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Offline CaptainPenguin

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Interesting things/ Things to work on..
« Reply #25 on: October 14, 2004, 07:24:41 PM »
Again I ask...
What is an Elder God Gatespell?
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« Reply #26 on: October 15, 2004, 11:14:37 AM »
Bad mythos follower... no donut.

Elder God Gate Spell.  A spell to open the gate to an Elder God's personal universe (usually where they are trapped awaiting their release back upon our poor helpless 3d physical world).  Such things usually require massive spell energy, lots of chanting, lots of focused soul energy from followers, and a sacrifice or two. Not an easy thing to pull off on the best of occasions, they usually have very limited "windows of opportunity", i.e. the stars must be in allignment, X must be in the constalation of Y, there must be ice and snow in an area where ice and snow never are, and so on.
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Offline CaptainPenguin

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« Reply #27 on: October 15, 2004, 05:04:30 PM »
I see. Good then.
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NPC, comical relief mostly
« Reply #28 on: October 21, 2004, 07:24:49 AM »
Condius is an old, downright ancient priest of (insert suitable deity). Getting into the blessed age of forgetfullness, he is freed from most of his duties. Friendly and loved by many, he is often invited to public celebrations, and produces strange behaviour by many of the present women.

Condius is approaching senility, but his powers are still with him. Blessing married couples for his whole life, he has something of a talent for one thing: fertility. Well known for this, some couples seek him, and are often rewarded with children, even twins are not rare.

Now, some women evade him for precisely the same reason. If you are fifty, three to four children already there, the last thing you would like is another child. Rumours claim that even a simple blessing from him (which he freely gives to anyone!) can cause a woman to get pregnant, so beware!
Do not correct me, I know I am wrong.

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« Reply #29 on: November 07, 2004, 06:24:11 PM »
***The City of Kythrythian  Now setting

This city once had a different name. The ruling line of the time had managed to get the city cursed. Those of the city could not be alligned with a proper God (human God).  This was not that much of a problem until the plague. The plague was created by a God to strike down "disbelievers" (those without Gods) and a few lesser believers just to keep everyone else in line (10-15%). The plague would of destroyed the city.  So the leader of the time prayed to a smaller Diety, Kythrellemen The God of Insects. The Diety amazed that Humans would worship him agreed to allow all those who would allign with him to be saved. (You see Kythrellemen talked with Plague God and said that all his followers should be spared... the Plague God agreed... and so the city humans were saved).

Over the centuries the people of the city have "grown" into their allignment with Kythrellemen.  They have taken to central hive like organization. They have a caste system, with clerical magically endowed traits. (Humans of the City and surrounding area have taken to have insect traits).  (Characters from the area can take them as Gifts/ Feats).  They also ride and utilize giant insects as mounts, beasts of burden, and other tools. Kythrellemen is truly happy with this deal, as he has never had "big things" like people as followers before.  

The 10-15% lost of population did a pretty good job of mangling civilization as it was known. It took two generations before things "got back to normal". (Don't believe how this would happen, check out the Flu of early 1900s or any number of European Plagues).  This allows the monstrosity that is Kythrythian to develop unchecked by zenophobic humans. Now there is little they can do about it, as the City has grown strong over the last few decades.

Hmmm this one has to be done sooner than later.
See site: http://www.rpgcitadel.com/guild/index.php?topic=1898.0
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Offline CaptainPenguin

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Sci-Fi Ideas and other assorted stuff
« Reply #30 on: December 07, 2004, 05:16:21 PM »
Hortakhs- Blue, alienish creatures that guard the human Emperor of the Galaxy (in a setting where there are no known aliens). They are the ultimate warriors. They may be aliens, mutants, or experiments.

Foldspace- A technique or technology that allows one to fold space around oneself in a cell, making oneself invisble and practically invincible. The only visible area is the Crease, the edge of the fold, where space blurs. One exits a foldspace by cutting the Crease, creating a cutspace, a temporary region of volatile semireality.

Living starships- Called vacuum dragons, vacuum whales, starwhales, or simply ships. They are like huge, furry insect-whales. On the sides are compartments filled with a breathable fluid- passengers may be encapsulated in comfortable cysts or something. The living starships either don't need to breath or are vacuum sealed, and have the (possibly biomechanical, human-engineered) ability to enter Slipspace.
In a similar vein, living airplanes, called dragonfish, skyfish, something like that. Long, thin, serpent-fish things with big fins; compartments for travel; they can fly because of huge balloons of hyperlight gasses.

Human subraces
    Tidals- Humans adapted to a water world. Big eyes with hard lenses (like goggles), large hands and feet with webs at the 1st knuckle.
    Tempesti- Humans adapted to Tempest, a gas giant with huge storms. They are strong and slightly shorter than regular humans, with more muscle mass. They have genetically engineered armpit webs for gliding. Their cities are covered in ladders, grapples, handles and such. They build three dimensionally.
    Wonderi- Humans of planet Wonderful (or Wonderland; Wonder, something like that), a small, low-grav planet with lots of color. Wonderi are tall, thin, and wear colorful clothing; they have wildly styled hair, and are prone to large emotions.

Sun Eaters- a huge organisms or phenomenon that consume the energy of suns- drawn towards galactic cores (where star density is highest), where they consume so much energy that they can move superfast and launch into other galaxies (which they consume).

49 Planes- Not planes as in the D&D separate dimensions, but as in the original metaphysical theory. These planes are higher or lower levesl of consciousness- humans, existing on one plane, cannot percieve any other plane in a physical manner, unless they are harshly exposed; the mind must then create a false environment to relate to so that the human doesn't go insane.
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Magenta Rose Saga
« Reply #31 on: December 08, 2004, 11:47:14 PM »
** Item: Magenta Rose. A simple rose bush. An Elven construct. A symbol of a relationship. A keystone item, its presence defines history
http://www.strolen.com/items/viewitem.php?item_id=444

** Change The Yellows to the Yellows and Blues
** Add The Greens: A moderate organization whos function is to nullify the Yellows and Blues, and maintain a status quo in the country.

** Group: Order of Magenta Rose: Queens and Heirs Bodyguards. They also tend to be educated and witty courtiers as well. More duelists than warriors.

** Group: Order of Iron Gauntlet: Kings Guardian Knights. Generals and Warriors, they act as King's bodyguards in battle and stressful situations.

**NPC: King - Archetypal aged king. Though in 90s, physically appears as in his 70s. Skilled, but not as sharp as he once was. He has outlived all his heirs.

***NPC: Queen Consort- Kings third wife. A political marriage. He is much older than she, but now they have grown old together.  Grown to be his friend and co-ruler than just a political pawn bride.  

***NPC: Princess Green: A carbon copy of her mother. A fair and practical woman. Would be an excellent queen, and might be for another country, she is 11th in line. She is looking for a marriage in the court.

***NPC: Princess Yellow: Idealist. Free spirit. Pursued by many a foreign prince. Unable to be queen because she is heir to foreign throne (12th in line)

***Group: Order of Green Rose: Princesses order

In process  Group: Order of Yellow Roses: Princess Order

NPC: Seelie King. Of the Seelie line (those who do not consider humans vermine to remove). He was sent as a prince to this human country a few centuries ago. He and the then queen brokered the peace between their peoples. He is not a human lover, but willing to deal with humans.  He created the Magenta Rose.

Plotling: wearing the wrong color at the wrong time tosses the characters into a deep political drama that they do not understand.

Plot: Destruction of the Rose (theft actually as it is pretty darn indestructable). Elves are outraged and now prepare for war. Now PC groups are hired from Blues and Yellows to blame the other for the removal of the rose.

« Last Edit: January 04, 2007, 04:23:28 PM by MoonHunter »
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« Reply #32 on: December 09, 2004, 12:01:39 AM »
Remember me? I should be done too...
http://www.strolen.com/forums/viewtopic.php?p=24644#24644

And what about the Sleeping King and Merideth?
Need some associated plots and items for them

Stockman diTodd / Scarlettspell- The Scarf
Born of a long and sorcerous line, he had an interesting child hood. Unable to access greater magics (which happens even in the best of lines), with difficulty he was able to access lesser magics.  To give him the time to cast spells, he mastered the hand arts.  With the distraction of smoke, flashes, and the waving of items, he was able to "buy himself the time" to cast spells and make his mundane spells seem more special. (Hand arts are often used by MUs of all levels for just this purpose).  He mastered Hand Arts and some additional showman skills, allowing him to

Then, almost by accident, he discovered a knack for Cartomancy, so he became a fortune reader of some repute.  

One of his hand magic items was a scarf, which was brightly colored, elongated (and contracted) and had many a suprise in it. (He could also use the weighted ends as a weapon). One night coming home, he found some young dukelings accosting someone.  Securing his identity by wrapping his face with his scarf, he accosted the dukelings.  Thus the brigand "The Scarf" was born.  A noble thief (actually not really a thief at all), he protects the helpless from the excesses of the nobility and from criminals. (He now does odd jobs for the King's spy master)





Other characters of note
Calderius of Nortian, Captain of Nortian
The Paladin's Paladin.  A man of legend, literally. He was thrown magically through time (locked in a crystal) to the present day.  Echos from the Great War are once again threateneing.  He is forging a New Order of Grand Knights.  Magical Shield, Magical Sword, and master warrior and tactician.  Defender of Freedom's Ideals.

Grey Knight:
The Grey Knight is the current in a long line of Knights who can wear the Grey Armor.  It is a mighty enchantment, neigh invunerable, granting strength, speed, the ability to leap great distances, and a number of cantrip abilities.  The Grey Sword is almost an afterthought, it throws lightning.

Hammer Bearer:
A Dwarven Hero. His is the line of great kings. In times of trouble, the Hammer Thalgander can be wielded to forge a new age.  (In sort item of cool powers)

The Enchantress:
A female magic user in a world of male wizards. She is one of the finest wizards ever. Lots of toys that come out of her bag of holding.

The Eternal Guardsman
This Golem has great powers of speed and stealth. He is intelligent, articulate, and cunning. He is also independent of his villanous creator.

Tagarius, Master of the Oaks
Woodsman and the finest archer ever. This one eyed acrobatically included ranger is the thing of heroes.  He has a King Wolf that is his companion.
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« Reply #33 on: January 08, 2005, 04:51:56 PM »
Mono-religion
***The Weaver - The single craftsmen god who makes time, fate, and things happen.  He made the universe and makes sure it keeps going according to his plan.

The Red Goddess: (Red Lunar Goddes of Glorantha).
She is healing the world. All these various gods and things are broken, she is healing the Silent God and all the various active ones, so the world will be as it is.

Silent God: He is silent and sleeping after the act of creation. All these other gods are here to watch over things while he recovers. When he awakens, their will be a reckoning.


Item:
Book of Grimm
Read the book near bedtime, then you will find yourself in a dreamscape... you as an appropriate character in one of the stories... your friends and npcs are the "actors" filling in the other roles.  So great big wolf would be a guy in a wolf suit ala Wizard of Oz.

The Bard Grimm travelles the lands telling stories. He copies down the stories and legends he hears. He also logs all the great things he sees. Without his knowledge, as the Grimm walks the land, slowly these things fade away.  Regions he has passed through are devoid of magic and the fantastic, they are mundane.  Elven lands are replaced with human ones with echos of their Elven Glory. The world as we know it will go away.

***********
The Spike: A tall mountain, with the top sheered off. It is the home of the Gods, the anchor for their power in the material (or near) world.  You can travel from the material world to the Godly Home, if you dare.

There are 53 gods, the 52 have their masks carved around the edge of The Spike, the Silent One, the creator is the only one that has a full statue. Each Diety represents an emotion/ element/ profession.

**************
***Empire of the Moon:
Vampiric Nobles, with were/ changing beast knights/ enforcers, supported by a goul/ zombie army. The land is shrouded in a near impenitrable twilight.
http://www.strolen.com/forums/viewtopic.php?p=30648#30648

**************
A new take on Dragons
Elemental magical fors - near Gods
Worship / dedicate energy to them, get powers
Territorial of sorts. A few have responsibilities to the world, so they have no material territory, but can roam anywhere to suppor their responsibility (Dragon of Justice for example)

***************
Magic System
The Stars are little Fey faries that glow. Bind themselves to you and get magic. How you chose to use them determines the kind of powers you are do.

****************
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« Reply #34 on: March 01, 2005, 08:54:36 AM »
Location
***Quadrangles. A set of colleges. Each one is adjacent. They all fill a city block, with a central courtyard (class stuff entered from inside the quadrangle, admin and business stuff from outside). Each Quadrangle has one to three Archways/tunnels on a side for access in and out. Thus the phrase, through the "arch of knowledge" (to learn something)

One College is not in a quadrangle, but in a nearby/ adjacent building.  They had to add a faux arch there to have it fit the college.
http://www.strolen.com/forums/viewtopic.php?p=35008#35008


*******
Harmon Blades
Big wide flat (thin) blades with a stone 1/3 up the blade.  The blade is actually a magical tool, allowing magical access to the wielder. Most of said magic is focused with the blade.  Originally created by MU to allow him to utilize a blade with his own magics, but he created a few others for his court noble friends, and they managed to get effects. Notes were stolen by spies who saw these as prototypes of new army weapons.  Now their are way too many of them around the world.

*******
***The Field-
Not a field at all, but an arena of sorts for a local game. The hill is fairly high and the outside is very steap. The seating is on a U shaped hill, with treated and flattened logs embedded into the hill to create orderly seating.  At the open end of the hill, is a building that closes it off. It provides noble box seats, Heralds box (where they use cones to announce stuff), a dry place for refreshments and blanket sales, privy spots, and somebody to collect and store the money.  It also has storage for the stage and some other stuff. and a small hall for each team to change.

There is a tarp that can be stretched across the flag poles at the top of the U hills, allows for usage in less then clement weather.

It is used for local games, some gladiatorial stuff, contests, and with the stage plays, performances, and local meetings.  Since a good portion of the town can fit in here, it is used for emergency meetings and public announcements as well.

http://www.strolen.com/forums/viewtopic.php?p=30531#30531
http://www.strolen.com/forums/viewtopic.php?p=30532#30532
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Interesting things/ Things to work on..
« Reply #35 on: March 16, 2005, 11:59:18 PM »
I know. I know. I have more ideas than time to execute them. That is what this thread is all about.  Until this post, I was actually catching up. Sigh. Well at least I am +27 posts, so Day 39 of this 100 and I have 66 posts of note.

Amber: Child of a minor noble house that has been known to be magical. She is an apprentice type material.  Her maternial Great cubed mother (who is fey and still around) gave her a great gift, the ability to rise to any challange in the defense of herself and others.  Amber may just have a "destiny". (The key is to leave her alone... then she is just normal powered... never come at her with power....)

DiLord Gresh.. A HobGoblin Warlord. Big Nose, Huge Eyes, Wrecked teeth. Very Jack Kirby in appearance.  He is all about his destiny and the prophecies related to it. He will often do strange things just to fulfill some odd prophecies. This makes him somewhat unpredictable, unless the people can get hold of the prophecies that drive him.

Amber link: She could be the one to destroy him, so he will attack her to stop her.  He will throw an army at Amber, and watch her magic blast to waste 4/10ths of the army/ band, stun 5/10ths, and cause the seconds and important hobgoblins pause.

Rule number 2, never threaten her friend, rule 3 never make it personal, rule 4 (the one everyone forgets) use as little force against her as you can.

***Order of the Tholl: They tend to be heavily armored, use huge swords, and carry tower shields. "Tradition is my shield"

Order of Golden Champions: Tend to be female plate wearers wielding two swords. Acrobatic of course. Protect and defend the homeland. They are the mother's of the homeland... the homeland is their child. Psycho female knights.

****Orcen Hunters:  Shield, sword (falchon like), and a scale halbruk that is more vest coat than shirt.  Gloves and Boots of leather.  

A world with warriors with painted faces. The face painting grants bonuses.  Each school of combat would have its own face and look. Perhaps we just need to create a set of history to be incorporated into other worlds...

Coulder the Warlock: He is an above average threat.  He just has a thing about capes. He thinks he looks grand in them.  It is a style thing and could be played for laughs.

***Chain weilding Orc.  Special Weapon.... a chain with blades on them?  Could be a cultural weapon. Maybe a post on cultural weapons for your people?
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Interesting things/ Things to work on..
« Reply #36 on: March 25, 2005, 08:59:50 AM »
Day 47 and I am plus 33 posts Bringing this 100s total to 80. There is no way I can generate 20 more posts in three days, but it was a nice idea.

The Gods of The Spike are slowly coming along. ONce they are done and in the right order, I will write up The Spike and the Priest Hood that supports it.  At two or three Gods a day, I am still a week away.

I know. I know. More ideas.  I really should finish some.  But I don't have to. This is what you are all for.

Some more Fantasy NPCs
1) Girl of Extreme Beauty and Knows it.  She is wielding it like a weapon to climb in social stature.

****2) Jessie/ Jessius:  A young man with a great deal of charisma and leadership ability. While he is not the official leader, he can lead his year mates AND the older men. He is the one who you must move if you want his people to do anything.

****2b) Jessie's girl: A pretty young thing. Very nice... maybe too nice.

****2c) Jessie's sidekick: A young man of some charisma, but behind the shadow of Jessie.  He might be able to get his year mates to do stuff.  He is jelous of Jessie and his girl. You know the song, you know where this is going... or heck.. you have read King Arthur

Modern/ Super Hero
You knew I had to have ideas for that thread didn't you?

The Mayor: The Heavy Set "nice guy": appears to be a total good old boy stooge, but that is just an act to keep people off guard.

The Mayor: Da Mayor

The Mayor: Golden Boy. Why isn't he a superhero?

Lt. John Smith: Dirty Harry of the Meta Squad

Celebutant:

Super Assassin is known to take out villians and criminals. She is the mayors liason to federal agencies.

Star Woman Reporter: Yah she is all that, but she is also a "kicker". She can catalyize meta genes into active state. (with training she could turn them off too). So while she has no power, people around her sometimes get them... if conditions are right.

John Sable: Freelance

Lizard Monster: He managed to escape the lab after surviving the freak accident. Now he is haunting the underground, coming topside on only the hottest nights.

Marrissa: Invisiable Touch yah.

Jacob Harrison: Editor. Older, fatter, balder, heart attack waiting to happen... likes super heroes.

Kubrick @Night  Radio Guy. Radical Moderate, wants rationalism in the world.  Use to run his radio station as a pirate, now very legit.  Has his show syndicated.

EM doctors...

Metamedicine md... Rica Castro (cafe latte skin, dark hair, cowry shell necklace, now powers just smarts.


Items:
Ectencloth: This is a mentally responsive cloth. It can alter itself into pre-programed forms and if you have enough skill to any form you can imagine.  However, the metamorphic property only works IF you have it in contact with your skin.  So you have to carry your cool gear, but the costume can just appear.

BBS: There is one lurking out there where people who know better talk to each other. This one is for the Heroic Scene.  There is one for more mercenary villians as well.  Some people have log ons for both.


Fantasy
Square jawed, long black hair, male.. magi adept
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Mirror of the Cobalt Stairs
« Reply #37 on: April 27, 2005, 10:45:12 AM »
That is the mythic name for it. Others have come up... Mirror of Otherwhen, Mirror of True Path. (There may be only one of these, or their may be a handful scattered about). Given the quiet nature of its magic, people do not obviously know of its existance. A few cryptic references can be found in various occult journals.

It appears to be an antique mirror of some age. It is a good sized mirror, showing the upper half of the person framed by it.

The mirror itself has an odd blue tinge to the silvered glass. The frame is wooden, carved, and lightly gilded with silver. In the right light, there is an inscription slipped into the gilded parts of the intricate carvings of the frame. Most people will miss it, but once pointed out it is fairly obvious.  It is in "common" script letters, but in a language only the mystically inclined might know. It rhymes in its phonetic spelling, but does not when it translates.

(Working on that)



After reading the inscription a couple things will happen.
1) You will see the you in what could best be described as an alternate time line. Please excuse the modern examples, but they are used for simplicity
1a) If you have a happen track junction in your life (a major decision or action that actually effects the world... no matter how trivial it seems to you), you will see yourself in that world's now.
1b) If not, or if the GM does not want to "go there", you will see yourself in an alternate world. So a 21st C character might see themselves in a world where the axis won WWII, or Imperial Rome has not fallen, or that Tesla's ideas where embraced. The time is normally the same, but not always.
1c) If you are wearing costume, or clothes of a certain type, you will see a person wearing that kind of costume or clothes. So if you were wearing a base ball uniform, you would see a base ball player. If you were playing dress up, you would see someone in similiar garb.
(All these people share the same soul or soul shard)

If you are interested or focus upon the image (making some kind of POW/ Metaphysical roll with modifiers). You will see your image turn and walk up the stairs behind them. You will turn and see stairs... if you do the same thing.. you will disappear from this world and find yourself in this other world. Five Steps later, you find yourself in that other person's life.

To outside observers you will turn and disappear as you step up. If someone is attached to you, holding your hand... they are dragged to that place as well

The visit will last for the duration of an adventure (though it could just be an interesting scene- a short story). At the end, your perception jumps and you find yourself walking down the last few stairs.

(Note: Not taking the steps generates this howling, demonically cold wind, pushing you that direction. If you still balk at it... you end up in "pot-luck". )

In certain cases the trip might be permanent. (Of course, your friends, if they loof for you in and arround the mirror, can dial up the mirror in such a case and walk into this private world.

(Oh, if you are dead in this alternate timeline.. you get to waunder around as a ghost OR just get to be anacronistic you)
MoonHunter
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"The world needs dreamers to give it a soul."
"And it needs realists to keep it alive."
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« Reply #38 on: April 27, 2005, 07:11:18 PM »
Lightning Script- An esoteric form of writing. It is carved (rarely ever written) so that writing goes top-to-bottom, and it resembles a stylized lightning bolt, with different sounds being represented by different "jags" in the bolt. (It has an accompanying language, the Lightning Tongue, but it can be used to represent different sounds as well)

Lunar tattooes- A culture tattooes themselves with these tattooes, which are only visible under moonlight. When subjected to such, they glow iridescently.
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100+
« Reply #39 on: April 30, 2005, 12:43:12 PM »
This is day 82, but I have done 102 posts as of yesterday, so we will reset the calender. Time for another 100 posts in 100 days.

WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo! WooHoo!
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Sticky paste
« Reply #40 on: May 01, 2005, 02:17:57 AM »
****  A traditional weapon among a certain culture,this nut is derived from a little red nut that when chewed, will slowly dissolve into a thick paste. In the presence of saliva,it remains soft and easily pliable,but if spat onto to the skin of an enemy,it immediately thickens,becoming as thick and solid as a concrete. The sweat present on the foe's skin triggers this change.


 Hmm,I think I'll create an item based on this idea soon..
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« Reply #41 on: May 21, 2005, 01:17:35 PM »
Okay a couple of things I have been thinking about for a while, but have not done.

***0) Orcen  I finally did those. So cool.
http://www.rpgcitadel.com/guild/index.php?topic=2330.0

1) An Elven Ambassy "City" based upon Human Designs (for their human guests who can't handle HomeTrees and ambient magic). They made it fire proof to protect their forests and warm to keep humans alive. It is based on the Ahwahnee.
http://www.webportal.com/ahwahnee/
This has been MONTHs. I just can't get a good handle on the description for the city image.


***2) A mystical city which is basicall an extended plat plain off a sheer mountain side. Think of it as a line sticking out of a J curve. The city is all alabaster white, with gold trimmings, looking more Classical than any of the cities in the world.  it is the last basteon of the Imperial/ Atlantian culture.

It is linked to down below via a teleport gate.

***3) The "Guild" and Culture related to a series of gates. Its first post would be a Gate Plaza, where you have a large plaza, with a sheltered waiting area not too far off, suitable for staging small caravans.

Gate System is like Space World  It would be so cool. If I could just find my copy of World of Wonder to refresh my memory.

***4) A moderate Dwarven Keep with a Tall Pine Tree Motiff. Near the front of the gate is three tall Pine Tree Statues made of stone.

I should write up a psuedo Imperial Culture to plot into people's past, so they can have psuedo feudal current worlds.  I have done most of this as the Dokoren and the Guild. Maybe I should make it a setting.

Oh and I am 22 posts in 21 days... I took some time off and it has been busy off at work. I am mostly just one offing some little posts to keep going. Villages, Recipes, A neighborhood, a few more deities (almost done), just things to keep the hand in until I can settle down to do some serious posting.

A couple of other things that have been hanging around
5) Imagine the reaction of a fantasy world if gates from a cyberpunkish dystopian future opened up. Of course they woud  invade and ravage for resources, and a few would set them selves up as overlords. They would come across as souless demon things with incomprehensible powers. So it needs to be written as that.

6) Shadow Magic and the New God responsible for its existance.

**7) Using my book on Wisdom of the Ages, adapt all the possible monotheistic religion.  Done one, should do the other.
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100 mark
« Reply #42 on: July 23, 2005, 05:13:04 PM »
I just did 111 posts in 82 days. I actually would of cleared the mark sooner, but I forgot to check it.  So Today starts the new 100 and I am a few posts up.

100 posts in 100 days. That is the goal I want you to strive for. Is that so hard? Check this this post:
http://www.rpgcitadel.com/guild/index.php?topic=2142.0


Addendum
July 29  I have done 6 (days) +37 (extras) If I can keep up this pace I can cover 100 posts in 50 days. I almost feel bad for the "Dash of salt" entries. They are simple google-fu. You take a basic recipe and add some fantasy elements to it. And if you ever have had Haggis, Orc Stomach does not seem that far off. On the bright side, I have knocked a few off the "I should do list", most notably Quadrangles.

August 14  23 days +50 posts.  I rock.

Sept 3, 43 days +67 posts! I did another 100 posts in under 50 days.
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« Reply #43 on: July 30, 2005, 11:55:06 PM »
The ArchPriest of the Basilica, Thasmun III    |   Human    |   Cleric    |   ArchPriest    |   Male    |   Author: MoonHunter       [ Print NPC ]       [ Edit Post ]

The ArchPriest of the Basilica, Thasmun III, is a beloved benevolent leader in the community. He is a man of integrity and holy power.
In process


Equipment
Several Minor Holy Relics. The most important of which The Tincture of Tintangle, a tall thin relic of glass and bronze approximately six inches long, which contains greenish copper tainted water (that glows slighty in sunlight and moonlight) from the Holy Well of Tintangle.

Appearance
The ArchPriest Thasmun III is a pudgy man. He is not fat, but he is not svelte. His hair hairline is receeding, the rest is thinning slightly. He appears to be a man who acknowledges that is gracefully sliding down into his later years. He seldom wears the finery associated with being the ArchPriest. He is still a working priest in his mind. His staff keeps forcing him to wear pieces of the vestments for his office, even when he is puttering around the Bascilica.

Background
The ArchPriest of the Basilica, the ArchPriest Thasmun III, is a beloved benevolent leader in the community. He began his ministry here at the Basilica and has spent most of his career here. He started as an acolyte. His initial studies were here. He was then sent to "The Seat of Faith" to be trained in priestly ways at an early age. When he returned he was filled with faith and energy.

That level of energy and enthusiasm has not waned in the last four decades. He is involved with the people of the congragation. As he puts it, "The church is more than mere stones and verses, it is people."








Alas in his years of frailty his manner has become in the eyes of some queer and his sermons are regarded by some as erratic and even heretical.

Recently the regional Cardinal dispatched an inquisition to investigate these scurrilous claims but it has now been reported that the inquisitor and his entourage have gone missing whilst returning to report somewhere in the shadowed and perilous woods of Darkfen. These woods are reputed to be controlled by bandits supported by Dark Forces.

Notes
Unbeknownst to the town elders is that the bishop himself was murdered many months ago and in his stead an impostor has been placed who is in league with the necromancer. Over this time the sanctity of the ancient crypts has been defiled and soon the remains of the interred populace will be animated into a foul hoard of undead warriors to subjugate their descendants under the malignant rule Znarkooth the Necromancer of Doth G’nar.
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Suggested submissions to be used with this character.

Basilica of Kestidel
In the great town plaza the magnificent edifice of the Basilica of Kestidel has stood for many generations. This elaborate gothic structure is the hub of power of the clergy. It has been a bastion of faith for the surrounding lands. Not only have the spiritual affairs of the populace been governed here but also it is a centre of the community that has proved resolute in time of crisis, whether through war, pestilence or famine. In the myriad of crypts beneath its sanctified grounds lie interred many thousands of bones of the dead, as these crypts are the place of burial for the worshipers.
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BlueFisttofMailedForce, bluFridu'amrthis
« Reply #44 on: July 31, 2005, 11:17:08 AM »
BlueFisttofMailedForce, bluFridu'amrthis in the tongue of the fair folk, an Elventi keep situated on the fringe of Elventi lands that serves to watch for and deter greedy Human encroachment. This keep is built for war and is uncompromising in its stalwart walls and battlements. From its high tower the keen eyes of the Elventi can mark the movements of beast and man for many long leagues and from its vaulted halls the might of the Elventi can strike forth or take refuge as the need demands. But as is the way of Elventi, the mark of their craft has touched these battlements so that it is also a structure of beauty and wonder that will dismay their foes.


**********************************************************

Despite their natural state, the Elventi still need places of strength where they can stand against their foes and gather their might. They learned this lesson from their Human charges. Elventi citadels range in shape and form and shape, based on the terrain. This is near the Human Lands, so it needed a form that Humans would recognize and respect.

BlueFisttofMailedForce, bluFridu'amrthis in the tongue of the fair folk, an Elventi keep situated on the fringe of Elventi lands that serves to watch for and deter greedy Human encroachment. This keep is built for war and is uncompromising in its stalwart walls and battlements. From its high tower the keen eyes of the Elventi can mark the movements of beast and man for many long leagues and from its vaulted halls the might of the Elventi can strike forth or take refuge as the need demands. But as is the way of elves the mark of their craft has touched these battlements so that it is also a structure of beauty and wonder that will dismay their foes.


Physical Description

The BlueFisttofMailedForce keep consists of two main levels, accessed via an integrated gatehouse, and surmounted by a large battlement topped tower that stands two levels high which in turn is surmounted by a further watch tower. Under the main level also lies the basement level. In keeping with Elventi sensibility, it is both beautiful and function. It is made of a cold lake blue stone so keenly put together that a piece of parchament can not be fit between the joinings of the stones. The keep is, in plan, shaped as an eight-pointed star, and its tower rises to a point like the horn of a unicorn. The keep is highly decorative yet these aspects of its style to not inhibit it’s functionality. Indeed it is rumoured that some of the statues ranged about and within the keep are set with magical wards to repel non-corporeal and invisible intruders and to prevent trans-locating magics such as teleportation and dimension doors.

The gatehouse spans two levels and consists of the main gates that open onto a short passage that is blocked by a portcullis. The passage is defended by internal arrow slits from ground level guardrooms. Both the passage and the exterior of the gates are also defended by murder holes from which defenders on the second level can thrust long spears or rain missiles and scalding water on attackers. Access to the integrated gatehouse is through a single stout door on the second level and from this level is the only access to the ground floor guardrooms; by way of ladder.

The second level also houses the windlass mechanism for the portcullis as well as a hearth for heating of water and oil. Between the upper and lower guardrooms, on both sides of the gate tunnel, are low ceilinged storerooms in which armaments and other stores are kept. In times of peril the gatehouse structure can survive independently of the rest of the keep, and thus the gatehouse also serves as a last bastion of refuge if the keep should be overrun.

Above both the upper guardrooms are secret chambers, accessed by secret trapdoors in the roofs of the guardrooms, in which treasures or creatures can be hidden. (These sections are also removable thus making the gatehouse for accessible for placement of miniatures)

Entry to the heart of the keep, that spans two levels, is from the heavily fortified integrated gatehouse. These two levels are characterised by decorative gothic vaulting that is firstly functional, in that it bears and distributes the weight of the stone above, but also pleasing to the eye of the fair elven folk within.

The lower level of the keep consist of stables to the left and on the right is the forge, for maintenance of arms and armour, as well as racks to hold laces and polearms. Other heavy work such as masonry is also done on the right side. At the rear of the keep is the stairwell to the second level as well as a low ceilinged stairwell to the basement. The walls are interspersed with arrow slits for all round defence.

The second level of the keep is used as barracks, a common area for the Elventi warriors, and a kitchen. In times of peace the Elventi garrison will spend much time here fletching arrows or sipping watered wine whilst singing to the chords of Elvish bards. This level has narrow windows that can be shuttered in case of attack but which otherwise allow light and air into the keep. The centre of this level is a void to the lower level and ramping over this is a stairway, known as the grand stair, to the base of the battlement level tower above. This void also allows archers to attack from the second level if invaders breach the gates.

The battlement level has wide parapets from which Elven archers and war engines can be situated to rain murderous fire upon attackers from any direction. Access to these battlements is from a single door into the battlement tower. Narrow windows situated above in the battlement tower provide covering fire over the entire battlement level. The walls stand over 40 feet high making assault by ladder or siege tower a difficult.

The lower level of the tower is used for retreat in case of heavy aerial or magical assault and also as either barracks or as stables for flying creatures.

The second level of the octagonal battlement tower is used as quarters for the garrison commander or battle mage. It can be sectioned off as necessary. It also sports all round windows to give protected fire over the entire battlement level. From here stairs spiral up to the high battlements level and watchtower.

The high battlements are a lofty octagonal platform from which defenders have clear fields of fire all about the keep and over the battlement level. From here Elventi warriors maintain their vigil over the surrounding lands. Above this is the watchtower, which is accessed by a ladderway, from which signals can be sent by way of mirror and a single Elf can command 360-degree views about the keep. In times of trouble the keep commander or wizard can also maintain a complete overview of a battle and movements of his and enemy troops.

The basement level is low ceilinged and is dominated by massive load bearing pillars carrying the weight of the keep above. Located in the basement is the keep’s well as well as several storerooms. These storerooms also can be used as cells when the need warrants and are usually kept empty for this purpose. The bulk of the keep’s provisions and stores are kept here.
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« Reply #45 on: August 16, 2005, 11:30:39 PM »
Battle Dancers- A surviving order from a long tmie ago. It is said that the Primal Gods danced the universe into reality... the interweaving of the various elements in a patterned rhythm. The Dancers learned magics based on the motions and elemental flows. This grants them a martial art based on motion and magic.

There is a temple of the Battle Dancers. It is a temple where a stone floats there, to be released by the magic of song. There are two paths one is faster, but there are obsticles that are deadly. It is a test of speed and accuracy. The second path is longer and the obsticles are less deadily. It is a test of stamina and tenacity. If you can make it there un aided by a dancer you are accepted.

There are The Tempo: These are people who assist the Dancers. They did not make the final cut. They support the temple and help recruit dancer potentials (or at least push them towards the paths). They also monitor the paths and make sure the obsticles occur.

Boulder: A local Earth Spirit who is a potentla thread to human minors.

We have folk masters for a martial arts.
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« Reply #46 on: September 11, 2005, 06:23:56 AM »
People start falling into a coma. Seems to be completely random but it is quite widespread and affects all levels of society.

Initial thought was that these people were called into another dimension, one in which only those in a coma would be visible in. From their perspective, it was like they woke up and everybody else has dissappeared.

-Could be they were brought there to solve some calamity that if it continued would directly affect the other dimension.

-A demon army (or whatever) is using this dimension to stage an attack and their disruption has 'called' these people into it with them quite by accident. Those called might have special abilities in this dimension beyond the ability to be called that gives them a fighting chance to fight the army themselves if they band together with others caught there.

-A dimensional disruption pulled them in and they simply must survive this new world for awhile until they can figure out how to get back?

?

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Atomic Barbarian ideas
« Reply #47 on: September 26, 2005, 08:48:56 PM »
Ideas for a possible upcoming setting of "Savage Adventure After the Bomb"!

Shanam, Empire of the East
The primary power of the eastern coast (on the Atala Ocean), Shanam is centered in that most ancient of cities, Ra Lee. A stronghold of the Yushani Church (which holds that God and the sun are one), Shanam has a mighty army and a loyal populace. Shanam currently holds control of the Holy City of W'shang (which Yushani factions of the coast have been battling over for centuries), and has many of its most skilled priest-logicians attempting to contact the monks of the Forbidden Tomb of Jisheh, where the deepest secrets of the ancients are said to be interred.
Historically, Shanam has claimed to be the successor state of the ancient land of Nesh Khoralana, and for some of the more extravagant priest-historians, of Yusha Merica itself.
{Translations- Ra Lee is Raleigh, North Carolina. The Atala Ocean is the Atlantic. W'shang is Washington, and the Forbidden Tomb is the Pentagon (though in the posited future, it was fortified into a technocratic fortress before the nuclear war). Nesh Khoralana is North Carolina, and Yusha Merica is "U.S.A. America"}

Garandereh, the Kingdom of the North
Separated from the battling and fractious kingdoms of the east by the Apla Mountains and the jungles of that land, Garandereh is the mighty and warlike kingdom of the north, united strongly under the Priest-King Ibavia. Garandereh, nearly legendary to the Yushani east, is staunchly Elmani (the Elmani Church worships God as the perfect union of the five elements). Garandereh is centered in the city of H'andorja. Garandereh is also remarkable in that it contains not one, not two, but four untouched ancient ruins- the legendary Cursed Cities of Garandereh, of which the most famous is Shika-Go (as is said among northerners, to enter Shika-Go is death).
Garandereh was united by Juda the Blessed, the first Priest-King, who brought the truth of the Elmani Church to the barbarians from across the Northern Seas. The Garandereh still possess good relations with the Kanuuta who dwell across the Seas, albeit they rarely encounter one another.
Garandereh finds itself constantly at war with the muutanti of Rauki's Empire to the west.

Rauki's Empire
The visionary muutanti leader Rauki has, within his lifetime, managed to unite the disparate and warlike muutanti clans of the west into a powerful, vigorous, and young nation, one which has challenged the mammoth strength of Garandereh.
Rauki's empire has no name, and is still more akin to a confederation of mutant tribes than a true nation. But Rauki is a genius of amazing proportion, a military mastermind, and is slowly creating a strong beauracratic class to rule his new nation, centered in Tinko, City of Incense.

muutanti
Mutants. In this time, basically a separate race, become many disparate tribes of vicious raiders and barbarians, who battle against tribal humans in the wastes and against the armies of the savage settled human nations. Muutanti are true-breeding, but have an enormous infant death rate which nearly counteracts their superhuman fertility- a female muutanti can expect to give birth to an average of 75 children in her lifespan, which an average of 40 will be stillborn or fatally-mutated from birth.
Muutanti are outrageously ugly, by our standards. Though they appear human, most have hideous deformations and strange growths. Many men sport tendrils and tentacles which grow from all parts of their body. Hair is usually stringy and dying. Many muutanti are bodily strong despite their deformities and ugliness. Some muutanti women can even be considered exotically beautiful, in an alien way.
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« Reply #48 on: September 26, 2005, 11:04:41 PM »
A new setting,eh? Sounds good. To make it even more mythical in nature,you could make it such that Beings From the Stars were responsible for triggering the outbreak of nuclear war. Just an idea.
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« Reply #49 on: September 27, 2005, 04:44:56 PM »
I might make the setting, I might not. I was just struck by inspiration. ;)
I must admit, though, I have been bouncing a "savage post-apocalypse adventure" setting around my mind off and on for a while... I was considering calling it Atomic Barbarian.
It would be something like a combination of Conan the Barbarian, Nausicaa: Valley of the Wind, Savage Earth (the internet setting; check it out), and possibly other influences.
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