This is an excellent all-around submission, hence the 5/5 vote, and the transition from demon to mortal to god is superbly described. If I had to poke one hole in this, I would ask what originally motivated a creature born of chaos to turn so far against his nature? Otherwise, it's great. Go to Comment
I love the idea, but unfortunately not, he started out as a demon, then became a god, worshipped by mortals. Complicated, I hope I managed to explain it ok. But his initial role would have been something quite close to it. He was the enforcer of demon contract, before diversifying into the mortal business, so to speak.
I must say, though: Your idea ROCKS!! You should definitely write it up. Go to Comment
I better explain that while I use the terms celestials and demons, they should not carry the D&D associations about chaos, law evil and good (I've never played D&D). A demon is a creature born of the demonic planes, while a celestial is a being born of the celestial planes.
Chaos and law are really choices in the demonic world, just as in ours. the fact that most demons are chaotic and unpredictable is due to their conscious choice, based on millenias of experience as to what works in the demonic realms. Since the environment is rather chaotic (swirling vortexes of eldricth energy, stroms of fiendfire, etc...) most demons become chaotic, but not all.
Surprisingly, evil and good are choices too, even for a demon. We must however take into account their perspective:
For example, demons feed on souls the same way wolves feed on deer. Are wolves evil? from the standpoint of the deer, they are, but WE, as humans, know better.
There are good demons and evil demons in the lower planes I describe (In the same way that there are good and bad human beings. But from the standpoint of farm animals destined to the slaughter, we're pretty much all evil), So from our standpoint, all demons look evil. Its a perspective thing.
Durmenthir's perspective changed when his soul was confined to his body and the connection to the demonic planes severed. so he stopped behaiving like a demon (soulmunching, painfeeding, etc...) but the respect for the laws was his choice. Go to Comment
You need to expand the RQ references. They are not genetic fantasy, which is good, but you need to add to these listings.. explaining things so others who are not fluent in the game setting can understand it. Without it, this is not a very helpful submission.
In truth it is a plot scroll, with each plot being a section of the scroll. That way we could comment on each "adventure" and keep the listing coherient.
The organization should be listed as an organization and is indeed seperate from this submission. It would of course be linked to the plot scroll.
As it is right now, people looking for this adventuer would never find it. As they would be searching for a plot... that is hidden in organizations.
So create the new plot scroll, and transfer most of this over to it... enhancing the text to explain the RQ elements... and edit this to be an explanation of the organization.
First thing to say is that I first noticed this on Peter Maranci's website about two years ago and I quite liked it then, I suspect for precisely the same reasons that you thought it worth including here in Strolens Citadel.
Furthermore, I agree entirely with your assertion that this would be a good method of creating a strong character group with good reasons for working together, and I have indeed been half-planning to run a campaign on this premise (half-planning because this has not yet come to fruition).
I would however add a few notes regarding the generalisation of the post.
The basic philosophy of this site is to avoid any system specific definitions and thus keep posts as general as possible.
Now this is something of a special case in that the original work is not your own, you are merely passing on something you feel is worthy of our attention and (I would assume) you do not wish to modify the original text.
While I fully agree with this position I would suggest in such instances an appendix to explain the system specific content to those members not familiar with the source system.
The Grey Company: Generalisation
The original Grey Company campaign outline was written by Peter Maranci for RuneQuest 3 and while much of the text is relatively non-specific there is one section (VIII. The Tax Demon Cometh that details the RQ3 stats for a specific character along with some of his combat tactics, much of which relies on the RQ3 mechanics for spirit interaction and magic.
Being an old RuneQuester myself (well mostly anyway) I personally have no problem interpreting this, but for the benefit of anybody out there who has not played RuneQuest a few definitions may be needed.
Unlike in some other systems, ghosts in RuneQuest are not necessarily evil undead monsters, rather they are simply the spirits (or possibly souls) of the dead and an integral part of the way the universe operates. Their moralities, abilities, skills and magical aptitudes are exactly the same as they where in life. The only difference is that they no longer have a physical form.
The text indicates that under some circumstances the ghost with attempt to possess a target. This is much as you would expect except that it involves a lengthy contest, known as spirit combat, in which the outcome is by no means certain. Without going into too much detail about this, be aware that your players should be able to defend themselves against this (you will need to define the mechanics of this to fit your own system).
The text also lists a matrix for a spell and a magic point store. This is simply the RQ term for a magical or enchanted item, in this case there are two of them. The Magic point store is simply a mana store (treat exactly as you would normally would) and the spell matrix is a stored spell (similar to a DnD Ring of Spell Storage)
Definition of Spells
The ghost, Harfel Sarfaxian, is listed as having access to a number of spells. This is perfectly normal in RQ so dont worry about it.
Most of these should be fairly self-explanatory but it will do no harm to list them here.
Firstly ignore the numbers after each spell; all you need to know is that these refer to the relative power (e.g. Heal 4 is more powerful than Heal 3).
Glue: Sticks two surfaces together for a short time (about 5 mins).
Befuddle: Confuses the target creature for a few minutes, during which time he/she is unable to make sense of the world. Only works on sentient creatures.
Disruption: Inflicts a small amount of physical damage on the target creature. Only works on living creatures.
Heal: Basic healing spell. Restores a few hit points to the target creature.
Mindspeech: Allows telepathic communication between the caster and the target creature.
Ignite: Allows the caster to light fires. Kind of the magical equivalent of striking a match.
Extinguish: The opposite of Ignite. Allows the caster to extinguish fires. (Since the ghost has only one point of this he could just about manage to extinguish a burning torch but not much else.)
Strength: Boosts the target creatures' physical strength a little.
Spirit Screen: Improves the target creatures' defence in spirit combat (thus by casting Spirit Screen on himself Harfel increases his chances of successfully possessing the PC).
Thanks a lot Dragon Lord! You're right about this, I should've added some explaining on the stats. Although I'm sure glad you did, since I have absolutely no RQ experience. Bump to you, Dragon Lord. Go to Comment
Moon, those seem like pretty logical steps, but I will not change the original. So in time, new post may spring up as you suggest, But for the time being, It'll remain as it is untill all the other submission have been build around it, then, I'll delete it and add a link back to the original on all the others.
To be honest, I felt bad about doing what you suggested (i did think about it) as it would mean changing the author's original work.
Wow. Quite an impressive bodymod. I can see it as being some kind of legendary "boogeyman" mod in a more advanced cyberpunk society. Perhaps Big Boss Matsu's legendary enforcer, the former Sikh wrestler Guraj, strides into the room... Whispers break out: "I heard he had a loverboy done..." "No way!" "yes!" "Full?" Yadda yadda.
Very interesting. Go to Comment
The dwarven gods true names can only be known by dwarves. They are referred to by nicknames in the presence of non-dwarves. I.E. Gudurran( Allfather) Baenna ( Hearthmother) Dudrak ( Ore), etc. No torture or magic or direct intent can reveal their true names to non-dwrves.