UnCon: War of the Worlds

Post/Author/DateTimePost
#1

ORC_Paradox

Sep 18, 2005 21:43:29
This competition is multi layered and is taking place across the cosmos.

It is run in four phases. The first phase runs until Thursday. This is where people post their entries. On Thursday, nomination phase will take place where people may nominate threads to move to the next round. The top entries (Three to five, depending on the number of entries) will be up on a poll to be voted on as Friday's phase. The votes will end Friday night.

The final entries will be put up against each other in one final poll against the top entries from the other world entries on Saturday. Woo hoo! You're not just setting up the best entry for your area, but against the other areas as well!

Here's what you'll be making:

A mace.

Not just any mace, but one that represents this world. We need to see the back story of the mace, the powers of the mace, the material it's made of, and it's current location/owner. Be as creative and descriptive as possible. The challenge is to present the mace as part of your chosen game world, but be clearly explained to folks who may or may not know anything about the world. Folks will be voting on your entry based on coolness factor and adaptability to any game world, even with the rich history. What this means is we don't need a detailed description of every war in the game world, or all the details of the game world. But enough of the flavor of the game world should be apparent in the mace's description.
#2

Sysane

Sep 19, 2005 10:43:29
Anyone thinking about doing this for DS?

This could make a great DS community project.

I'd like to propose a psionic mace with it's history tied to the Druid Eradication.
#3

kalthandrix

Sep 19, 2005 10:56:23
I might be able to dig something up!
#4

Sysane

Sep 19, 2005 11:05:42
Hmmmm.... A mace with the collsion, and psyhic abilities. When weilded by a druid or ranger it grants the properties of Holy Avenger. It may have been created by a SotL to be used by a psychic warrior/druid (or ranger) hero.

Just some brainstorming.
#5

kalthandrix

Sep 19, 2005 11:34:49
Hmmmm.... A mace with the collsion, and psyhic abilities. When weilded by a druid or ranger it grants the properties of Holy Avenger. It may have been created by a SotL to be used by a psychic warrior/druid (or ranger) hero.

Just some brainstorming.

Sounds cool- how about adding bane vs. defilers (or wizards/arcane spell users) too.

What is is made out of- I would vote for afari (spelling) or bronzewood with a stone head that has veins of iron or gold spreading across it.

Just helping your brainstorming process bro :D
#6

Grummore

Sep 19, 2005 11:37:13
I'm with Sysane that this mace should be psionic.

To this mace, maybe let's add a conceal thoughs power. That might help to resist mental probe from SK that want to find more druid to eradicate.

Or maybe a giant mace, used by a powerful giant who repelled an attack by Dregoth?

Or again, why not a mace that help create forestation? Maybe left on the ground after is master death, after all legions have left the regions started to create a forest around it. The mace would be now burried under trees and such. On the know regions, we can find a place where it could be possible. Maybe Shaul island, East of Draj. Or maybe under Dasaraches fortress?

Or the mace might have a debilitating power, which caused Daskinor o start is madness? Afghan, on is web site, talk a lot about Goblin. It could have been a goblin mace which cursed Daskinor when the goblin kind died.

We are brainstorming! I do :D
#7

Sysane

Sep 19, 2005 11:44:02
Sounds cool- how about adding bane vs. defilers (or wizards/arcane spell users) too.

What is is made out of- I would vote for afari (spelling) or bronzewood with a stone head that has veins of iron or gold spreading across it.

Just helping your brainstorming process bro :D

I agree that it should be made of wood. Perhaps its topped with a raw and unworked piece of iron ore or obsidian.

The bane vs defilers was something that came to mind right off the bat, but figured that it was a no brainer and kind of bland. Making the mace have holy avenger properties (nature's avenger?) when used by a druid or ranger kind makes it stand out.
#8

Sysane

Sep 19, 2005 11:53:56
I'm with Sysane that this mace should be psionic.

To this mace, maybe let's add a conceal thoughs power. That might help to resist mental probe from SK that want to find more druid to eradicate.

Or maybe a giant mace, used by a powerful giant who repelled an attack by Dregoth?

Or again, why not a mace that help create forestation? Maybe left on the ground after is master death, after all legions have left the regions started to create a forest around it. The mace would be now burried under trees and such. On the know regions, we can find a place where it could be possible. Maybe Shaul island, East of Draj. Or maybe under Dasaraches fortress?

Or the mace might have a debilitating power, which caused Daskinor o start is madness? Afghan, on is web site, talk a lot about Goblin. It could have been a goblin mace which cursed Daskinor when the goblin kind died.

We are brainstorming! I do :D

Good ideas. I was kind of trying to stay away from the whole "weapon used against SK" ideas. I was looking to go in a sort of unique angle with this.
#9

Grummore

Sep 19, 2005 11:58:47
Good ideas. I was kind of trying to stay away from the whole "weapon used against SK" ideas. I was looking to go in a sort of unique angle with this.

The second idea is not about the SK. Although, eventually, everything touch the SK.
#10

Sysane

Sep 19, 2005 12:04:00
The second idea is not about the SK. Although, eventually, everything touch the SK.

True.

I do like forestation aspect. Maybe if the mace is left alone for a long enough time it makes the surrounding land fertile?
#11

kalthandrix

Sep 19, 2005 12:19:20
True.

I do like forestation aspect. Maybe if the mace is left alone for a long enough time it makes the surrounding land fertile?

Building of that, maybe it will allow the wielder to cast Create Oasis or a simular effect like once a year or when the moons are in a specific alignment.

The weapon I plan on building will be kind of based off a dagger I made for a player in my group- it will be a light mace with a large crystle head and a drake ivory haft. It will be called the Sun Lord's Gift and will act as not only a weapon but will also have several metamagic abilities for enhancing sun spell. It will also act as a the wielders divine focus as long as they are a cleric of the sun.
#12

Sysane

Sep 19, 2005 12:25:01
Building of that, maybe it will allow the wielder to cast Create Oasis or a simular effect like once a year or when the moons are in a specific alignment.

The weapon I plan on building will be kind of based off a dagger I made for a player in my group- it will be a light mace with a large crystle head and a drake ivory haft. It will be called the Sun Lord's Gift and will act as not only a weapon but will also have several metamagic abilities for enhancing sun spell. It will also act as a the wielders divine focus as long as they are a cleric of the sun.

Nice.

I think I'm going to develop this idea a bit more. What about the mace being called "Nature's Wrath"?
#13

kalthandrix

Sep 19, 2005 12:32:33
Nice.

I think I'm going to develop this idea a bit more. What about the mace being called "Nature's Wrath"?

I think that is a spell- how about Raging Woodpecker :D Just kidding!!!

Verdiant Hammer
Dustbane
Greneroth (green wrath- taken from old english)
#14

Sysane

Sep 19, 2005 12:38:47
I think that is a spell- how about Raging Woodpecker :D Just kidding!!!

Verdiant Hammer
Dustbane
Greneroth (green wrath- taken from old english)

Hmmm...its not a spell on the PHB. Maybe one of the builder books?
#15

kalthandrix

Sep 19, 2005 12:41:24
Hmmm...its not a spell on the PHB. Maybe one of the builder books?

I really like the name Greneroth *uses inhuman mental abilities to influence Sysane's thoughts* I think you should use that one! *mental suggestion deeply implanted, you have no choice*
#16

kalthandrix

Sep 19, 2005 12:42:18
BTW I think it is a spell from the Complete Divine.
#17

Sysane

Sep 19, 2005 13:08:40
BTW I think it is a spell from the Complete Divine.

Checked the SRD. Its not in there. :P
#18

Sysane

Sep 19, 2005 13:11:38
I really like the name Greneroth *uses inhuman mental abilities to influence Sysane's thoughts* I think you should use that one! *mental suggestion deeply implanted, you have no choice*

I'll concider it. It would be cool to name in the Druidic language.
#19

kalthandrix

Sep 19, 2005 13:12:24
Checked the SRD. Its not in there. :P

That's right, it would not be in the SRD if it was in the Complete Divine ;), I know you know that the SRD only has OGC on it and the Complete books are not OGC.
#20

Sysane

Sep 19, 2005 13:31:32
That's right, it would not be in the SRD if it was in the Complete Divine ;), I know you know that the SRD only has OGC on it and the Complete books are not OGC.

Yes, but it does have divine material.
#21

kalthandrix

Sep 19, 2005 13:49:09
Yes, but it does have divine material.

?? Not quite sure what you mean with this. Complete Divine has stuff in it for all divine spellcasting classes. IIRC Nature's Wrath is a druid spell in that book.

Aside from this I guess I do not know excatle what you mean with your comment!
#22

Sysane

Sep 19, 2005 13:52:12
?? Not quite sure what you mean with this. Complete Divine has stuff in it for all divine spellcasting classes. IIRC Nature's Wrath is a druid spell in that book.

Aside from this I guess I do not know excatle what you mean with your comment!

Meaning the SRD has divine material. Obviously its not the Complete Divine material (my bad). But if its a spell already, no big deal.
#23

Sysane

Sep 19, 2005 14:13:16
"Nature's Fury" might work as well
#24

Grummore

Sep 19, 2005 14:27:10
Nature wrath or something similar sound too generic. What Xal brought up is a very cool name : Greneroth. The spelling of that name inspire nature, wood, forest, druid, etc.
#25

woobyluv

Sep 19, 2005 14:28:27
How about calling it Blazing Fury or some derivitive. Green Wrath implies a druidic item rather than a tool of the paraelement of Sun.

Let's try this for starters:

Enchanted Obsidian Light Mace +3 (deals damage as a Heavy Mace and has the properties of metal) with Impact (doubles threat range) and also has the properties of a Sun Blade with one exception, there is no inclination towards good or evil. Instead of twirling the weapon overhead all that must be done is hold the weapon high and the gigantic gem (ruby? to reflect the Dark Sun?) channels sunlight directly from the sun to the target, even if its night outside. Maybe It can also power spells and powers a limited number of times a day by drawing on the power of the sun (Only usable during daylight hours)?

The weapon can be a divine focus for a Sun Cleric though the current wielder need not be one.

History: Created long ago by a forgotten Sun Cleric at the time the sun turned to crimson, perhaps to commemorate the occasion, or perhaps to lament its accelerated and eventual death, none knows for certain. What is known is that a trail of destruction follows in its wake, perhaps the sun's vengeance upon those who would dare siphon its power. Following the last episode of destruction, the weapon was lost for centuries but was last thought to have been seen near the vicinity of Kalidnay.

Possible Twists: Perhaps the weapon is cursed to trigger a seemingly self destructive blast that consumes all in its destructive radius (maybe 120'?)without the wielders knowledge (consuming the wielder as well) when a certain condition is met? High level defilers? Wizards of any sort? Champions? A powerful enemy of the Sun?

I think such a weapon would meet the requirements of the contest with some tweaking, what saith the community?
#26

Sysane

Sep 19, 2005 14:31:35
How about calling it Blazing Fury or some derivitive. Green Wrath implies a druidic item rather than a tool of the paraelement of Sun.

He was referring to a possible name for the mace idea at the beginning of the thread. Not the one from his home game.
#27

kalthandrix

Sep 19, 2005 15:35:33
How about calling it Blazing Fury or some derivitive. Green Wrath implies a druidic item rather than a tool of the paraelement of Sun.

I think that you got a little lost in the thread- the names I was suggesting was for Sysane's Item, my item already has a name- the Sun Lord's Gift- and is mostly finished, I just need to write a background story. I will try to get it posted sometime real soon.

Hey Sysane- If you do not want to use Greneroth for the name it's all good, because I thought up a rather neat item earlier and I think it would fit really well, but I will sign it over to you if you do want it.
#28

Sysane

Sep 19, 2005 15:39:47
Hey Sysane- If you do not want to use Greneroth for the name it's all good, because I thought up a rather neat item earlier and I think it would fit really well, but I will sign it over to you if you do want it.

I like the name, but I think I'm going to go with Nature's Fury.
#29

kalthandrix

Sep 19, 2005 15:43:50
I like the name, but I think I'm going to go with Nature's Fury.

Okey then, I will use it in some upcoming item that I will post here- I was not trying to say your idea or anything was bad so I hope you do not think I was being pushy or anything :D
#30

Sysane

Sep 19, 2005 15:56:18
Okey then, I will use it in some upcoming item that I will post here- I was not trying to say your idea or anything was bad so I hope you do not think I was being pushy or anything :D

No, not at all. I hope a few more peeps post an idea for this as well :D
#31

gilliard_derosan

Sep 19, 2005 19:44:53
No, not at all. I hope a few more peeps post an idea for this as well :D

I was thinking that anything done like this, should have Endure Elements as a granted power. I like the sunblade effect. And I don't know about the self destructive blast.

Maybe it should have have Bane-arcane spell casters. And if it is ever possessed by an Arcane caster, that caster gains negative levels (1 or 2) that persist for as long as the mace is in posession. Should the caster ever try to use it in melee, or use it's powers, then the mace calls down a flame strike, centered on the wielder, and teleports to a random location on the world.

Heck, even if it just fell to the ground that would be cool. Would make the caster think twice about picking it back up I would think. hehehe
#32

Sysane

Sep 19, 2005 22:04:06
Do people only read the last 5 posts of a thread?
#33

ORC_Paradox

Sep 19, 2005 22:16:05
Wow, I'm impressed.... I hadn't thought the contest might go in a co-operative direction. :D

Everyone is to post up thier entry, which gets nominated by you guys... Then there's a vote amoung the top nominees.... This will be the area's winner. That will conclude this part of the contest.

Then the winner is entered in a second round against the winners of the other board's creations.

The winners of the smaller rounds get a prize, so you're competing for it.
#34

ruhl-than_sage

Sep 19, 2005 22:59:55
If you have the mace have anything to do with defiling we are doomed to lose. They are voting on adaptability to any game setting, and there aren't any defilers in any other game setting.
#35

Sysane

Sep 19, 2005 23:08:33
If you have the mace have anything to do with defiling we are doomed to lose. They are voting on adaptability to any game setting, and there aren't any defilers in any other game setting.

I don't feel thats entirely true. The contest is to create a mace tied to the game world. Defiling is a big part of DS. Granted, I'm not going that route with my Nature's Fury idea.
#36

ORC_Paradox

Sep 20, 2005 4:53:27
Someone on the other boards said it best. The idea is to show off your world's richness without requiring extensive prior knowledge of the world.

#37

kalthandrix

Sep 20, 2005 10:10:55
---
#38

Sysane

Sep 20, 2005 11:34:57
Here is a rough version of the weapon I made- I am currently working on the description and background story.

Let me know what you think.

Good stuff. This is what I've got so far. I'm still working on the fluff portion. The oasis ability needs some work as well. Any suggestion on that would be helpful.
#39

kalthandrix

Sep 20, 2005 11:59:10
Very interesting- what is the weapons enhancement bonus to hit/dmg?
#40

Sysane

Sep 20, 2005 12:12:07
Very interesting- what is the weapons enhancement bonus to hit/dmg?

Its based on the psychic ability of the weapon from XPH.

Psychic: A psychic weapon’s power depends on its wielder. In the hands of a nonpsionic creature, the weapon possesses the qualities of a nonmagical, nonpsionic masterwork weapon. When wielded by a psionic creature, this weapon has an enhancement bonus based on the wielder’s current power point reserve, as shown on the following table. The weapon’s enhancement bonus decreases as the wielder spends power points, and it increases whenever the wielder gains enough power points (by any means) to put his power point reserve into the next higher category.
[HTML]Power Point Reserve Enhancement Bonus
1–4 +1
5–29 +2
30–79 +3
80–129 +4
130 or higher +5[/HTML]
#41

kalthandrix

Sep 20, 2005 12:31:13
OOOO, very cool. I had totally forgotten about that.

My weapon had started out as a creation from the Weapons of Legacy book, but it did not feel like typing out all the charts and additional information. I like legacy weapons becasue it allows you to keep a weapon around beyond the next looting of some critters den or treasure trove.
#42

irdeggman

Sep 20, 2005 17:00:28
Someone on the other boards said it best. The idea is to show off your world's richness without requiring extensive prior knowledge of the world.


But Dark Sun and Birthright are the two campaign worlds with the most distinguishing features IMO.

Greyhawk, Dragonlance, Ravenloft are mideval fantasy games with minor tweaks to set up the setting. There are far more similarities than differences there.

Planescape is broad enough that a few special properties can grasp the entire "portal" concept.

Dark Sun revolves around defiling and SK and "No gods" and lots of psionics with psionic-magic hybrids. These are the defining features of the setting.

Birthright is defined by the death of the old gods and the passing of their blood to the "mortals". These are the things that define the settings and are real hard to grasp without some "unique" history tied to the weapons.

This makes this "contest" really stacked towards the "standard" settings and not the ones that were defined by their uniqueness (which is why we play them in the first place).

While I love 3.5 - the one thing I really don't like is how the system and philosophy is designed to make things more generic and minimize the setting unique aspects. For example compare the DS 3.5 updates of Dragon/Dungeon with that of Athas.org. One concentrated on broad appeal while the other attempted to focus on the unique aspects of the setting instead.

OK off my soap box now.

The material for a DS weapon should be either obsidian or bone, IMO. These were the ones that best fit the setting. Especially obsidian. Wood makes pretty poor maces - can be done, but the others work better, IMO.
#43

Sysane

Sep 21, 2005 9:04:30
Alright. This is more or less the final draft of this. Let me know what you think.
#44

jihun-nish

Sep 21, 2005 13:05:26
Alright. This is more or less the final draft of this. Let me know what you think.

Just a thought but most of the powerfull artifact found on Athas have a curse and a way to destroy it.
So I was wondering if that could be implemented into the artifact description.

· If left untouched for long periods of time, Nature’s Fury turns barren ground into fertile soil. When left undisturbed for a year, or longer, a 100’ diameter oasis gradually forms around the weapon.

So maybe part of the curse would be that the fertile soil turn back into a barren one at the rate of a foot/day until the mace is returned ( that would also prevent a player in doing multiple oasis as he venture across athas.)

The mace remains lost to this day. Rumors circulate that the weapon resides in a grove located on one of the islands lying east of the Tablelands in the Sea of Silt. Furthermore, stories persist that it is guarded by all manner of strange psionic beasts that have taken residence near the weapon’s grove-like resting place.

I say that for the mace to create fertile soil it as to root itself in the groud by transmuting itself into a tree. So know not only is it lost inside a lush terrain but it is also camouflaged as a tree.

Way to destroy it: It will shatter if used agaisnt a Spirit of the Land
#45

Sysane

Sep 21, 2005 13:08:44
Just a thought but most of the powerfull artifact found on Athas have a curse and a way to destroy it.
So I was wondering if that could be implemented into the artifact description.

The thing is, its not an artifact. Its just a unique magical weapon.

I say that for the mace to create fertile soil it as to root itself in the groud by transmuting itself into a tree. So know not only is it lost inside a lush terrain but it is also camouflaged as a tree.

I thought about doing that but it seemed to cliche. I might change it that it does become rooted to the spot it was left though.

Thanks for the input
#46

kalthandrix

Sep 21, 2005 13:34:33
Okay- I feel the need to provide feedback. It seems that lately none of the regulars around here want to give any and I know how fustrating it is so here I go.
The mace provides spell resistance of 5 + each level of ranger and/or druid the wielder possesses and anyone adjacent to him.

The underlined area is a bit confusing and should be touched up to more clearly explain what you mean- taken as is, it sounds that if you were surrounded by druids of rangers you would have a really high SR. I think that you mean that the SR is =to 5+wielder's ranger/druid levels and the SR extends out in a radius (unknown) around the wielder.

It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level equal to his combined levels of ranger and druid. (Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.)

I think it wouls be better if you maybe stated that the dispel magic functions as if a druid cast the spell, with the CL=to the wielder's ranger/druid combined levels.

If left untouched for long periods of time, Nature’s Fury turns barren ground into fertile soil. When left undisturbed for a year, or longer, a 100’ diameter oasis gradually forms around the weapon.

I really like this, but it seems a little weak for being inactive for a whole year. I would suggest that you maybe state that the wielder may perform a ritual that the weapon imparts to him,allowing him to plant the weapon in the ground and for every month or something, the weapon revitalizes the land and creates an oasis equal to 10' per month that the weapon has been there. Think of it like this, the weapon is drawing in the sun and other life energies and pumping it into the ground and like a tree, the longer it does this be bigger the area grows- maybe the weapon becomes a Tree of Life and the wielder of the weapon could go up to the tree and draw out Nature's Fury like Nok did when making the Heartwood Spear.

Any defiler or templar who attempts to wield Nature’s Fury gains two negative levels. Although these levels never result in actual level loss, they remain as long as the mace is in the character’s possession and cannot be overcome in any way (including restoration spells).

I would make this much more powerful- this weapon is the embodiement of a SotL and would really lash out at any servant of the SKs or a defiler. I would have it deal like 10d6 points of damage to the defiler/templar, draining the life out of them and taking all of that life energy and pouring it into the surrounding land- so if a defiler were to pick it up and was killed, the death would restore that land within a 100' radius or something.

I love the idea and the background was a guiding force behind these suggestions.
#47

Sysane

Sep 21, 2005 13:50:45
The underlined area is a bit confusing and should be touched up to more clearly explain what you mean- taken as is, it sounds that if you were surrounded by druids of rangers you would have a really high SR. I think that you mean that the SR is =to 5+wielder's ranger/druid levels and the SR extends out in a radius (unknown) around the wielder.

The thing is, this ability is pretty much worded exactly like the holy avenger weapon from the SRD. I'll take a second look though.
I think it would be better if you maybe stated that the dispel magic functions as if a druid cast the spell, with the CL=to the wielder's ranger/druid combined levels.

See above reply
I really like this, but it seems a little weak for being inactive for a whole year. I would suggest that you maybe state that the wielder may perform a ritual that the weapon imparts to him,allowing him to plant the weapon in the ground and for every month or something, the weapon revitalizes the land and creates an oasis equal to 10' per month that the weapon has been there. Think of it like this, the weapon is drawing in the sun and other life energies and pumping it into the ground and like a tree, the longer it does this be bigger the area grows- maybe the weapon becomes a Tree of Life and the wielder of the weapon could go up to the tree and draw out Nature's Fury like Nok did when making the Heartwood Spear.

Agreed, but I was worried that if found it would be used to re-forrest the entire face of Athas. With the time restriction and the limited radius it can't be abused or broken.
I would make this much more powerful- this weapon is the embodiement of a SotL and would really lash out at any servant of the SKs or a defiler. I would have it deal like 10d6 points of damage to the defiler/templar, draining the life out of them and taking all of that life energy and pouring it into the surrounding land- so if a defiler were to pick it up and was killed, the death would restore that land within a 100' radius or something.

Thats a bit much. Agian, this was ment to be unique weapon made by a dying and weakened SotL, its not an major artifact.

I love the idea and the background was a guiding force behind these suggestions.

Thanks.
#48

dunsel

Sep 21, 2005 14:41:58
Wow, I'm impressed.... I hadn't thought the contest might go in a co-operative direction. :D

Everyone is to post up thier entry, which gets nominated by you guys... Then there's a vote amoung the top nominees.... This will be the area's winner. That will conclude this part of the contest.

Then the winner is entered in a second round against the winners of the other board's creations.

The winners of the smaller rounds get a prize, so you're competing for it.

I have been reading this board for over 3 years and I am still impressed with the cooperative atmosphere! :D Other boards just flame but here we have a true community. Ack, way to mushy! Sorry
#49

jihun-nish

Sep 21, 2005 15:02:39
Agreed, but I was worried that if found it would be used to re-forrest the entire face of Athas. With the time restriction and the limited radius it can't be abused or broken

That's why I suggest it would be some sort of curse since when the Mace would be uprooted the fertile soil would immediately begin to shrink. So the wielder could create an other oasis but would destroy the first on.
#50

Sysane

Sep 21, 2005 15:42:12
That's why I suggest it would be some sort of curse since when the Mace would be uprooted the fertile soil would immediately begin to shrink. So the wielder could create an other oasis but would destroy the first on.

Good point. I've made the following change:

· If left untouched for long periods of time, Nature’s Fury becomes rooted to the ground and turns barren earth into fertile soil. When left undisturbed for a week an oasis gradually beings to form and flourish at a rate of 5’ per week to a maximum radius of 100’ around the mace. If uprooted the oasis beings to deteriorate at a rate of 5’ per week unless the weapon is returned and replanted. At which point the oasis will regenerate at a rate 5’ per week.

#51

Sysane

Sep 21, 2005 21:54:42
Final write up

Nature’s Fury [Minor Artifact]
Psychic Heavy Mace of Collision*

This weapon appears to be a crudely fashioned mace made from a portion of gnarled agafari root topped with a roughly worked piece of unpolished obsidian.

Last Record: Zenan, Ranger and adept of the Way, Wind's Slumber, 168th King's Age.

History: The weapon known as Nature’s Fury was crafted by a dying Sprit of the Land shortly after the end of Athas’ Green Age and the beginning of the Age of the Sorcerer-kings. Angered by the massacring of druids due to the Sorcerer-king decreed Eradication, the nature sprit selflessly sacrificed and formed a portion of its own essence for a noble purpose. Sculpting his own life force into an instrument of retribution, the sprit bequeathed the weapon to one his most loyal followers, a half elf ranger of considerable psionic talent named Zenan.

Honoring his benefactor and friend's last wishes, Zenan wielded the mace and protected the druids from the sorcerer-kings’ minions with near fanatical fervor for many years. Towards the end of the Eradication, Zenan was beset by templars of the sorcerer-king Nibenay ,and, though he slew many of the Shadow King’s priestesses, the remainder overpowered him, and took the ranger's life in the name of their husband and master.

The resting place of Zenan and Nature’s Fury is unknown. Rumors indicate that the weapon resides in a grove located on one of the islands lying east of the Tablelands in the Sea of Silt. Furthermore, stories persist that it is guarded by all manner of strange psionic beasts that have taken residence near the weapon’s grove-like resting place.

Nature’s Fury possesses the following additional abilities:

· The mace provides spell resistance of 5 + each level of ranger and druid the wielder possesses. This spell resistance extends to anyone adjacent to the wielder. It also enables the wielder to use greater dispel magic (once per round as a standard action) at a caster level equal to his combined levels of ranger and druid. (Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.)

· If left untouched for long periods of time, Nature’s Fury becomes rooted to the ground and turns barren earth into fertile soil. When left undisturbed for a week an oasis gradually beings to form and flourish at a rate of 5’ per week to a maximum radius of 100’ centered about the mace. If uprooted the oasis beings to deteriorate at a rate of 5’ per week unless the weapon is returned and replanted. At which point the oasis will regenerate at a rate 5’ per week.

· Any defiler or templar (evil spell casters for non Dark Sun campaigns) who attempts to wield Nature’s Fury gains three negative levels. Although these levels never result in actual level loss, they remain as long as the mace is in the character’s possession and cannot be overcome in any way (including restoration spells). Furthermore, any defiler (evil arcane spellcasters in non Athasian settings) in possession of the weapon suffers from a spell failure chance of 20%. This penalty stacks with other forms of spell failure and cannot be overcome in any way.

Aura: Strong abjuration and transmutation, Moderate clairsentience and metacreativity; CL 18th, ML 18th; Weight 7 lb.

*For rules on Psychic and Collision abilities see psionic items section in the XPH. Otherwise, replace those abilities by giving the weapon a +3 enhancement bonus and Holy ability from the DMG.

#52

Pennarin

Sep 22, 2005 16:06:51
Here is my writeup.

Image is a courtesy of Ravenscrye Grey Daegmorgan
IMAGE(http://darkhelm.org/images/uploaded/daskinor

Screaming Maw
History
This minor artifact was crafted for use in a genocidal war against the goblins of Athas, part of a larger campaign to cleanse the planet of non-humans. These Cleansing Wars were imagined by a mad prophet and sorcerer, Rajaat, and executed by his immortal Champion followers. The mace was enchanted by Daskinor, Goblin Death and 14th Champion of Rajaat, whose task was to eradicate the goblins of Athas.

Crafted of drake ivory from the distant Drake Dominions and of iron from rich Tyr, the assembly of the Screaming Maw marked the first decade of war against the goblins. It took the better part of a decade to gather the materials to craft the mace, but only a few days for immortal Daskinor to turn it into a weapon fit for slaughter on an immense scale. He imbued it with some of his hatred for the goblins, which would sustain him through the King’s Ages that would pass to complete the task of eradication.

The mace’s completion, in the year of Desert's Fury in the 144th King's Age (FY -3,532), was just in time to celebrate the downfall of Gamarok the Wise, third goblin king of the goblin kingdom south of Daskinor’s seashore home of Bartigar. Daskinor, already a powerful manifester and spellcaster before his elevation to the status of Champion, had chosen the southern goblins for his first campaign, acting on long lasting hate between the Domain of Bartigar and the goblin Islands Kingdom.

From that point on, the mace served as a symbol of war throughout all of the conflicts, for Daskinor fought side by side with his human armies. Goblins fell by the thousands at his own hands, his forces invading and burning all goblin lands, settlements, and holdings, laying siege to the mightiest of Green Age cities until its goblin populations were expulsed from their walls. Among the great battles Daskinor fought were the destruction of the Dhuurghaz Empire after a two year siege, and the crushing of the hordes of the Scorpion Plains in a fifty year campaign. One of Daskinor’s last battles, on the shores of the distant southern Inner Sea, was fought against the remnants of a goblin kingdom that had spanned the Sunrise Archipelago. The goblins of that kingdom had long been displaced from the archipelago to the continental shore by the armies of Ebe Blackhand in the year of Silt’s Defiance in the 42th King’s Age (FY -11,347). Daskinor built a vast fleet to cross the Inner Sea from the west, forcing the goblins to flee its shores, only to be met by land troops flanking their numbers from the north and south, effectively corralling the goblin hordes on the strip of land separating Inner and Sunrise Sea. In less than a score of days, nothing remained of the proud people who once forged the Barkka within the fires of Mount Orcys.

Daskinor’s cleansing war against the goblins went on for nearly 900 years, years during which he became more and more hate-filled, for the hate born of his immortal mind was nourished by the urges of the mace, drawing Daskinor into an ever-increasing spiral of genocidal rage, the dividing line between weapon and wielder blurring.

Then, one day, goblins everywhere were no more.

In the year of Priest's Defiance in the 155th King's Age (FY -2,695), Daskinor laid down arms, dismantling his massive war machine. Troops which were not requisitioned by those Champions fighting nearby wars were retired from service, recalled to the north to build a new home for themselves, for in Daskinor’s absence the goblins had retaliated, pillaging the once proud Domain of Bartigar. Daskinor brought the Screaming Maw to the former goblin Islands Kingdom, and built a new city over the ruins of the goblin capital, which he renamed Eldaarich, the goblin word for defeat. All of his preservation and genocidal instincts quenched, Daskinor succeeded at last to partake of his weapon. But he discovered to his greatest shame that he could not bring himself to destroy it, instead settling to storing it into the deepest vault beneath his city, the ruin of a goblin temple dedicated to the elements.

Now a living god for his people, and freed of most of the hate that filled his heart, Daskinor set out to fortify his small kingdom against the ravages of the Cleansing Wars. This world-spanning campaign of ethnic cleansing his Champion brethren were undertaking would leave the world free of the blights that were gnomes, lizardmen, orcs, pixies, and many more races, each fouler than the one before. The world, however, was paying a high price for their zeal, as the Champions’ defiling magic shattered the land, turning forest to desert, sea to silt and fertile plain to barren waste. The Champions, themselves humans before they became immortal, raised human armies to wage their vast wars, for only man had been deemed by the Champions’ master and maker, the prophet Rajaat, to be worthy of existence in the coming new age.

But after 700 years of life as a monarch, years filled with an uneasy unrest whose source he could not identify, Daskinor was contacted by his fellow Champions and told grave news: they had uncovered that their master Rajaat did not intend to deliver the cleansed world into the hands of humans. The Champions realized that Rajaat would not cease until the entire world they knew was unmade. Humans, like all of the other races already cleansed, would have to be eradicated. The Champions agreed that rebellion against their master was the only way to save their race before Rajaat crafted a new Champion, this time to cleanse man.

After thousands of years, the genocidal wars that raged across Athas came to a halt abruptly. In the year of Desert’s Vengeance, in the 164th King's Age (FY -2,002), the Champions imprisoned their master in an otherworldly prison of their making, and cast aside his folly that had overtaken them. Daskinor returned to Eldaarich, his status as a Champion of Rajaat, and his affiliation with the goblins, eventually forgotten like so much dust in the sea.

Two thousand years later, and now known as a sorcerer-king to his people, Daskinor’s unrest has slowly turned into bouts of madness that threathen to fracture his mind and endanger his people’s very existence. Already, edicts have been decreed that make the people of Eldaarich uneasy, and a strange pale sometimes overtake the population, seamingly timed with the madness of its king. Daskinor is growing restless, yearning for a time long past. He no longer trusts his templars and advisors and has turned away from them, instead focusing on the whispers from his past, whispers coming from far beneath Eldaarich, in the deepest of underground passages, where the human-built city gives way to the goblin ruins of old. His servants have reported that Daskinor is often seen going down in the cold and dark beneath his palace, guided by whispers only he can hear.


― Historical document found in the Public Library of New Kurn, compiled by generations of spymasters with contributions from Oronis

Abilities
A head of precious iron on top of a haft of exotic drake ivory, the Screaming Maw is a +3 goblin bane heavy mace of throwing. The milky-white drake ivory is engraved with images of shrieking goblins, and one side of the iron head is shaped like a snarling maw, its gullet piercing the mace-head from one side to the other.

When swung or thrown, air passing through the pierced mace-head produces shrieks that force all enemies of the wielder within 30 feet of the mace to succeed on a DC 18 Will save or become shaken. The mace produces a pain-wracked scream when dealing a critical hit, forcing the opponent struck to succeed on a DC 20 Will save or cower for 1 round. These are mind-affecting fear effects.

All wounds dealt by the Screaming Maw are befouled by the defiling magic of Athas. Damage dealt before adding any magical bonuses to damage cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse). If a creature is slain by the mace, it cannot be raised from the dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is used.

When hurled, the Screaming Maw strikes dead any goblin upon whom it scores a hit (Fortitude DC 22 negates the death effect but not the damage). Whenever a goblin dies in this way, or from a coup de grace, the goblin’s life energy can be seen being drawn from its body and absorbed through the mace-head’s maw, leaving nothing behind but crumbling lifeless ash. The dead goblin has its spirit irrevocably destroyed and thus cannot be brought back to life.

The Screaming Maw can be used to replenish its wielder’s power point reserve, if he has one. When raised in the air and a command thought projected at it, the mace erupts in arcs of crackling dark energy that function like the power leech psionic power, but affecting all within a 30-ft.-radius sphere. Doing so is a standard action that provokes attacks of opportunity.

The wielder of the Screaming Maw can never let a goblin pass him, and as such can make multiple attacks of opportunity and prevent foes from fleeing squares he threatens with the mace (as if he had the Combat Reflexes and Stand Still feats). The wielder can also choose to swiftly deal with downed foes, or follow through with powerful attacks after dropping his enemies (as if he had the Death Blow and Great Cleave feats).



Artifact Possession
The Screaming Maw is imbued with an overpowering bloodlust, pushing its wielder in eradicating all goblins. Simply picking up the mace runs the risk of being overwhelmed by this personality fragment. The mace is considered to have an Ego score of 30. If the wielder fails its Will saving throw against the mace’s Ego score, it becomes imprinted with the personality fragment. The wielder becomes filled with hate, feeling the urge to eradicate goblins. In Athas’ current age, with no goblins remaining, the mace’s urges can only be interpreted by its wielder, clueless as to what a goblin is. The wielder will periodically believe, in moments of feverish waking dreams, that the members of a race other than his own are the goblins the whispers urge him to cleanse from the world, and will take action against them. A creature that has wielded the mace in the past can still hear its whispers in his mind, compelling him to fight a war that has already been won, against enemies who no longer exist.


Moderate conjuration, strong necromancy and telepathy; CL 20th; ML 13th; Weight 8 lb.
#53

Pennarin

Sep 22, 2005 16:23:01
If anyone thinks the text is too difficult to read I can always put it back to Size 2.
#54

jihun-nish

Sep 22, 2005 18:54:53
If anyone thinks the text is too difficult to read I can always put it back to Size 2.

I use Firefox as my web browser so no prb here ( Ijust zoom the text--but nt the images.)
Oh! And by the way... Great artifact!!! I specialy love the history. I imagine a lot of thought as been needed here.
#55

Pennarin

Sep 22, 2005 19:19:37
Oh! And by the way... Great artifact!!! I specialy love the history. I imagine a lot of thought as been needed here.

Thanks, it did take effort. Kamelion helped a lot with suggestions and corrections.

You may recognize locations and cities visible on the 2 maps found in the Revised Box Set:
- Bartigar is on the shore of the sea, north of Eldaarich
- the goblin Islands Kingdom is Eldaarich's current location
- the distant (relative to Bartigar) Inner Sea is the Great Salt Flat, west of the Silt Archipelago
- the Sunrise Archipelago is, of course, the Silt Archipelago ("sunrise" because it was the name of the Sea of Silt in the Green Age: the Sunrise Sea)
- Mount Orcys is a mountain on the Silt Archipelago, in Afghan's net project
- the Dhuurghaz Empire is located on the first island of the Road of Fire, called Dhuurghaz
- the Scorpion Plains are right next to Troll Grave Chasm
#56

squidfur-

Sep 22, 2005 20:57:16
Hey Penn, did you forget the trap sense ability, or was it just scrapped?

BTW, really diggin' how this turned out.
#57

Pennarin

Sep 22, 2005 21:04:57
Yeah, I scrapped the trapfinding ability.
Great idea on its own, but somehow it didn't match the rest of the abilities.
Also, I seriously pondered your proposition of making the mace a former goblin weapon, but went against. Those were great ideas anyway, kudos squid.
#58

Grummore

Sep 22, 2005 22:37:46
I am not good at all with number crunching, but here is my try! (20 min before friday )

IRON FEATHER [Minor artefact]
+3 Dancing Mace of Soulbreaking

This weapon does have only two pieces; the first part, the stick, has been forged in iron and the second part, an aaracrokra bone torso, has been embedded within the iron stick. The mace is immaculate, greyish, and spotless and it has no carving of any sort. It length exactly 4 foots and you strangely can lift it as if you were weilding a real feather.

Last record : Melkama Klere, Defiling ranger, helper of the gnome cleansing Priest’s Contemplation, 146th King’s Age

History
The Iron feather was a mace owned by Melkama Klere, a ranger who betrayed a spirit of the land. He managed to steal and confine, with is new knowledge of sorcery, a part of the spirit of the land power. He executed this hard task with the help of is lord, Nibenay of Mustagnar, who had begun to bother the gnomes by occupying a part of their land with his army.

Anyway, both of them enslaved a part of the spirit, within a mace of iron shaped as a feather. This form represents the liberty that once was and now gone, encased behind an iron cage. Eventually, Nibenay, his lord, asked him to join is cause, the eradication of gnomes. Melkama was not very pleased, but he owes such a favour to Nibenay, after the mace creation, that he accepted this task. While conducting is bidding, he began to feel pleasure in doing it. Unfortunately for him, he never managed to undergo the power the Iron Feather was having on him. Melkama died in a large battle again the gnomes and the mace disappeared.


Abilities
The moment you touch the mace, you feel that your insight is increasing. In fact, the essence that as been taken from the Spirit of the Land is emanating energy all over the mace which grant you a +2 Wisdom ability adjustment. If you release the mace, you loose the insight.

Usually, when you leave something on the ground, it's stay there. Which is special with the Iron feather is that if you release it in the air, the weapon will float where you left it. The aaracrokra bodypart integrated in the mace created a levitating effect.

As a standard action, while speaking the following command words “Feel the might of the ground” activate a (spell or power) that hinder a flying creature to fly. It drop on the ground. At will.

Each time you are hit by Iron Feather, the spirit of the land encase get angered and try to escape by absorbing energy from outside. You can use the soulbreaking psionic ability up to 2/day.

Upon your desire, twice a day, Iron Feather will protect you. The mace will stand in the air and protect it’s wielder. A old ability from it's aaracrokran skeleton. Therefore you can use the Dancing magic ability up to 2/day.

Strong transmutation and strong telepathy; CL 15th; ML 12th; Weight 0 lb.

Here is a image to show you how it really look like:

IMAGE(http://pages.videotron.com/grummore/iron_feather.jpg)
#59

Pennarin

Sep 22, 2005 23:25:48
Gru, your writeup is confused...but I like it!
Kudos on the flavor and great abilities.
#60

ruhl-than_sage

Sep 23, 2005 1:39:42
I use Firefox as my web browser so no prb here ( Ijust zoom the text--but nt the images.)
Oh! And by the way... Great artifact!!! I specialy love the history. I imagine a lot of thought as been needed here.

Wow, I wasn't aware that I could do that until you mentioned it. Thats really uselful :D
#61

Sysane

Sep 23, 2005 8:35:39
Some good stuff coming out of this thread.
#62

kalthandrix

Sep 23, 2005 8:54:36
I really like how all three of your guys items came out- I decided to not participate due to time issues.

Pennarin- really cool and wickedly evil little item that you dreamed up!

Grummore- yours is a really great item too, but it is kind of hard to read in some areas.

I like the ability that you had on it that stopped creatures from flying- I designed my spell, ray of no-sky, under the same idea that it was developed during the Cleansing Wars by SK whom hunted the aaracrokra (cannot recall name at this point- the one in Gulg).

Great job everyone! :D
#63

jihun-nish

Sep 23, 2005 9:04:27
Wow, I wasn't aware that I could do that until you mentioned it. Thats really uselful :D

I always like it when I give hints without even realising I'm doing so!!
By the way for those who're wondering how to do it. When you're in your firefox web browser looking at a web page just press control and plus or minus depending on what you want to to (zoom in-out)
#64

Grummore

Sep 23, 2005 9:06:36
Grummore- your is a really great item too but it is kind of hard to read in some areas- I like the ability that you had on it that stopped creatures from flying- I designed my spell, ray of no-sky, under the same idea that it was developed during the Cleansing Wars by SK whom hunted the aaracrokra (cannot recall name at this point- the one in Gulg).

Thanks. I made is so fast yesterday night, that it's kind of messed up but I liked the idea of such a mace. I will surely reread it and do something about it.
#65

Grummore

Sep 23, 2005 9:09:07
Err, Mr. WizO_Paradox, when will we be able to do some small changes to our items? I made a lot of spelling errors and there is a mess in the write up.
#66

the_peacebringer

Sep 23, 2005 11:13:39
I like the ability that you had on it that stopped creatures from flying- I designed my spell, ray of no-sky, under the same idea that it was developed during the Cleansing Wars by SK whom hunted the aaracrokra (cannot recall name at this point- the one in Gulg).

How dare you not remember the name of the Great Queen of Gulg?!! ;) Its Lalali-Puy or just the Oba to her worshippers.

Great wackers, you guys, and they're cool pieces of historical information, too.
#67

kalthandrix

Sep 23, 2005 12:27:44
How dare you not remember the name of the Great Queen of Gulg?!! ;) Its Lalali-Puy or just the Oba to her worshippers.

Great wackers, you guys, and they're cool pieces of historical information, too.

Sorry my tree-hugging friend- I am at work right now so I did not have my books to reference and even on good days I have a hard enough time remembering how to spell my own name. :D
#68

squidfur-

Sep 23, 2005 20:18:35
Hey everyone, hurry and get your votes posted (at the top)
#69

ruhl-than_sage

Sep 24, 2005 0:21:23
I really like your idea Grummore. The only reason I didn't vote for it is because it wasn't fleshed out enough, but I think that you should work on it some more add some real meat and description, because I want to use it in my game .

P.S. I spelled your name right ;)

P.P.S. Sorry for my drunkeness, It was my birthday today
#70

xlorepdarkhelm_dup

Sep 24, 2005 0:30:00
Happy B-Day RTS!
#71

ruhl-than_sage

Sep 24, 2005 0:37:16
Thank you! :D :D I'm 24
#72

Grummore

Sep 24, 2005 20:47:08
Thank you! :D :D I'm 24

Happy BD ! Oh, and btw, why dont you help me flesh it out? :D
#73

squidfur-

Sep 24, 2005 21:36:28
Happy B-Day RTS!

Happy Birthday Return To Sender. Oh, and you too, Sage!!
#74

ruhl-than_sage

Sep 24, 2005 22:43:59
The Iron feather is made up of two pieces; the first piece, the haft, is forged of iron. The second piece, an aaracrokra rib cage, has been fused to the iron haft and cast in an iron coating as well. The Iron Feather is an immaculate grey spotless with no carvings of any sort, and exactly 4 feet in length, but is strangely as light as a feather.

Last record : Melkama Klere, Ex-Ranger Defiler, Apprentice of Nibenay the Gnome Bane
Priest’s Contemplation, 146th King’s Age

Here's an edit for the first part of the Mace's text.

I'm a little confused why this weapon was used against the gnomes and not the aarakocra. And why Nibenay made it and not Lailay-Puy.
#75

nytcrawlr

Sep 24, 2005 23:22:10
Great work everyone!

Grum my friend, keep at your's, I want to see it cleaned up and fleshed out more, so keep us posted on what you do with it. I'm really excited to see the final version of your's, very original!

I've got my favorite, but I must say that most of the backstories were well thought out and very flavorful.

It's too bad Kal took his down before I could take a look at it.
#76

squidfur-

Sep 24, 2005 23:49:33
I'm a little confused why this weapon was used against the gnomes and not the aarakocra. And why Nibenay made it and not Lailay-Puy.

Grummore, nice pic on the weapon. I must say, though, that my initial impression of the pic was that the bones were from something more aquatic in nature (not to mention, looking more like a battle axe - but still cool). Using this assumption, I'm wondering if it wouldn't be more appropriate for use under Keltis.

I can't really say that the weapon feels quite right for use against the gnomes. As for Lalali-Puy, I see her using a missile weapon against the aarakocra - ie, a flaming? spear.
#77

Sysane

Sep 25, 2005 0:15:51
Alright, I have to comment at this point. Why is it that no one has anything to say about my entry(negative or positive)? Its almost as if I wasn't even in the contest and the poll is only between Grum and Penn. I don't really even care that I win, I just find it odd. Am I miss something?
#78

nytcrawlr

Sep 25, 2005 0:29:51
Alright, I have to comment. Why is it that no one has anything to say about my entry? Its as if the poll is only between Grum and Penn. Did I miss something?

Well, I do have a few issues with yours, mostly mechanical.

I would like to see it be a bit more harsher towards defilers, esp since it has a druid-like ability in it. If this thing is all about being created from a SotL and creating groves from infertile soil, then why does a defiler picking it up only get 3 negative levels? I agree that it's fine for a templar, but this thing is very dynamically opposed to defilers and I guess I was just expecting something a bit more realistic, flavorful, and original.

I don't know, ultimately I just expected something with this much background to have a lot different and better abilities. The grove thing is a nice touch, but the shared spell resistance, and minor penalties it gives to a defiler running around with this thing just seems drab to me.

/me shrugs
#79

Sysane

Sep 25, 2005 0:38:26
Well, I do have a few issues with yours, mostly mechanical.

I would like to see it be a bit more harsher towards defilers, esp since it has a druid-like ability in it. If this thing is all about being created from a SotL and creating groves from infertile soil, then why does a defiler picking it up only get 3 negative levels? I agree that it's fine for a templar, but this thing is very dynamically opposed to defilers and I guess I was just expecting something a bit more realistic, flavorful, and original.

I don't know, ultimately I just expected something with this much background to have a lot different and better abilities. The grove thing is a nice touch, but the shared spell resistance, and minor penalties it gives to a defiler running around with this thing just seems drab to me.

/me shrugs

Well, it was made by a "dying" SotL. It wasn't ment to be a major artifact and making it a bane vs defilers or the like seemed like a to "simple" of a mechanic. Why any defiler would want to wield it if they were taking a -3 to their level would be beyond me.
#80

nytcrawlr

Sep 25, 2005 0:52:58
Well, it was made by a "dying" SotL. It wasn't ment to be a major artifact and making it a bane vs defilers or the like seemed like a to "simple" of a mechanic.

You misunderstand, I wasn't even debating that at all. Esp since that is just as drab and way too simple for a minor artifact.

Why any defiler would want to wield it if they were taking a -3 to their level would be beyond me.

The point being is that a defiler shouldn't want to touch this thing at all. I'm sure there aren't going to be any defilers running around Athas and using this thing, but you could have came up with something a little more original and not as simplistict as negative levels, temp or otherwise.

Something along the lines of the defiler has to make a Fort save or die/contract a disease/something similar when coming in contact with the weapon.

Or maybe something along the lines of not being able to defile when in possession of the weapon.

Etc...

That's my constructive criticism anyways.
#81

Sysane

Sep 25, 2005 1:09:16
You misunderstand, I wasn't even debating that at all. Esp since that is just as drab and way too simple for a minor artifact.



The point being is that a defiler shouldn't want to touch this thing at all. I'm sure there aren't going to be any defilers running around Athas and using this thing, but you could have came up with something a little more original and not as simplistict as negative levels, temp or otherwise.

Something along the lines of the defiler has to make a Fort save or die/contract a disease/something similar when coming in contact with the weapon.

Or maybe something along the lines of not being able to defile when in possession of the weapon.

Etc...

That's my constructive criticism anyways.

Your comments are welcome, but let me explain. I tried to keep the item in line with other minor artifacts ou there. Giving anything further than a -3 level hit seemed to out of line with other items along the same level of power I was trying to accomplish making an item that wasn't to outlandish in power for a period in Athas that hasn't had to much coverage in previously meterial.
#82

ruhl-than_sage

Sep 25, 2005 1:27:15
The only reason I didn't comment on your weapon was because its exactly what I would expect from a weapon emblematic of Dark Sun. Hey I voted for you, isn't that enough
#83

Sysane

Sep 25, 2005 1:29:53
The only reason I didn't comment on your weapon was because its exactly what I would expect from a weapon emblematic of Dark Sun. Hey I voted for you, isn't that enough

Thats more than enough Like, I said I don't care if it doesn't win, I just found it odd nothing else was commented on it, bad or good .
#84

kalthandrix

Sep 25, 2005 8:33:02
Alright, I have to comment at this point. Why is it that no one has anything to say about my entry(negative or positive)? Its almost as if I wasn't even in the contest and the poll is only between Grum and Penn. I don't really even care that I win, I just find it odd. Am I miss something?

Hey now- I posted several comments and suggestions in the initial and draft phases of you item- but if you are going to complain about getting no feedback then I would also say that you should look to yourself as well- I posted an item and I got almost nothing in the way of replys, which was one reason I pulled out of the contest. I have also posted a PrC lately and the only thing you really had to say was that it was like a DL PrC.

Now I am not trying to make you mad or **** you off, but I just wanted to bring this to your attention. You know I gor nothing but love for you Sysane :D
#85

nytcrawlr

Sep 25, 2005 8:40:46
Giving anything further than a -3 level hit seemed to out of line with other items along the same level of power

Not sure how what I am suggesting is too outlandish in power, esp since it is just effecting one class.

This isn't my typical "artifacts must be small nukes" argument, esp since that doesn't apply here because of it being a minor artifact. This is a "I like most of your stuff Sysane and I know you can do better than this" argument. ;)

All I'm suggesting is coming up with something creative when a defiler touches this thing, and maybe keeping the -3 around for anyone else that is a templar or evil. If that is too much then drop the -3. It doesn't even have to be as something as powerful as save or die, but I would like to see something different than just -3 temp levels. I'm sure you can come up with something creative that stayd within the power range of what has already been presented out there.
#86

Sysane

Sep 25, 2005 8:46:42
Hey now- I posted several comments and suggestions in the initial and draft phases of you item- but if you are going to complain about getting no feedback then I would also say that you should look to yourself as well- I posted an item and I got almost nothing in the way of replys, which was one reason I pulled out of the contest. I have also posted a PrC lately and the only thing you really had to say was that it was like a DL PrC.

Now I am not trying to make you mad or **** you off, but I just wanted to bring this to your attention. You know I gor nothing but love for you Sysane :D

You comments were and are appreciated Kal . As I've stated a few times already, I just found it weird that almost zero percent was said for an item that running a close second in this poll.

I just wanted to point out I've commented in detail on your other material in the past ("athasian beast template" comes to mind).As much as I'd like to contribute on every thread, in reality I can't.
#87

Sysane

Sep 25, 2005 8:53:42
Not sure how what I am suggesting is too outlandish in power, esp since it is just effecting one class.

This isn't my typical "artifacts must be small nukes" argument, esp since that doesn't apply here because of it being a minor artifact. This is a "I like most of your stuff Sysane and I know you can do better than this" argument. ;)

All I'm suggesting is coming up with something creative when a defiler touches this thing, and maybe keeping the -3 around for anyone else that is a templar or evil. If that is too much then drop the -3. It doesn't even have to be as something as powerful as save or die, but I would like to see something different than just -3 temp levels. I'm sure you can come up with something creative that stayd within the power range of what has already been presented out there.

Well, I could add bit more to it I guess. What about a -4 Int penalty to Int or an increased spell failure chance of 20% to any defiler in possession of the weapon??
#88

ORC_Paradox

Sep 25, 2005 9:30:06
http://boards1.wizards.com/showthread.php?t=508286

Final round
#89

zombiegleemax

Sep 25, 2005 10:15:02
Rats! Too last to throw in my vote! Here are my thought, not that they really matter at this point.

Sysane. I think you were going in the right direction to begin with in trying not to make an artifact, DS CAN have really cool weapons that are not uber-powerful. But due to the overwhelming pressure from other and looking at the other entries, i can see why he changed up. I like his weapon, but as others have said, I could have been better and still not been an artifact, but oh well.
Pennarin. Really neat item and the pic is sick (cool). But I think you are going to lose overall due to the fact that the font is really too small to read on the posting for the current voting cycle.
Grummore. Sorry dude, but this item needs work. Overall the concept is very strong but in the execution of the write up and the powers, your item left a lot to be desired.
#90

Sysane

Sep 25, 2005 10:41:06
Sysane. I think you were going in the right direction to begin with in trying not to make an artifact, DS CAN have really cool weapons that are not uber-powerful. But due to the overwhelming pressure from other and looking at the other entries, i can see why he changed up. I like his weapon, but as others have said, I could have been better and still not been an artifact, but oh well.

Thanks for the kind words bro. I think with the addition of the defiler spell failure chance its a pretty solid weapon now
#91

Grummore

Sep 25, 2005 13:09:50
Grummore. Sorry dude, but this item needs work. Overall the concept is very strong but in the execution of the write up and the powers, your item left a lot to be desired.

Well thanks Seraph. As you have seen, I am not the greatest at polishing. Although, I did it pretty fast hehehe. What I DO found pathetic is that few peoples (not just me) told me that I had a pretty interesting and intriguing mace and that they found it much more interesting than the others (not my call). Even more pathetic is that the only one to have vote for my mace... well it's me!

Anyway, I dont mind that someone else win, I am pretty proud that our forum (DS community) as done so well (we have more post in that thread than in all other similar threads) with collaboration. Both other weapons are great and I engage myself to vote for the DS community! :D
#92

Pennarin

Sep 25, 2005 13:58:48
Hey boys and girls, now that there is a DS weapon competing with those of other settings, lets go on the voting page and vote for DS!

#93

zombiegleemax

Sep 25, 2005 15:41:47
Thanks for the kind words bro. I think with with the addition of the defiler spell failure chance its a pretty solid weapon now

Cool! I get really tired of all the power freaks running around and creating a bunch of high powered junk. It is nice to see a weapon or anything for hat matter that is cool and something that I would want to play with.
#94

Kamelion

Sep 25, 2005 15:44:31
Hey boys and girls, now that there is a DS weapon competing with those of other settings, lets go on the voting page and vote for DS!


Vote jeipug!
#95

Sysane

Sep 25, 2005 16:34:44
Cool! I get really tired of all the power freaks running around and creating a bunch of high powered junk. It is nice to see a weapon or anything for hat matter that is cool and something that I would want to play with.

Yeah, I tried to stay away from making another "mega weapon" along the lines of the Scorcher, Scourge or Silencer. Thought it would be nice to make a weapon made by the good guys for the good guys.
#96

Sysane

Sep 25, 2005 16:55:09
Hey boys and girls, now that there is a DS weapon competing with those of other settings, lets go on the voting page and vote for DS!


Already have Bro.
#97

methvezem

Sep 25, 2005 18:39:56
Hey boys and girls, now that there is a DS weapon competing with those of other settings, lets go on the voting page and vote for DS!


Done!
Good luck friend! Nice write-up.
#98

Pennarin

Sep 25, 2005 18:46:31
Thanks for the votes people.

I hope no one sees the weapon I made as a super-weapon...its not even epic. Its a powerful unique weapon (to which I've given the minor artifact attribute because of the artifact possession bit), but its powers are within the range of a normal magic item (the price, though, must be epic, i.e. higher than 200,000 Cp).

As for making a weapon for good people, made by good people, I already converted Sunray, the sword found in the Forest Maker adventure. It rocks. And no goodie-goodness in it.
#99

seker

Sep 25, 2005 21:33:06
I voted too.... although have to be honest I actually was almost tempted to vote for one of the competitors.... as I also really like the heartblood mace.... but the screaming maw was better in my opinion..... though the heartblood mace gave me some ideas for cleansing war weapons.

and to be honest the kyrnn one they added to the mix, Trithinity, litterally ticked me off. I always loved dragonlance and a magical mace for the wizards of the tower goes against the entire setting. from the description it was made back in the ancient past..... when wizards were forbidden to weild weapons other than magic ..... that so ticked me off..... you all know how much of a stickler I am for fluff. Heck I am writing a whole new system for darksun for fun just so it will fit the fluff better..... so anything that violates fluff on this scale just gets to me.
#100

Sysane

Sep 25, 2005 21:55:31
As for making a weapon for good people, made by good people, I already converted Sunray, the sword found in the Forest Maker adventure. It rocks. And no goodie-goodness in it.

Errr...okay ?
Here have some poultry.
#101

Pennarin

Sep 26, 2005 1:14:26
Errr...okay ?
Here have some poultry.

Wow, that's a statement not meant to be understood if there ever was one. I'm thoroughly confused.
#102

seker

Sep 26, 2005 2:36:57
Well I feel a little bit better on the dragonlance entry now.... I checked their board out of curiousity.... and it was the only entry from there that I can find.... At least I feel better that it was not the best, it was the only
#103

Sysane

Sep 26, 2005 8:13:04
Wow, that's a statement not meant to be understood if there ever was one. I'm thoroughly confused.

Precisely. Thats exactly how I felt about your "I already made a good weapon, so there " statment. Seemed out of place.
#104

Grummore

Sep 26, 2005 8:27:27


That's cute! I am a teacher at 11, 12 and 13 grade and there is a class of pre-school kids in the class in front of mine (4 and 5 years old). I am having the impression of deja vu, here in these last post. :D
#105

Sysane

Sep 26, 2005 8:30:18


That's cute! I am a teacher at 11, 12 and 13 grade and there is a class of pre-school kids in the class in front of mine (4 and 5 years old). I am having the impression of deja vu, here in these last post. :D

Too funny ;)

It could be that I took Penn's post out of context and if so, my bad.
#106

ruhl-than_sage

Sep 26, 2005 9:37:49
I thought Miria's Heart was really cool. It almost got my vote, because it specifically suggested how it could be adapted to other campaign settings as well.
#107

Pennarin

Sep 26, 2005 14:10:21
Precisely. Thats exactly how I felt about your "I already made a good weapon, so there " statment. Seemed out of place.

Grummore is indeed right, Sysane. I have no idea where you came from with those few words.
There was no "" statement in what I said: I informed you, after you said "it would be nice to make a weapon made by the good guys for the good guys. ", that I indeed created such a weapon, thus that there are people out there who still like to make good weapons for good people, even if this is the DS setting.
#108

Sysane

Sep 26, 2005 14:15:24
Grummore is indeed right, Sysane. I have no idea where this agression comes from.
There was no "" statement in what I said: I informed you, after you said "it would be nice to make a weapon made by the good guys for the good guys. ", that I indeed created such a weapon, thus that there are people out there who still like to make good weapons for good people, even if this is the DS setting.

Must have misconstrued the "Already" and the "And no goodie-goodness in it" part of your statement. I took to mean that you already made one, so there was no need for others. As I said, my bad
#109

dracochapel

Sep 27, 2005 3:07:49
Some of those artifacts are really good (esp the ravenloft one and the birthright one). but i voted for yours pennarin.

Without been told to.

Now where is my thank you :D
#110

zombiegleemax

Nov 27, 2005 10:42:30
Pennarin and others,

Sorry, but I am a late-comer to these boards, so I don't have knowledge about all of the stuff that has been posted here before my own arrival. Pennarin's "Screaming Maw" really kicked ass, and I felt embarrassed that I did a write up about Daskinor and Eldaarich which almost completely contradicted everything that Pennarin had to say.

In fact, it looks like I almost plagarized Pennarin's ideals and rewrote them as I wished. There is a lot of overlap in what we wrote -especially Daskinor renaming his new city using the Goblin language.

But, honestly, I never looked at this write-up when I was writing my own details about Eldaarich. I feel like a lot of my ideas here have been received rather coldly, and I dunno if it is because I am overly enthusiastic about my own vapid ideas or if it is because some people think that I shamelessly hijacked some of the work Pennarin did.

In any case, I am very interested in Eldaarich / Daskinor, and I would appreciate it if anyone pointed me towards other threads that explore this topic (I have already read through the Daskinor's Madness thread...).

Thanks, and good work to everyone on their weapons. I enjoyed reading the thread.

itf
#111

Pennarin

Nov 28, 2005 0:56:13
Er, no harm done. I saw the paralel with your version of Eldaarich's name but thought no further about it.

Daskinor and his city do not interest me so much that I would try and make efforts to convince people to consider me the foresmost expert or "imaginer" on it.

Far from that, the Screaming Maw was for me but an exercice in storytelling/writing, as this is only my second story ever that I wrote, the first being for the Monarch's Chosen. Plus I wanted to know if my designs could kick butt or not when put to the test.

So do as you wish with it, its not that important to me.
#112

ruhl-than_sage

Nov 28, 2005 22:28:03
But, honestly, I never looked at this write-up when I was writing my own details about Eldaarich. I feel like a lot of my ideas here have been received rather coldly, and I dunno if it is because I am overly enthusiastic about my own vapid ideas or if it is because some people think that I shamelessly hijacked some of the work Pennarin did.

I wouldn't worry about it, the boards have been rather slow and inactive lately, possible due in part to the oncoming christmas season.