6 Votes


Hits: 2824
Comments: 7
Ideas: 0
Rating: 3.75
Condition: Normal
ID: 3588


January 15, 2007, 4:08 am

Vote Hall of Honour

You must be a member to use HoH votes.
Author Status


Feher and Veidt, the Ever-Sleeping


“Come and see Veidt, the ever-sleeping.  Born with an incurable condition, he has not woken once in twenty-six years.  Come and see the man who will never wake.  Come and see Feher’s sleepwalker.”


Feher is a stooped, elderly man with wild white hair.  He wears a pair of rather ugly spectacles to compensate for his poor eyesight.  His clothes went out of style sixty years ago at least, but have been well cared for.  He is a rather craggy individual, and is not given to polite interaction.

Veidt is a tall, thin young man, with very pale skin and rather sunken eyes.


No one is quite sure where Feher is from, and he has never given a straight answer to the question.  He travels a great deal, driving a rickety old wagon from destination to destination.  He carries very few personal belongings, most of which fit into a single large bag.  The sole exception is a large, heavy crate that stays in the back of the wagon, usually sealed tightly shut, and big enough to hold a full grown man.

It holds Feher’s source of income, and what he says is his pride and joy: a young man he calls Veidt.  Veidt, he says, is afflicted with a peculiar condition, causing him to sleep without ever waking.  He exhibits Veidt, allowing curious villagers to poke and prod the young man, who does not respond in the slightest.  To all appearances, he is unquestionably in a deep sleep.

Once the spectators have satisfied themselves, the second portion of his so-called “act” begins.  Upon Feher’s orders, Veidt will stiffly get out of his crate, standing there slackly until given another order.  He mumbles simple responses to direct questions from his master, without ever once waking.  This somewhat gruesome spectacle nets Feher a fairly comfortable living from curious villagers.

Special Equipment

Other than a few possessions, Feher owns nothing of interest besides the crate in which Veidt sleeps.  He discourages people from investigating the crate too closely, to the point of threatening people he catches around it.


Feher is nothing more than a showman, exploting people’s attraction to the bizzare.  Veidt is an actor he employs to pretend to be asleep.  When supposedly in his crate between shows, he doubles as Feher’s servant, stagehand, and teamster.  Skillful use of makeup hides his identity during performances.

Veidt is Feher’s son, and is truly a narcoleptic.  The old man has gone rather funny from the strain of caring for his helpless son.  Rather than trying to put effort into finding a cure, he ghoulishly makes a spectacle of Veidt.  At this point, he is actually likely to violently resist anyone curing Veidt.

Feher is a magician who specializes in various forms of mind control.  Veidt crossed him once, and was put into a deep sleep.  Now he slavishly obeys Feher’s every order.  He finds Veidt very useful for punishing other people who get in his way; despite his confinement and condition, he is a remarkably strong young man, and he’s killed more than once.

Additional Ideas (0)

Please register to add an idea. It only takes a moment.

Join Now!!

Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 7 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
January 15, 2007, 11:02
Only voted
Voted the Wanderer
January 16, 2007, 0:56
Short, sweet and simple. I like "possibilities"...definitely a good add-on.
Voted Wulfhere
January 16, 2007, 1:17
I liked this one. It gave me a clear vision of these seedy fellows and their threadbare act. They certainly would get the players' attention.

The first explanation was kind of... vanilla. Now, if the two of them had some scheme going, or some sort of agenda... perhaps they travel the land in such guise to find something or someone. Perhaps they use the act as a cover, and they are actually spies or smugglers.

I like the second explanation. Perhaps the PCs could have the dilemma of discovering what's going on, but being unable to permanently cure the condition or find anyone else to care for the young man.

The third of the possible explanations is also very promising for the GM. I could see Feher drugging Veidt to keep him sedated when he doesn't need him awake, so that his magic can be saved for showtimes...
January 16, 2007, 2:18
Holding vote until updated.

What seems to be missing is his secondary motivations, what will entangle him with the lives of others.

See, with his "powers", most mundane issues resolve: "But I paid my fees", "Yes, I have those permits", "No, I gave my taxes... see you wrote it down"

So why does he get upset at people? What are his motivating issues?

Does he use his mind control abilities for other purposes: like his own perverse admusement or playing with people just to see what happens? His hobby of playing with people gives him a reason to keep on travelling.

Example: Such a man would begin to mess with a pretty girl, the hero's girlfriend or his best friend's girlfriend... usually brining the PCs into play

Someone's personality radically changes because they got in his face and he is toying with them.

Perhaps he likes setting up drama to watch it unfold.

What is going on with him?
Voted Scrasamax
January 16, 2007, 12:42
A linkage between the Tales of Adventure! (echo the last bit of Adventure for dramatic effect) and the Menagerie of Madness (add ominous dirge music)
Voted manfred
January 16, 2007, 14:41
It might be that Feher can only dominate the weak-willed, like Veidt. So he may be able to mind control one person, but is not smart enough to use it to full potential - hence the life of a circus number on the road.

An okay little encounter with some plot potential.
Voted valadaar
March 17, 2014, 12:04
A great bit part that can be pulled out to enliven a street scene, even if no plot is involved.

Link Backs


Random Idea Seed View All Idea Seeds

Castoria, Land of Shattered Stars

       By: Veretrix

Castoria was once a thriving and prosperous nation, a rich trade center for the surrounding lands. This all changed when, on one fateful night nearly a century ago, the Mist of Eternity rolled in and surrounded the land, obscuring more of the outside world as days and nights passed.

By the time the Mist blocked out the sun, a new light shone during what was assumed to be daytime: The Starpoint Spire, a mysterious place atop Castoria's highest peak in the northern-central region. Some say that there is some sort of building atop the mountain shining the dim "sunlight" onto the land, but it is only ever too bright or too dark to fully make out any structure, not to mention the mountain's immense height.

Not a month after the Spire's light lit up, the stars fell. Flaming rocks and debris from far-flung edges of space plummeted downward onto the eastern region of Castoria. Once the shower subsided, a strange energy from within the fallen stars transformed the eastern lands in what are now known as The Voidwastes, a barren gray land littered with craters and strange alien creatures (these can vary, but I had Pathfinder's Akatas in mind).

To the south, strange mechanism of eldritch origin are again at work after aeons of rest in the Ruins of Kchuthngnl, an ancient city of non-human creation that is estimated by scholars to be no less that five millennia old.

To the west, the once peaceful and serene forest, now known as The Plagued Woods, has been experiencing corruptions of the wildlife and humanoids living there. Some humans have reported creatures that appear not unlike a halfling, except that they can open their mouths to massive proportions to swallow creatures the size of an ogre.

When adventurers and citizens alike try to make an escape from Castoria, they are never seen again, and it is utterly unknown whether they found hopeful sanctuary or agonizing death withing the Mist's depths.

What is unknown to all residents of Castoria is that all of these events occurred because of the actions of a secret but powerful cult loyal to the Elder Gods who call the space between the planes their abhorrent home. The cult still lives on, larger than ever, and their plan is for the alien horrors to incubate and thrive within the dome of mist that now envelops Castoria, so that when the Elder Gods return as the cult's prophecy foretells, they will have an army of blasphemous creation at their disposal that they will use to make war with and enslave the denizens of the Material Plane.

Ideas  ( Locations ) | August 4, 2015 | View | UpVote 3xp

Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.