lines of the board on either side.

The classic arrangement is as follows:

K K K N N K K K
A D A H H A D A
T T T T T T T T
T T T T T T T T

A 'Game' usually lasts until either two knights or a Nobel are slain, though battles of extinction are possible.
And of course, with the exception of nobels, the casualties are devoured in a feast which occurs afterward.

A similar game is made available for Nobel children that uses specially bred mites to play the roles of the pieces. These mites are marmaset-sized and rather stupid. The game is played in a large glass enclosure with 144 individual compartments. The children draw the appropriate 'piece' up and drop it into the appropriate compartment. If occupied by an enemy mite, they fight to the death. Go to Comment
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valadaar's comment on 2007-05-22 11:56 AM
Banners of Substitution

The red-coated infantry of the 23rd Yorkshire regiment stood steady formed up in two lines on the reverse slope of the hill. The omnious drumming of the approaching enemy column filled the air.

Over the crest of the hill sprouted the banners of the oncoming hosts, a brilliant gold eagle at the top of the largest banner. Shortly thereafter the first ranks of the blue-uniformed soldiers broke into view.

"Fire!" shouted the captain. Two ranks of muskets and two 12-pounders loaded with grapeshot blasted away into the troops of the Napolean Adalaid. As the smoke cleared, no void opened in the front ranks. The captain stood speechless with shock. Could they have all misfired?

Elsewhere, the 2nd Regiment of the Napolean's forces stood hidden in heavy forest. Their color party bore a banner and Eagle the mirror image of the one born by the attacking regiment.
Out from the banner stuck a multi-forked bolt of blueish lighting. It slashed out and struck down dozens of the lined up soldiers. Go to Comment
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valadaar's comment on 2007-05-24 01:33 PM
Thesus IV or Daron's World

An apparently normal world that suffers from massive earthquakes and severe gravitational variation.

Through some freak occurance - perhaps artifical in nature, the planets' core has inexplicably collapsed into three small black-holes which orbit each other in a wild dance which causes severe earthquakes and perceptible variances in gravitational pull. This world is in the process of collapsing into itself and only the low overall mass of the black holes prevents the world from simply imploding in one sudden collapse. The planet is in effect a Dysan sphere, but the inner region is too bathed in radiation to be habitable.

The planet is doomed to eventually collapse inward as the crust and mantle crumble over geological time.

This erratic gravitational field makes low orbit quite difficult - it is much easier at higher orbits since the tidal effects of 3 centers of gravity are mitigated by distance and behave more like a point source.

The planet, being so unstable and dangerous, is home only to a few scientific installations (mostly unmanned) and a few desperate miners. The world is quite rich in mineral resources, and there are the ruins of some lost race dating back hundreds of thousands of years. Go to Comment
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