Eriol: The Shining Lord of Steel, the "good" god of battle and war, noble to a fault.
Tyrin: The Bloody Lord of Iron, the "evil" god of battle and war. He and Eriol are eternal foes.
Sunder: The god of volcanoes, responsible for splitting the land long ago in a fit of rage. (A god handy for Cataclysm-stories.)
Eris: The goddess of chaos, neither good nor evil, simply whimsical. Her blessing is as likely to cause harm and it is to bring good fortune, and so only madmen worship her. Go to Comment
Updated: Even though I never actually submitted this myself, instead making a whimsical and badly-designed sleeping-gas trap for a door-trap thread in the old forums, I finally noticed it was around and commented on.
An excellent way of explaining one of my major gripes about that excuse for a world. It doesn't explain a few other details, such as why, with a thick atmosphere, the night side cools that rapidly, or how the surface is something that can be crossed safely "as long as you stay in the shadows" even during the daylight, but it does do a good job of explaining the atmosphere being breathable. Go to Comment
I'm midway between Moon and Dragon Lord here; the rough idea is definitely cliche - the tinker gnome design - but I do admit I find the concept somewhat amusing, and I do like the idea that he absently stumbled across something as potent as Greek Fire, which is how discoveries usually tend to be made on these kinds of oddities.
I rather expect he'd have been in the kitchen rather than an alchemy lab, though; kitchens are where both vulcanized rubber and a particular explosive I can't recall the name of were discovered, by some men goofing off in the kitchen when they were supposed to be looking for work. Go to Comment
A gold rush, handled properly by the GM, can be a campaign in and of itself - if the PCs are among the first to find it, they then get to deal with the influx of people coming after 'their' gold, and all the fallout of the sudden boom of the valley filling with a mining town, all the way through the waves of thieves and beggars, the inevitable bust, and the wreckage of the valley afterwards. It may well end up a 'dustbowl' type of valley, if things got serious enough, and then good-aligned PCs might well feel guilty for destroying the lives of the original villagers... Go to Comment
I like the idea about the damage to the staff disrupting the magic in it, but the 'push-button sorcery' bugs me a fair bit. I think, with the arbitrary and varied nature of the spells, it might be a 'closest possible target' situation. Zot, and suddenly a zombie miner who was hauling an ore cart some five leagues away falls apart. Go to Comment
I like it. The greenish life-support fluid feels slightly cliche, but that's okay because this is one of those things that beautifully combines the Old Cliche and a few other things to create something awesome.
One use I can foresee is in the hands of either a suicidally fanatic bunch of elves dedicated to 'restoring nature's glory' to human lands, or possibly a bunch of nature-fanatics who see elves as something unnatural and revel if Twig's ability to render any elf into a tree. Go to Comment
Magic is the lifeforce of all living creatures, and it is from it that all life is made - in areas with lots of undead, magic might actually be missing or weak, which puts a whole new spin on how dangerous the undead are. Even simple zombies can be troublesome if you're relying on mages and you hit a pocket of undead making a low-magic zone...
Ideas ( System ) | February 27, 2003 |