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MindForge's Profile

Our Author's latest news and articles.

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MindForge - Social Profile

- Archmaster of Skillfull Ink Slinging

For Next Level: 1945xp of 5190xp complete.
1945xp

Hall of Honour

9 HoH

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- RANDOM
Items | 105xp

Amenorian

Amenorian brings forth her power to bring justice and retribution to the wicked.

- RANDOM
Articles | 165xp

Radiation Sickness

Radiation sickness is a serious matter and I wanted to address it after noticing it in a post. I have created 10 severities of exposure and detailed what happens during each.

- RANDOM
Lifeforms | 145xp

Tree of Cognizance

Deep in the marshes the Tree of Cognizance feeds on whatever living creatures come near it, using very powerful illusions and brute strength. It's fruits are prized by those that understand the powers they offer.

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Guilds
“ THE GNOMES OF UDNALOR: Part II Having left the hush of the upper halls, and crossed the depths of the Braeth (an underground river, which is not all that deep because bear in mind we're talking about gnomes here), you would find yourself in Wattling Street, the main road through Udnalor. It's actually a long, well-worn passageway which opens out eventually into the City Centre. The gnome-buildings branch off Wattling Street as small burrows or caverns with boulder-blocked doorways for privacy. You can find armourers and smiths (though their armour tends to be on the small side for humans to buy) and many other types of trader. There are many streets, ginnels and cooies which run off Wattling Street, the most famous probably being Smell Street, the domain of the infamous gnomish alchemists, the eponymous smell being very distinctive: the stench of cooking fungus, the aroma of subterranean spices, the pungent reek of rotting carcasses (used in some of the more notorious experiments). An encounter with an alchemist can really be spiced up (excuse the pun) if you have a well-stocked herb cupboard, and actually make up the potions, elixirs and draughts as they are ordered by characters.”
ephemeralstability
“ A common mistake when writing adventures set in deserts is to assume that the climate is too ferociously hot to wear armor. Historically, most battles in deserts involved troops dressed in protective armor. Although they would have been miserable during the hottest part of the day or the hottest part of the year, desert weather isn't intolerably hot 24/7.”
Wulfhere
“ Anything not bolted down has a chance of moving about when unobserved. The items are smart enough to open simple latches, or break weak bindings. The rate of this oddness seems to follow certain astrological patterns.”
valadaar
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