NPCs
Mythic/ Historical
Religious
4.08
6 Votes

33xp


Hits: 980
Comments: 6
Ideas: 1
Rating: 4.0833
Condition: Normal
ID: 7162

Submitted:

Updated:
January 2, 2013, 2:19 am


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The Trapped Sea God

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Slumbering within a prison of ice and snow, adrift in the oceans of the north, Gundrak dreams without end.

Gundrak, minor god of the Huska peoples, he whose domain once touched the border between rocky coast and vast sea, has long been forgotten. His great form floats upon the icy seas of the far north, encased in a shell of ice and snow, looking for all the world like another iceberg in the freezing waters of an inhospitable ocean.

In that far off time before his imprisonment, he was often cursed as aloof and uncaring by the Huska. Each winter saw fierce storms crossing his territory from ocean to land and causing great hardship for the primitive clans. Offerings to him went unheeded.

Retaliation came in the form of a visiting wizard of the south. He heard the pleas of the Huska and laid together a trap for the unkind god. With a song the wizard called forth Gundrak in a daze. With roaring winds and freezing hail did this wizard beat down Gundrak. With words of power did the wizard cause Gundrak to fall into a deep sleep, lost in a world of dreams. Ice grew from the waters of Gundrak's domain to encase his great form. Snow fell upon him, hiding his form from view. Mighty winds and waves drove the unwanted god from the shore and cast him adrift into the northern seas.

The Huska celebrated the wizard's success in saving them from an uncaring god. They drank to his health and heaped upon him all of their treasures.

Their celebrations came to an unhappy end, for without the intercessions of Gundrak, the sea dragons dragged themselves from the sea depths and onto the land where they laid waste to the Huska and their savior.

Ever since that time, the coast of the Huska peoples has been the dwelling place for the great serpents of the deeps, the incursions of which are a constant threat to the lands round about. It is said that only the release of Gundrak will save the land from this persistent threat.



Additional Ideas (1)

Plot Hooks

  • Heroic PCs have vowed to drive off or slay the sea dragons, although they are hopelessly outnumbered and overpowered. A little research, or perhaps a chance meeting of an old bard on the road, reveals the existance of Gundrak, thus sending our epic party in search of his slumbering form.
  • Whilst sailing the northern seas, the party comes across a strange iceberg emanating magic. How does Gundrak react once freed from his prison of dreams?
0xp

2013-01-02 04:41 PM » Link: [7162#84831|text]
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Comments ( 6 )
Commenters gain extra XP from Author votes.

Voted Dossta
January 2, 2013, 12:01
1xp
Nice twist at the end! I like that you made the god not only accessible, but helpless to some degree. The freeing of Gundrak would be a rather unique quest to send a party on, since it plays with the relationship that PCs normally have with deities.
Voted Dozus
January 2, 2013, 13:39
0xp
Reminiscent of a reverse Cthulu, if that's a thing. An interesting concept, though I'd like to see some more detail. What are some hooks for in-game use? Who are these Huska folk? Etc.
Voted Cheka Man
January 3, 2013, 0:00
1xp
And that is why you don't mess with the predators in an ecosystem.
Voted Shadoweagle
January 3, 2013, 20:28
1xp
Pretty harsh of the huska to arrange to imprison gundrak just because he didn't help them out, but then humankind isn't exactly known for rational decision making, and gundrak would make a good scapegoat. Anywho, a useful idea.
Voted valadaar
May 23, 2013, 16:25
0xp
This is a great way to explain why gods do not meddle more in the affairs of man. They are busy.
Voted Moonlake
July 6, 2013, 0:34
0xp
Agreed with Dossta on the twist at the end. Overall, short and sweet.

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  • Associated ideas.
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Random Idea Seed View All Idea Seeds

Wet Faeries

       By: Murometz

Sages and naturalists frown at the common name given to these strange creatures by the small folk, but sometimes the silliest nicknames for creatures, places and people persevere in the minds of many. “Purifiers”, “Pond Jellies”, “Breath-Stealers”, “Lung-Ticklers” and “River Butterflies” are much less commonly heard appellations for these life forms. Wet Faeries are basically (and simply) a species of fist-sized, fresh-water jellyfish. Several traits steer them toward the peculiar category however. Firstly, Wet Faeries are nearly invisible in the water, much like their marine cousins but even more so. One can swim in a river swarming with these critters and not even notice their presence. Secondly, they possess the unique ability to clean and purify whatever body of water they inhabit. They do this via some sort of biological filtration process, sucking in all toxins present in the water, and releasing it back in its purest form. Needless to say, they are both a blessing and a curse to whichever folk dwell beside the rivers and lakes Wet Faeries inhabit. On one hand, no purer water can be found anywhere than a Wet Faerie lake or pond, and yet, in “pure” water “life” tends in fact to die out, lacking the needed nutrients to prosper. Thirdly, their “sting” is (unfortunately) virulently poisonous to all mammalians. Wet Faeries are loathe to sting anyone or anything, using their barbed fronds as a last line of defense, but if stung, most swimmers will suffer respiratory arrest, and die within minutes, usually drowning before they can make it back to shore.

Alchemists, druids, and less savory characters have studied these creatures over the years, and have predictably found all the ways Wet Faeries could be exploited. Morbidly humorous, some bards find it, that the Poisoners and Assassins Guilds as well as the Healer’s Union, all prize these creatures. The assassins use the extracted venom in obvious fashion, while the priests and healers use the still-living jelly-fish to sterilize other poison potions and to cure those already poisoned on death’s door.

It is known that a certain Earl Von Trumble keeps his vast castle moat stocked with Wet Faeries, the waters so clear that every bone of every one of his past enemies can be clearly seen on the bottom, twenty two feet below.

Encounter  ( Any ) | June 20, 2014 | View | UpVote 5xp


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