Sagely Advice · Legacy archive
Interesting things/ Things to work on.. **
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Sticky paste
#41**** A traditional weapon among a certain culture,this nut is derived from a little red nut that when chewed, will slowly dissolve into a thick paste. In the presence of saliva,it remains soft and easily pliable,but if spat onto to the skin of an enemy,it immediately thickens,becoming as thick and solid as a concrete. The sweat present on the foe's skin triggers this change.
Hmm,I think I'll create an item based on this idea soon.. -
Interesting things/ Things to work on..
#42Okay a couple of things I have been thinking about for a while, but have not done.
***0) Orcen I finally did those. So cool.
http://www.rpgcitadel.com/guild/index.php?topic=2330.0
1) An Elven Ambassy "City" based upon Human Designs (for their human guests who can't handle HomeTrees and ambient magic). They made it fire proof to protect their forests and warm to keep humans alive. It is based on the Ahwahnee.
http://www.webportal.com/ahwahnee/
This has been MONTHs. I just can't get a good handle on the description for the city image.
***2) A mystical city which is basicall an extended plat plain off a sheer mountain side. Think of it as a line sticking out of a J curve. The city is all alabaster white, with gold trimmings, looking more Classical than any of the cities in the world. it is the last basteon of the Imperial/ Atlantian culture.
It is linked to down below via a teleport gate.
***3) The "Guild" and Culture related to a series of gates. Its first post would be a Gate Plaza, where you have a large plaza, with a sheltered waiting area not too far off, suitable for staging small caravans.
Gate System is like Space World It would be so cool. If I could just find my copy of World of Wonder to refresh my memory.
***4) A moderate Dwarven Keep with a Tall Pine Tree Motiff. Near the front of the gate is three tall Pine Tree Statues made of stone.
I should write up a psuedo Imperial Culture to plot into people's past, so they can have psuedo feudal current worlds. I have done most of this as the Dokoren and the Guild. Maybe I should make it a setting.
Oh and I am 22 posts in 21 days... I took some time off and it has been busy off at work. I am mostly just one offing some little posts to keep going. Villages, Recipes, A neighborhood, a few more deities (almost done), just things to keep the hand in until I can settle down to do some serious posting.
A couple of other things that have been hanging around
5) Imagine the reaction of a fantasy world if gates from a cyberpunkish dystopian future opened up. Of course they woud invade and ravage for resources, and a few would set them selves up as overlords. They would come across as souless demon things with incomprehensible powers. So it needs to be written as that.
6) Shadow Magic and the New God responsible for its existance.
**7) Using my book on Wisdom of the Ages, adapt all the possible monotheistic religion. Done one, should do the other. -
100 mark
#43I just did 111 posts in 82 days. I actually would of cleared the mark sooner, but I forgot to check it. So Today starts the new 100 and I am a few posts up.
100 posts in 100 days. That is the goal I want you to strive for. Is that so hard? Check this this post:
http://www.rpgcitadel.com/guild/index.php?topic=2142.0
Addendum
July 29 I have done 6 (days) +37 (extras) If I can keep up this pace I can cover 100 posts in 50 days. I almost feel bad for the "Dash of salt" entries. They are simple google-fu. You take a basic recipe and add some fantasy elements to it. And if you ever have had Haggis, Orc Stomach does not seem that far off. On the bright side, I have knocked a few off the "I should do list", most notably Quadrangles.
August 14 23 days +50 posts. I rock.
Sept 3, 43 days +67 posts! I did another 100 posts in under 50 days. -
Interesting things/ Things to work on..
#44The ArchPriest of the Basilica, Thasmun III | Human | Cleric | ArchPriest | Male | Author: MoonHunter [ Print NPC ] [ Edit Post ]
The ArchPriest of the Basilica, Thasmun III, is a beloved benevolent leader in the community. He is a man of integrity and holy power.
In process
Equipment
Several Minor Holy Relics. The most important of which The Tincture of Tintangle, a tall thin relic of glass and bronze approximately six inches long, which contains greenish copper tainted water (that glows slighty in sunlight and moonlight) from the Holy Well of Tintangle.
Appearance
The ArchPriest Thasmun III is a pudgy man. He is not fat, but he is not svelte. His hair hairline is receeding, the rest is thinning slightly. He appears to be a man who acknowledges that is gracefully sliding down into his later years. He seldom wears the finery associated with being the ArchPriest. He is still a working priest in his mind. His staff keeps forcing him to wear pieces of the vestments for his office, even when he is puttering around the Bascilica.
Background
The ArchPriest of the Basilica, the ArchPriest Thasmun III, is a beloved benevolent leader in the community. He began his ministry here at the Basilica and has spent most of his career here. He started as an acolyte. His initial studies were here. He was then sent to "The Seat of Faith" to be trained in priestly ways at an early age. When he returned he was filled with faith and energy.
That level of energy and enthusiasm has not waned in the last four decades. He is involved with the people of the congragation. As he puts it, "The church is more than mere stones and verses, it is people."
Alas in his years of frailty his manner has become in the eyes of some queer and his sermons are regarded by some as erratic and even heretical.
Recently the regional Cardinal dispatched an inquisition to investigate these scurrilous claims but it has now been reported that the inquisitor and his entourage have gone missing whilst returning to report somewhere in the shadowed and perilous woods of Darkfen. These woods are reputed to be controlled by bandits supported by Dark Forces.
Notes
Unbeknownst to the town elders is that the bishop himself was murdered many months ago and in his stead an impostor has been placed who is in league with the necromancer. Over this time the sanctity of the ancient crypts has been defiled and soon the remains of the interred populace will be animated into a foul hoard of undead warriors to subjugate their descendants under the malignant rule Znarkooth the Necromancer of Doth G’nar.
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Suggested submissions to be used with this character.
Basilica of Kestidel
In the great town plaza the magnificent edifice of the Basilica of Kestidel has stood for many generations. This elaborate gothic structure is the hub of power of the clergy. It has been a bastion of faith for the surrounding lands. Not only have the spiritual affairs of the populace been governed here but also it is a centre of the community that has proved resolute in time of crisis, whether through war, pestilence or famine. In the myriad of crypts beneath its sanctified grounds lie interred many thousands of bones of the dead, as these crypts are the place of burial for the worshipers. -
BlueFisttofMailedForce, bluFridu'amrthis
#45BlueFisttofMailedForce, bluFridu'amrthis in the tongue of the fair folk, an Elventi keep situated on the fringe of Elventi lands that serves to watch for and deter greedy Human encroachment. This keep is built for war and is uncompromising in its stalwart walls and battlements. From its high tower the keen eyes of the Elventi can mark the movements of beast and man for many long leagues and from its vaulted halls the might of the Elventi can strike forth or take refuge as the need demands. But as is the way of Elventi, the mark of their craft has touched these battlements so that it is also a structure of beauty and wonder that will dismay their foes.
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Despite their natural state, the Elventi still need places of strength where they can stand against their foes and gather their might. They learned this lesson from their Human charges. Elventi citadels range in shape and form and shape, based on the terrain. This is near the Human Lands, so it needed a form that Humans would recognize and respect.
BlueFisttofMailedForce, bluFridu'amrthis in the tongue of the fair folk, an Elventi keep situated on the fringe of Elventi lands that serves to watch for and deter greedy Human encroachment. This keep is built for war and is uncompromising in its stalwart walls and battlements. From its high tower the keen eyes of the Elventi can mark the movements of beast and man for many long leagues and from its vaulted halls the might of the Elventi can strike forth or take refuge as the need demands. But as is the way of elves the mark of their craft has touched these battlements so that it is also a structure of beauty and wonder that will dismay their foes.
Physical Description
The BlueFisttofMailedForce keep consists of two main levels, accessed via an integrated gatehouse, and surmounted by a large battlement topped tower that stands two levels high which in turn is surmounted by a further watch tower. Under the main level also lies the basement level. In keeping with Elventi sensibility, it is both beautiful and function. It is made of a cold lake blue stone so keenly put together that a piece of parchament can not be fit between the joinings of the stones. The keep is, in plan, shaped as an eight-pointed star, and its tower rises to a point like the horn of a unicorn. The keep is highly decorative yet these aspects of its style to not inhibit it’s functionality. Indeed it is rumoured that some of the statues ranged about and within the keep are set with magical wards to repel non-corporeal and invisible intruders and to prevent trans-locating magics such as teleportation and dimension doors.
The gatehouse spans two levels and consists of the main gates that open onto a short passage that is blocked by a portcullis. The passage is defended by internal arrow slits from ground level guardrooms. Both the passage and the exterior of the gates are also defended by murder holes from which defenders on the second level can thrust long spears or rain missiles and scalding water on attackers. Access to the integrated gatehouse is through a single stout door on the second level and from this level is the only access to the ground floor guardrooms; by way of ladder.
The second level also houses the windlass mechanism for the portcullis as well as a hearth for heating of water and oil. Between the upper and lower guardrooms, on both sides of the gate tunnel, are low ceilinged storerooms in which armaments and other stores are kept. In times of peril the gatehouse structure can survive independently of the rest of the keep, and thus the gatehouse also serves as a last bastion of refuge if the keep should be overrun.
Above both the upper guardrooms are secret chambers, accessed by secret trapdoors in the roofs of the guardrooms, in which treasures or creatures can be hidden. (These sections are also removable thus making the gatehouse for accessible for placement of miniatures)
Entry to the heart of the keep, that spans two levels, is from the heavily fortified integrated gatehouse. These two levels are characterised by decorative gothic vaulting that is firstly functional, in that it bears and distributes the weight of the stone above, but also pleasing to the eye of the fair elven folk within.
The lower level of the keep consist of stables to the left and on the right is the forge, for maintenance of arms and armour, as well as racks to hold laces and polearms. Other heavy work such as masonry is also done on the right side. At the rear of the keep is the stairwell to the second level as well as a low ceilinged stairwell to the basement. The walls are interspersed with arrow slits for all round defence.
The second level of the keep is used as barracks, a common area for the Elventi warriors, and a kitchen. In times of peace the Elventi garrison will spend much time here fletching arrows or sipping watered wine whilst singing to the chords of Elvish bards. This level has narrow windows that can be shuttered in case of attack but which otherwise allow light and air into the keep. The centre of this level is a void to the lower level and ramping over this is a stairway, known as the grand stair, to the base of the battlement level tower above. This void also allows archers to attack from the second level if invaders breach the gates.
The battlement level has wide parapets from which Elven archers and war engines can be situated to rain murderous fire upon attackers from any direction. Access to these battlements is from a single door into the battlement tower. Narrow windows situated above in the battlement tower provide covering fire over the entire battlement level. The walls stand over 40 feet high making assault by ladder or siege tower a difficult.
The lower level of the tower is used for retreat in case of heavy aerial or magical assault and also as either barracks or as stables for flying creatures.
The second level of the octagonal battlement tower is used as quarters for the garrison commander or battle mage. It can be sectioned off as necessary. It also sports all round windows to give protected fire over the entire battlement level. From here stairs spiral up to the high battlements level and watchtower.
The high battlements are a lofty octagonal platform from which defenders have clear fields of fire all about the keep and over the battlement level. From here Elventi warriors maintain their vigil over the surrounding lands. Above this is the watchtower, which is accessed by a ladderway, from which signals can be sent by way of mirror and a single Elf can command 360-degree views about the keep. In times of trouble the keep commander or wizard can also maintain a complete overview of a battle and movements of his and enemy troops.
The basement level is low ceilinged and is dominated by massive load bearing pillars carrying the weight of the keep above. Located in the basement is the keep’s well as well as several storerooms. These storerooms also can be used as cells when the need warrants and are usually kept empty for this purpose. The bulk of the keep’s provisions and stores are kept here. -
Interesting things/ Things to work on..
#46Battle Dancers- A surviving order from a long tmie ago. It is said that the Primal Gods danced the universe into reality... the interweaving of the various elements in a patterned rhythm. The Dancers learned magics based on the motions and elemental flows. This grants them a martial art based on motion and magic.
There is a temple of the Battle Dancers. It is a temple where a stone floats there, to be released by the magic of song. There are two paths one is faster, but there are obsticles that are deadly. It is a test of speed and accuracy. The second path is longer and the obsticles are less deadily. It is a test of stamina and tenacity. If you can make it there un aided by a dancer you are accepted.
There are The Tempo: These are people who assist the Dancers. They did not make the final cut. They support the temple and help recruit dancer potentials (or at least push them towards the paths). They also monitor the paths and make sure the obsticles occur.
Boulder: A local Earth Spirit who is a potentla thread to human minors.
We have folk masters for a martial arts. -
Interesting things/ Things to work on..
#47People start falling into a coma. Seems to be completely random but it is quite widespread and affects all levels of society.
Initial thought was that these people were called into another dimension, one in which only those in a coma would be visible in. From their perspective, it was like they woke up and everybody else has dissappeared.
-Could be they were brought there to solve some calamity that if it continued would directly affect the other dimension.
-A demon army (or whatever) is using this dimension to stage an attack and their disruption has 'called' these people into it with them quite by accident. Those called might have special abilities in this dimension beyond the ability to be called that gives them a fighting chance to fight the army themselves if they band together with others caught there.
-A dimensional disruption pulled them in and they simply must survive this new world for awhile until they can figure out how to get back?
? -
Atomic Barbarian ideas
#48Ideas for a possible upcoming setting of "Savage Adventure After the Bomb"!
Shanam, Empire of the East
The primary power of the eastern coast (on the Atala Ocean), Shanam is centered in that most ancient of cities, Ra Lee. A stronghold of the Yushani Church (which holds that God and the sun are one), Shanam has a mighty army and a loyal populace. Shanam currently holds control of the Holy City of W'shang (which Yushani factions of the coast have been battling over for centuries), and has many of its most skilled priest-logicians attempting to contact the monks of the Forbidden Tomb of Jisheh, where the deepest secrets of the ancients are said to be interred.
Historically, Shanam has claimed to be the successor state of the ancient land of Nesh Khoralana, and for some of the more extravagant priest-historians, of Yusha Merica itself.
{Translations- Ra Lee is Raleigh, North Carolina. The Atala Ocean is the Atlantic. W'shang is Washington, and the Forbidden Tomb is the Pentagon (though in the posited future, it was fortified into a technocratic fortress before the nuclear war). Nesh Khoralana is North Carolina, and Yusha Merica is "U.S.A. America"}
Garandereh, the Kingdom of the North
Separated from the battling and fractious kingdoms of the east by the Apla Mountains and the jungles of that land, Garandereh is the mighty and warlike kingdom of the north, united strongly under the Priest-King Ibavia. Garandereh, nearly legendary to the Yushani east, is staunchly Elmani (the Elmani Church worships God as the perfect union of the five elements). Garandereh is centered in the city of H'andorja. Garandereh is also remarkable in that it contains not one, not two, but four untouched ancient ruins- the legendary Cursed Cities of Garandereh, of which the most famous is Shika-Go (as is said among northerners, to enter Shika-Go is death).
Garandereh was united by Juda the Blessed, the first Priest-King, who brought the truth of the Elmani Church to the barbarians from across the Northern Seas. The Garandereh still possess good relations with the Kanuuta who dwell across the Seas, albeit they rarely encounter one another.
Garandereh finds itself constantly at war with the muutanti of Rauki's Empire to the west.
Rauki's Empire
The visionary muutanti leader Rauki has, within his lifetime, managed to unite the disparate and warlike muutanti clans of the west into a powerful, vigorous, and young nation, one which has challenged the mammoth strength of Garandereh.
Rauki's empire has no name, and is still more akin to a confederation of mutant tribes than a true nation. But Rauki is a genius of amazing proportion, a military mastermind, and is slowly creating a strong beauracratic class to rule his new nation, centered in Tinko, City of Incense.
muutanti
Mutants. In this time, basically a separate race, become many disparate tribes of vicious raiders and barbarians, who battle against tribal humans in the wastes and against the armies of the savage settled human nations. Muutanti are true-breeding, but have an enormous infant death rate which nearly counteracts their superhuman fertility- a female muutanti can expect to give birth to an average of 75 children in her lifespan, which an average of 40 will be stillborn or fatally-mutated from birth.
Muutanti are outrageously ugly, by our standards. Though they appear human, most have hideous deformations and strange growths. Many men sport tendrils and tentacles which grow from all parts of their body. Hair is usually stringy and dying. Many muutanti are bodily strong despite their deformities and ugliness. Some muutanti women can even be considered exotically beautiful, in an alien way. -
Interesting things/ Things to work on..
#49A new setting,eh? Sounds good. To make it even more mythical in nature,you could make it such that Beings From the Stars were responsible for triggering the outbreak of nuclear war. Just an idea. -
Interesting things/ Things to work on..
#50I might make the setting, I might not. I was just struck by inspiration. ;)
I must admit, though, I have been bouncing a "savage post-apocalypse adventure" setting around my mind off and on for a while... I was considering calling it Atomic Barbarian.
It would be something like a combination of Conan the Barbarian, Nausicaa: Valley of the Wind, Savage Earth (the internet setting; check it out), and possibly other influences. -
The Seven
#51The Seven
The Seven Swords are both legend and history. The Wielders were a small band by necessity, as there were only seven swords. However these weapons filled them with a power unrivalled by mortals. With their swords in hand, The Wielders defended the Sphere from the onslaught of (Insert evil threat)
Most Wielders are pretty kick ass before they get the weapons, in different ways.
You can Wield, but not be chosen by the weapon. Thus you get some of the powers, but not the full potential.
The power are akin to modern super heroes.
The weapons have dark counterparts that are not swords.
1) Justice: Justice is not blind, increases senses to inhuman levels. Perception is power and the path to truth. Balanced in terms of offense and defense.
2) Light: The slayer of darkness. Powerful against The Darkness. If used against other things, it can be dangerous to the wielder. It heals.
3) War: Knowledge of battle. Regeneration in combat. Superior skill.
4) Vengence: Second only to war in terms of offense. It drags its wielder down the dark path. The more it kills, the more powerful it becomes. Also the more driven it becomes to complete its task.
5) Redemption: The path is for the wielder. Cut through anything. Grants great speed.
6) Honor: Strength of the weapon is based upon the honor and the sacrifice one must make for it. Super Strength.
7) Life: -
Re: Interesting things/ Things to work on.. **
#52You know what this site needs? More Villian NPCs. We have tons of allies, many henchmen, a few victims, but where are the bad guys?
Villians
Eichton:Â Fighter+2, with more combat edges than your best fighter. He is normally designed to be "better" than the PCs. usually employed by a somewhat evil guy. Lots of social events and non leathal fights...
Sir Guyus: Effimite looking, vaguely foppish, agent. He is cruel, enjoying torture and toying with people. Shows no interest in Excellent duelist.
Unknown by anyone, he is actually a woman dressing up as a man. (Will escape with the maids dressed as one).
Borgen: Broad heavy set man with a mouth almost as wide as his face. Huge teeth (possible non humans in his ancestory). He is not a good looking man. However his brutish exterior and lack of finess social skills holds a keen intellect who has distain for the stupid rules of society.
Demon possessed monk: Keeps preaching "good" as a cover. A real fire and brimstone kind of leader. Leader of his flock. He is always in front of any mob. He frequently sets up witchhunts for the evil person who keeps committing murders or other dark deeds in the area. I wonder who that could be.
Kelliden: A tall sharp featured man with an awful short haircut. He always has a stern and disproving look. He is normally a man of some importance, senechal or burger or guild master.
He is a dream thief, he steals the dreams of others to keep himself immortal (the regenerative ignoring damage type) and powerful (though he never uses those advantages unless hard pressed). He makes a show of doing it with his amulet (thought he does it via touch). Victims seems calm, quiet, and dull. They follow the rules. They stay the course. (normally he steals a little at a time, three times and the target is completely without dreams or a soul).
He currently has quite a backlog as he enjoys his work. He has a decade or two extra.And if you lock him up with other prisoners, he will simply steal their hopes for freedom.
Voodoo-- Attempting to take down one of the PCs through less conventional means, a local crime-boss contacted an expert on the dark arts to curse them through the use of a Voodoo doll. Making a life-size patchwork replica and dressing it in a costume like the hero's, they performed the necessary rites and then covered it with needles before firing several rounds into it and tossing it into a local river. When the PC encountered no ill effects, the Crime Lord had the Dark Arts expert killed to make an example of him.
Whatever remained of the Dark Arts practicioner post-mortem, combined with the remaining magical energy in the voodoo doll and brought it to life, granting it all of the PCs powers and abilities, in addition to making it difficult to harm physically and causing the needles embedded in it to become nearly-indestructable and seemingly infinite in quantity. Voodoo's personality is a sick mockery (tm) of the original PC's, even adopting something similar to the PCs MO though twisted in such a way as to be villainous. It even looks similar to the PC in low-lighting, though it reeks of sewage and is much more ragged and battered looking. -
Re: Interesting things/ Things to work on.. **
#53:hyper:
Villains! Yay!
Seth'Nor: once a wizard who transferred his soul from an aged body into a flesh golem of his making. Now he is intent on 'upgrading' his fleshy form by stealing better body parts from others. Likes to gross out and scare his victims. "Sorry, I will kill you soon, as soon as I am done polishing my eyeball."
Karmauth: demon with a death-wish. Wants to die in battle with a worthy foe. Was not defeated yet. Sees one of the PCs as a worthy foe.
Caldebar: mafioso. Has lost about ten wives over the years, each left him with a few kids. His offspring are the officers in his army of crime. Strict, yet caring about his kids. Family guy.
Ser Myartan: leader of an ancient order of death knights. The have been serving the Realm until now, masking their nature, yet deem the current king a fool. Myartan is single-minded and ruthless, unresting, unyielding. Has acquired lots of knowledge and refinement over the years. Polished speech, flawless manners, cultivated and well-groomed (as far as possible for a guy centuries dead). -
Re: Interesting things/ Things to work on.. **
#54In the vein of Unused 30s ideas... this thread shall rise..
It still has soem good ideas in here...