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Mystical
Single-Storyline
3.6
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Comments: 5
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Rating: 3.6
Condition: Normal
ID: 39

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November 16, 2005, 6:45 pm

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Kalorsan

By:

~ I’k atal si hen-uethian Kalorsani, hnath uetht-er k’atal Lueni.
~ To spill the blood of the Kalorsan is to spill the blood of men.

~ I’k atal si hen-uethian Kalorsani, hnath uetht-er k’atal Lueni.
~ To spill the blood of the Kalorsan is to spill the blood of men.

The Kalorsan raise their jagged, rocky heads up between Ichyria and the Dwarfindales. The streams running off them are ripe with minerals and gleaming stones can be glimpsed in the deep-flowing riverbeds.

So why have they never been mined?

That’s what the dwarfs have been asking for the past three centuries. And, sick of the protests of the Ichryian Archons, that’s what they’ve started to do.

The Archons have sent a diplomatic delegation to the Dwarfindales to persuade the dwarfs to stop. They fear the verses enshrined in ancient lore which warn of disaster if the Kalorsan were to be raped of their mineral wealth.

Some of the players are Ichyrians, some dwarfs. The meeting between them will call for a lot of tact, diplomacy and good roleplaying. To make it more interesting still, the NPC Edikthon Sarblash the environmentally-conscious dwarf activist can be introduced.

The hacky-slashy bit of the adventure comes after the diplomatic summit. The tour of the mine to which the diplomats and dwarfish officials are treated uncovers the hideous secret locked under the vast prison walls of the Kalorsan…



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Comments ( 5 )
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Voted Chaosmark
June 22, 2005, 17:16
0xp
Hmm...Interesting concept, yet it seems unfinished. Almost as if you had to leave in the middle of writing it. Or are you just leaving the ending open to the GM's imagination? How about these verses inshrined in ancient lore? What do they portend?

As it is now, 2/5.
Voted Spark
February 21, 2006, 17:36
0xp
Does seem kind of short, but no less than many other good posts I've seen. I'm partial to rhymes in fantasy languages, but it's also a simple yet very effective start to a good quest. Shoving aside swordplay for wordplay in the beginning is good for a change of pace, yet the plot still allows bloodthirsty players to wet their blades in the end. I like it.
Voted valadaar
April 26, 2007, 12:02
0xp
I love the feel of this and where it is going, but I really would like the actual secret included. Your idea might be a lot better then what I would put there.
Voted Wulfhere
April 26, 2007, 12:19
1xp
I don't know. While the conflict presented has merit (resolve the dispute between those who honor the ancient ways versus those who seek to plunder the tantalizing mineral wealth of the mountains), the "Dwarves who dug too deep and too greedily" is about as hoary a cliche as they come.

I suppose that I would prefer to reverse the roles:

Perhaps the dwarves know more than they let on. They are convinced that only they can safely claim the treasures of the mountains and plan to do so before the ever-increasing populations of the human lands grow too strong for the dwarves to resist.

The humans are conflicted. While many fear violating the ancient prophecies, others see the dwarves' action as their "green light" to mine before the dwarves arrive to seize their claims: They are the ones who will unleash the prophecied horrors.
Voted Strolen
July 13, 2011, 9:16
0xp

Fern Gully, Avatar. :) But put into our context. This one may have preceeded both of them though so for that, hurrah! :) But it is a solid plot and quite usable all said.

The perfect opportunity to release the Ultimate Evil™

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Random Idea Seed View All Idea Seeds

Hu's Iron Ball

       By: Murometz

Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.

During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.

A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.

Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.

Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.

Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.

Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.

Hu's Iron Ball should be handled carefully by players and gms.

Ideas  ( Items ) | March 8, 2014 | View | UpVote 3xp


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