The king's palace is destroyed by a falling star, which detonates like a nuclear bomb in the center of the city. When the inhabitants grow brave enough to investigate the ruins of the palace, they find a new ruler, one from beyond the stars, emerging from the meteor.
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Ideas - Locations
June 2, 2004
+XP
Animals have parasites and diseases, so do plants, there are even bacteria that cann dissolve oil spills or plastic or what have you - why couldn't there be a disease living off magic - a magic item could be infected, losing power and speading the plague to other equipment it contacts, while a magic user would slowly lose his powers and contaminate all he works with or casts a spell at...
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Ideas - Lifeforms
May 31, 2004
+XP
Small identical wooden or metal discs with a strange pattern engraved upon them (do not appear to be coinage). The discs can be found all over the continent; a farmer typically overturns several dozen when ploughing a field. Though they are unnaturally hard to break, they have no known use and are widely used as good-luck charms: almost all households would have them on the doors and on mantle pieces; many people carry one or more on them, bound on to a belt, necklace or sewn on to their clothes.
+XP
Ideas - Items
May 28, 2004
+XP
A party of adventurers walk along late on an open plain, on a moonless night. Abruptly, War screams, the clanging of metal and death-cries are heard. It is an open plain, and nothing is seen, but the sound of a huge battle is all about them. The sounds continue for a half hour before stopping as suddenly as they started. What was it? Perhaps the ghouls of a long-gone battle, reliving their unfortunate last memories...
+XP
Ideas - Plots
May 22, 2004
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Arkths or Ravagers: These are large landbound crablike creatures about the size of Grizzly Bears. They live partially in the astreal plane. Their food is magic. They can sense it at huge distances. Since spells and such are hard to eat (being in motion) and magical places are the equivalent of a sea of krill to them, they are looking for magic stashed in concrete places. Their primary food source is magic items, alchemical potions, and enchantments. They do a pretty good job of mangling/ eating the physical aspect of said items in the process of chowing down. These things will be the bane of dungeons everywhere, as they will slowly eat away much of the treasure (and the magical traps... so it can be advantagous to follow these things). Note: They will attack people with highly magical natures (i.e. high magic powers). They will probably kill the person in the process of sucking out the power.
+XP
Ideas - Lifeforms
May 19, 2004
+XP
A secret MLM (pyramid) company that offers eternal life, but in fact it transfers the life forces of its members to those position 'above'. If you get high enough, (meaning you get enough new members) you start to enjoy the benefits. Maybe a willing sacrifice is much more effective for the transfer. But no one says, that a suddenly unwilling member, threatening to tell the authorities, may not loose it involuntarily... thus start people to vanish, and aged corpses are deposited somewhere safe.
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Ideas - Locations
May 14, 2004
+XP
Rakda-

These goatlike animals, who have shaggy coats and layers of scales, are good retainers of water. They are close relatives of Suppoki. Their meat is considered a delicacy in many countries.

No desert tribesman leaves his settlement without a Rakda.
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Ideas - Lifeforms
May 7, 2004
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Suppoki-

These creatures are desert animals that are much like huge, quadripedal sloths. They have a hide made of heavy scales to keep out gritting sand, and over that, a thick coat of fur.

During sandstorms, and when they sleep, Suppoki bed down in the sand, covering themselves up until they are miniature dunes.

Suppoki derive what sustenance they can from water sinks, dew, and underground insects.

Suppoki are often ridden by desert tribesmen. They are stubborn and slow, but are often the difference between life and death out on the sands.
+XP
Ideas - Lifeforms
May 7, 2004
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by Goto Author View Single
Telepathically linked twins that have the ability to switch places. Literally. They've learned to exploit this 'tag-team' throughly.
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Ideas - NPCs
April 28, 2004
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In a certain nation, no-one except the Emperor is allowed to have a name. Therefore, the people give themselves pseudo-names called 'callings'. Examples of callings: A family is known as the Red Sparrow family. The father is called Swooping Red Sparrow. The wife is Bright Red Sparrow Blue Lizard because she was called Bright Blue Lizard before marriage. Their daughter, until she becomes an adult, is Daughter of Red Sparrow. Their sons are Eldest Son of Red Sparrow and Younger Son of Red Sparrow.
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Ideas - Society/ Organization
April 25, 2004
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by Goto Author View Single
What if some crazy wizard created an artifact that empowered rodents that touched it with one random supernatural power? Preferly right out of the pages of your favorite four-color. (But only one power!) This item does not convey any sort of intelligence boost.
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Ideas - Items
April 16, 2004
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Urbants-Creatures that move quickly around on their massive arms, and their 'legs' dangle about from their torso, at about elbow length. They can move fairly quickly, but not as fast as an obese human, and can 'jump' fairly high. Their 'legs' are very powerful, and can kill with one blow. The bad thing is, Urbants cannot block attacks at their heads, which have relatively no neck, from the length of their legs being so short.
+XP
Ideas - Lifeforms
April 6, 2004
+XP
SeaClans: The six seaclans are Dolphin, Gull, Ray, Kraken, Shark, and SeaDragon. These totem animals serve as mascots rather than any deep symbol of the clan. These seafaring organizations are filled with land based saliors and fishermen. They ply the seas and deeper waterways. They function like guilds for ocean sailors



The clans have their own homeland. These people live on large floating rafts- human made islands, as well as vessels of all varieties docked to it. These wetfoots never set foot on land (or only do it for a few hours at most).



Rat Clan: This guild is nominally related to the seaclans. The Rats ply the rivers and marshes of the world, as well as do longshoreman work. The seaclans hold the self proclaimed 'rat clan' in contempt and the officials see them as just a Guild of River saliors and longshoremen with a funny name. The Rats hold their title with pride and will take it out on anyone who gives them grief about it.
+XP
Ideas - Society/ Organization
March 30, 2004
+XP
Khor are a monsterous and violent race. Within five years of being born, they grow to about half human size and are very, very inteligent. As they get older, they get larger... unfortunately they become less intelligent. After their adolecesence (about seven years), they grow to human size and are of a low human intelligence. As they age, they grow larger, slower, and stupider. Most of them end their lives 3 to 4 meters in height. Khor have been reported upto 10 meters tall, though those elder giant Khor do little but hit anything that disturbs them.





As they age they get larger, they don't seem to ever die of natural causes.
+XP
Ideas - Lifeforms
March 25, 2004
+XP
In some remote regions of the lands, voices of spirits and ghosts can be heard whispering in the wind, and wispy movements can be seen out of the corner of the eye.
+XP
Ideas - Locations
March 24, 2004
+XP
by Goto Author View Single
Somewhere along the line, someone very powerful lost their marbles. Literally. Possessing a marble allows incredible clarity of thought about a particular related subject.
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Ideas - Items
February 29, 2004
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It is said by the village gray beards Of Breen, that the band of human exiles who founded their prosperous farming settelment almost a century ago,had to fight a long,savage struggle with the original inhabitants of the fertile valley;monstrous trolls that saw the new arrivals as meals, rather than as potential neighbours.After 5 long years, the humans with their superior steel weapons, drove the troll tribe into the bleak highlands and hills sourounding the valley.But as time passed, the old tale begun to become legend, rather than history and is regarded by most, as a mere story used by parents to frighten disobediant children.And yet the village leaders have always forbidden their people from wandering the hills....
+XP
Ideas - Locations
February 24, 2004
+XP
The Water-Rift is a massive crater in the center of the desert, in the center of which sits a large, unfathomable machine that produces water. Thusly, it is a veritable paradise in the center of the burning desert, and a unique culture exists there.
+XP
Ideas - Locations
February 21, 2004
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The Earthblood Warrens are a series of caverns in which dwell men who live around the Earthblood Vein, a river of magma. They use the magma from the Earthblood Vein to warm and light their homes and cook their food. The Warrens are several miles long, stretching along the banks of the Earthblood Vein, and since nobody wants to walk that far, the Earthbloodmen capture large, magma-swimming serpents, which they train and ride.
+XP
Ideas - Locations
February 20, 2004
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The desert is a curse from the Water God upon the wicked people who live in the South.

Said people offended the Water God in some way, and so the Water God placed water-trappers, bizarre, water-sucking beings, in the soil, and within years, the wilderness became a desert.

Thus, the desert folk shamans have special powers that allow them to find water-trappers so that they can be dug up and their water harvested.
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Ideas - System
February 17, 2004
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