Wand/Staff/ Arcane
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Rating: 4.5
Condition: Normal
ID: 499


January 21, 2006, 10:34 am

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Warmer aka Garnar'hklorrrathhhh


Garnar’hklorrrathhhh is a God who rules over his people who has spread across The Land. If asked about this, it would say, “I am amazed at life’s little quirks. It is all a matter of being in the right place at the right time”.  You see, since the “Voop” this early lesser orb has become one of the most powerful on the planet.

The orb called Garnar’hklorrrathhhh (Great Spirit of Warmth) started as a minor magic item in the house of Corvus.  Simply called Warmer, its job at first was to warm Corvus’s bed. It could heat a small area, and was smart enough to know when to start heating and how much would be appropriate at a given time.  As the orb grew in skill and intelligence over the hundreds of years, it would keep the bedroom perfectly warm, then the entire mansion. 

When everything went voop, Warmer found itself on a Lost Continent, one untouched by Men (Elves/ Dwarves, et all) and any modern creatures. It was quite warm once, but has grown progessively cooler over the ages. 

A Shaman of The Ones (as the scaled folk call themselves) found Warmer in some dirt.  It cleaned him up and took him to the caves.  Eventually The Ones slowed down and slept as the day and night got colder.  Warmer realized The Ones were like some of the animals in the ecoterrium, cold bloods. First he warmed only the Shaman. The Shaman rejoiced at his improved movement and time in the night. Seeing the delight in the Shaman’s eyes, the next night Warmer warmed part of the cave, and eventually all the cave. The Ones were overjoyed.

The simple act of warming their caves gave The Ones a large advantage over other Scaled Folks and competing saurians. They had more hours of the day to do things. Crafts were practiced and perfected. Young were cared for and could learn in those off hours.  The most important thing was that The Ones could dream when asleep, they were warm enough to support that most precious of activities. With this came stories, more language, and more technologies. 

After a while Warmer learned their language and helped when he could.  It was frustrating to him, he could do so much more for them.  It took years, but eventually Warmer learned how to speak with The Shaman (and eventually other Ones).  He taught them clothing and the concept of fire. He saw The Ones starting to prosper.  Talking with other Orbs, he sought advice of other more intelligent and skilled ones. He gifted The Ones with items and wisdom drawn from all the Orbs. (Strangely enough their is a piece of fiction in the Great Library that covers most of The One’s History). They domesticated other lesser scaled creatures. They developed ceramics and even metalurgy. Armed with their warmth and new found technologies, in a few generations The Ones dominated The Land. 

Over the centuries since, they have developed a paradise. They have all the technologies and magics that have been gained and lost over the centuries. There is little want, need, or pain. Technology and magic both make theirs a nearly perfect place. The Ones worship The Great Spirit of Warmth as their benefactor, venerating him like people venerate a great leader. 

They have set up notable defenses around The Land.  While they know little about the World Outside the Land, they do know the Monkey/ Plant/ Stone People could be dangerous.  Now their senate is begining to debate the concept of expanding beyond The Land, or exploring at the least.

No other Orbs have a super society of Lizard Folk at their command.

Magical Properties:

Long ago, Corvus created a vast number of magikal crystal orbs of various sizes, most of which were incorporated into other items.  These orbs housed magikally created intelligences with the following powers:
1) The ability to influence and manipulate the minds of those around it to some degree.
2) The ability to communicate with any other Orb at any range, if it desires.
3) The ability to block or diffuse the power of another orb, 100% magik resistance against orb magik. It can sometimes grant that ability to others or use the power at range. 
4) The ability to be nearly unbreakable (they are crystal after all)
5) The ability to warm any area up to the boiling point of water. 

All orbs were originally made as assistants and aides for Corvus. Since they have outlasted him and anyone who knew much about them, they are now free to follow their own agendas. 

Corvus has a small accident. He and his mansion went “voop” and were distributed in small parts around the globe.

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Comments ( 6 )
Commenters gain extra XP from Author votes.

July 5, 2004, 7:25
I like this. Shows how valuable something simple like warmth can be to different people and creatures. In relation to the cold-blooded 'the one's needs, the orb of warming is a sacred, mighty relic.
I think it deserves a 5/5. Its a simple item, but a good, thorough history and can create some good plots.
July 5, 2004, 23:13
I can imagine the players somehow getting "vooped" to the Land, and being taken before the Great Spirit of Warmth, the God of all the Ones, only to find it is a small marble that warms things up.

July 10, 2004, 3:25
How would you pronounce the name Garnar'hklorrrathhhh?
Gar-nar-klorath? Gar-nar-h'-klor-er-ath? Gar-nar-h'-klor-er-(trilled r)-ath-huh?
July 11, 2004, 1:16
Gar-nar-(clear your throat noise)-lor(trilled r)-athhhh (sibulent th).

Long ago I did a lot of work with non human races, so speaking with a psuedo reptile speak (speak without lips and minimal tongue movement, with the occasional hisss-ish noise), wookie speak, rat chitter, makes a great deal of sense to me.

Sorry for making it hard on the rest of you.
July 11, 2004, 1:52
Don't worry about it. I love puzzling out weird words like that.
January 21, 2006, 10:40
Corrected for capitalization mistakes.

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