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The Plaguelands - Official Thread

Started by Magnus Pym, November 01, 2011, 09:00:59 PM

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Magnus Pym



The Plaguelands

All lay in ruins; the skyscraping towers who were once the Emperium's pride now scattered and in pieces; the gardens whose gatherings were used to showcase the latest inventions now, too, amongst the rubbles; the houses now reduced to ashes; and the heavenly landscape whose magnificence and wealth attracted distant foreigners now turned into barren fields of nothingness.
[note]This post is a primer, following ones will uncover more detailed content. All comments, suggestions and opinions are welcome.
I would also like to point out that I have deleted some of my posts in this thread, so sometimes you may see awkward discussions. Fear not, though, for you only need to jump to any posts from me without OOC to read on the Plaguelands.[/note]

Those who venture within are seldom blessed with the sight of undamaged land. Though, one has to be wary, for it might as well be illusionary trickery meant to lure awe-stricken fools into the deadliest of traps.

Rotten corpses come in masses from the farthest recesses of the lands, ushering eerie complaints as they satisfy their master's needs with carnage; for their glory can only be achieved when all lays lifeless. With them, they bring dozens of weird diseases; most fatal, but some so utterly annoying you'd wish to die.

The earth quakes and it rains fiery comets as crazed mystics unleash their powers upon the world, wreaking havoc on their path.

Alien entities capable of thought, and sometimes action, manipulate the living into wrongdoings, their machinations causing misfortune and despair, often in brutal ways.

The Plaguelands once belonged to the prosperous Emperium, a newborn empire whose astonishing growth was to propel them as the world leading power. Alas, a reversal of fortune brought them to their knee... and worse.

As the shadows engulf the mighty empire, a ray of light pierces through, stalling the advance of the barbaric invaders. At the frontier of the Plaguelands lies the last bastion of men, Rampur. Its holy defenders promise that justice will be delivered. But there are many bumps on the road; can the Amonites really restore peace on this broken land? Will aliens complete their destruction of the world or will internal turmoil be mankind's end? The irony of mankind is that it does not need outside help to destroy itself... it can very well do so on its own.

The Land's Horrors

A line of impaled men, their looks horrified and desperate; a wall of severed heads, complaining as they are moved by lifeless slaves; creatures the mix of men and other beasts, giving birth to even more macabre life forms; a river that flows crimson red, anything it touches decays in a matter of seconds; buildings of bones and organs.

The Plaguelands house not only the vilest abominations, but their twisted creations as well. Some of these horrifying sights have become the stuff of legendary, yet morbid tales, dubbing the most terrifying the Seven Horrors.

Sorcery

[note]NOTE: A male who uses sorcery is called a sorcerer; a female is called a witch.[/note]
Sorcery is a phenomenon that allows one to achieve a wide variety of feats, ranging from the most mundane to the seemingly impossible, without using conventional means and in an unrealistic way. This strange phenomenon can manifest under various forms. Sorcerers can cast spells, enhance mundane items and even create new forms of life. Its possibilities are so many, there's probably no limit to what it can achieve.

In older days, sorcery was popular in the Emperium. Though, it's common knowledge that it was, in the end, the empire's demise. Sorcery was then judged chaotic and vile, thought to lure its practitioners into the depths of insanity. Because of that the Sanemen decreed a ban on sorcery and eventually launched what would be called the Witch Hunt.

Plagueland's Civilization

One could argue the Emperium is lost forever, that mankind does not exist in this land anymore, but such is not the truth. Though it is true that most were pushed away or slain (mostly slain I should say), some courageous souls still brave the immense dangers of this hostile place.

The natives who were there even before the empire was founded still live; ever cautious of their surroundings. The remaining citizens of the Emperium barricade themselves in their fortified city of Rampur, scheming to retake what is "rightfully theirs".

In the meantime, the Vilespread (era in which the empire was destroyed) took roots in many places, its undeniable evilness giving birth to aberrations mankind will probably never understand, so morbid and lacking in morale they are.

Worse, as if alien invasion wasn't enough, necrotic madmen pillage the battlefields; raising armies of organic automatons that need not rest nor eat. These mindless animated corpses gather in masses to have a go against the forces of the living.

The Stretch, the Bonelands and the Dead Valley

The Emperium, now known to most as the Plaguelands, is a vast territory. There are three distinctive regions; the Stretch, a vast expanse of golden to crimson sand where mutated vermin go about their daily lives while poisoning the lands and where strange beasts lurk in the partly swallowed ruins of once architectural masterpieces; the Bonelands, with its ebony plateaus hiding complex underground labyrinths as well as their barbaric occupiers and where decades of warring tribes have left piles of bones and bloodied rivers; the Dead Valley, the aenema-infested valleys and maquis left in a quasi dead state, with a permanent thick grey fog and leafless trees that protrude from even the most unlikely of places, teasing the uncertain with a semblance of life... of hope.

For one to come back to the civilized world after a journey in these dark places is a great achievement. But one has to be wise and treat each incursion individually, for the next one might be the last. Preparation will often be part of the success.

Rampur and the Scorching Steppes

The Scorching Steppes are rolling hills and plains of low sunny-colored grass. It is the area separating the East from the West. At its western frontier lies a city, the last remnant of the Emperium; Rampur.

The city was once welcoming, but the Vilespread made its inhabitants wary and tense. Those who live within or in its direct vicinity are called the Sanemen, and are led by a group of religious fanatics dubbed the Amonites. Their almighty lord and savior plans a counter offensive against the alien barbarians from his hidden apartments in the glorious Cathedral of Sanity, usually just called "the Cathedral".

Although much of the human activity happens in the city or just outside its walls, the Sanemen had to build outposts and training grounds far from it; first to ensure their territorial security, but also to ensure the safe transit of foreign aid.

Beyond the Plaguelands

The Plaguelands are, but a small part of the world. Surrounding it from the north to the south, passing by the west is the sea; the Endless Sea, the Silver Sea and the Western Sea. Their hazardous waters are barely navigable; tidal waves, titanic sea monsters and other reasons keep sailors from setting sail.

To the east, the plains of the steppes change into a dense forest which, eventually, is blocked in its advance by a towering chain of mountains that stretches all the way to the south from the north. They are said to be impassable, but not only because they are insanely difficult to climb, but also because they are inhabited by voracious creatures. These mountains serve as a natural border between the Plaguelands and the eastern world.


*** Image is from Mikablog. It was taken without the artist's consent and will be removed if such would be his wish.

Magnus Pym

#1
The Stretch

An expand of golden to crimson sand whose features are few; ruins of once great cities and the legendary skyscraping towers of the Emperium, scattered bones of large creatures, huge holes that seem to widen and membranes whose size is beyond logic.

The ruins that dot the map serve as shelters to the Scorn and Aenema, but also to the natives who still haven't fled the chaos brought upon the lands by the Vilespread. Their courage and endurance have earned them quite a reputation, and no one wishes to stir up trouble with these folks. At least, no sane man would.

There is, to the north, a strange structure that blocks the route towards the northern coast. The Sanemen call it the Hive. It is organic, with its ridiculously big membranes protruding from the sandy ground and attempting to reach the sky. Sometimes, they swipe the floor, brutally crushing all in their way in the process. Many holes penetrate the floor, and from these overtures exit swarms of large mutated insects like a constant suppuration. All seems alive, though none can really understand a life form so alien to human understanding.

There is a phenomenon in this place called the Swallowing. The whole floor of the desert swallows whatever on its surface like a black hole. Usually, after such an event, the floor will cicatrize and there will be no physical proof of what happened. But sometimes, the floor will remain fissured, leaving a chasm. These chasms have been known to lead to the "Belly of the World" where all engulfed ruins hide, showered by the swallowed oases that create underground waterfalls. It has become a vast underground complex.

Besides all the living, or undead, dangerousness that hunts in the Stretch there are other sources of danger; notably the climate. Rain doesn't last long enough to create additional sources of water, so they remain far apart. The vegetal life doesn't grow either, because of the Swallowing and various diseases. In this dry and hot environment, one can only survive if he knows his way around the desert and the beasts that inhabit it.

Wildlife in the Stretch is next to none, obviously. The natural environment and many dangers are not favorable to their existence. They almost all moved eastward, but on rare occasions, some might be seen.

The Bonelands

This region is a bit bigger than the Stretch, though its terrain is not as desolate. Plateaus of different heights make its main feature. Made from voltaic stones and obsidian matter, the line between the night sky and the ground is almost imperceptible, but not only because of their similar color. The land is filled with geysers and volcanoes from which exit clouds of black smoke; this somewhat blurs the horizon, making it difficult to discern floor from sky at night. The occasional eruption of lava serves to enlighten the fool that thinks he's entered a cave.

The Bonelands have quite a few features aside from their many plateaus, geysers and volcanoes. They have been named as such for the countless bones and carcasses that are scattered throughout the land. These macabre detritus are witnesses to the brutality of this region's inhabitants; the Scorn. These bones serve not only as weapons for the creatures that live here, but also as shelter and utility tools.

Bordering the Silver Sea to the south are beaches of pure white sand that contrast intensely with the usual darkness that's so characteristic of the Bonelands. They are called the Shimmering Beaches and stretch for almost the land's entire southernmost border. To the southwest, though far from the beaches, is a dense forest from which no sound can be heard, as if all life within had vanished or escaped. Passed the Marrow Pass, south of the Red River, a network of caverns serves as shelter for the Kaftas. This is the Cavernous Wastes.

This territory also harbors a few of the Seven Horrors; the Red River, the Marrow Pass, the Screaming Cavern and the Ivory Erect. They are the homes of the Scorn and other demonic creatures and a shocking view.

The climate in this region is humid and hot because of the many geysers and volcanoes. The highest plateaus might not be as hot, but they're still comfortable enough to wear no clothes. The rivers and lakes are often hard to access, and are plagued most of the time. Wildlife does not thrive here.

The Dead Valley

Also dubbed the Deadlands, this region is far from desolate, but somewhat feels like it. Its natural features consist of mountains, hills and rivers. This initial description should serve as proof that the area is livelier than its neighboring regions, but a surprise is in order.

A layer of thick fog constantly covers the area, its grayness conferring the place a sense of surrealism and suspense. There's also a constant moaning that disturbs the listener; like a guttural lazy cry asking for salvation. It's very light at first, almost imperceptible, but it grows louder as one makes it towards the west coast.

The most striking landscape view, aside form the annoying thick fog, might be the trees. They are dead, leafless and dried up, but they seem to cling to life, as if refusing to bow down before those who put them in their miserable state. So, the forestry of the Deadlands might have lost its colors, but it remains standing, even protruding from the most unlikely of places.

The only creatures to be found in these lands are devoid of a soul. They are the walking dead; beasts and men alike, tall and small and large and slim made animate even through death... mostly through death. The Sanemen call them the Aenema. Their commanders hide in Mortica, a city so morbid and disgusting that even outsiders thought to be incredibly twisted refrain from venturing within. The city itself is protected by one of the Seven Horrors, the Wall of Moaning Faces; a very long and tall wall made entirely of severed heads animated in a constant loop of cries of despair and agony that drip blood and decomposition juice. Lackeys whip their face all day and all night.

The climate is soft, but much colder than in the neighboring regions. One definitely has to wear clothes in this area or he will catch a cold. There's also a lot of rain, which is a bugger because it silences the aenemas. Wildlife is almost nonexistent in this area, seeing as they are hunted and assimilated into the ranks of the walking dead and that edible natural resources are scarce, even if less than in the neighboring regions.

The Seven Horrors

Mentioned often, either in childish horror tales or war veterans stories, these deeply disturbing sights have nothing to do with the common man's logic and understanding of the real world. These horrors have, in their own respect, a feel of grandeur. Make no mistake though, for they are horrors, not wonders. Their conception defies insanity itself, even reaching further than utter absurdity.

The Wall of Moaning Faces

In the eerie, fog covered grounds of the Dead Valley, everything seems static, nearly lifeless if not actually dead, except for the distant (or near) guttural complaints of the aenema. As one goes deeper into Deadlands (another name given to the region by the Sanemen), the cries of despair and torment become increasingly loud, betraying the silent aspect so characteristic to the region. Those who have never seen this Horror are in for a surprise.

A wall, spanning hundreds of feet long and about fifty feet high blocks the way. It is being carried by a handful of emotionless slaves whose only hint to a semblance of life is their repeated screams when they are whipped by their skeletal slave drivers. Although that is already cruel in itself, the wall is not just any wall, made of wood or rock. Severed heads and hands make its only component, glued together by some sort of nasty dark juice. The heads, seemingly alive, scream in torment; begging for forgiveness, crying out to their loved ones, swearing it wasn't them, enraged and desperate. This work of dark sorcery has succeeded in repelling attackers for many years.

The Ivory Erect

Hundreds of feet of bones stand erect and pierce through dark clouds where red lightning strikes all around, seemingly aiming for living things. From this horrific monument protrudes legions of strange creatures that run in all directions, towards unknown goals. This stream of beasts sometimes slows down, suddenly leaving the lightning strikes as only obstacle, would one dare to venture within this sordid tower.

One can explain the grandeur of this vile construction by its contrast and disposition. The bones, even though immaculate with blood and sometimes charred, still show their ivory color. It contrasts superbly well with the surrounding darkness, and especially the black clouds in which the tower loses itself. Also, the construct lies in a very unlikely place; in the center of a large volcano. Whether this was a natural result or another work of evil isn't known, but an earthly mass has elevated from the crater's center to form a tiny island on which the tower was built. Magma still rages inside the volcano and the fumes add to the awesomeness of the sight.

For a human to get to the tower requires crossing the wooden bridge. This is the most crucial part when daring to approach this Horror, for the psychological battle against absurd danger is not one that's easy to win here. Fear, courage, hope, despair and trust all mingle in the mind. Meanwhile, the heat and fumes of the lava below infiltrate your lungs and display a flashy entertainment worthy of distraction. The bridge misses a few planks and is tied with rope, beaten and burnt in some places. It is only wide enough for one person to cross at a time, and probably solid enough for just that many, as well. (Just how this bridge can still hold and not burn is a subject of debate by passionate of the Seven Horrors.)

Adding to this extreme experience is the knowledge that Palulu himself resides in the place. A dreadful thought indeed.

The Screaming Cavern

On the windswept high plateaus of the Cavernous Wastes is a network of murky underground mazes. These caves are alike in architectural fashion, except for one. The archway that makes this one's entrance is not crude and natural like the others. Faces have been carefully carved into the stone, showing different emotions, even joy. So good was the artist that they seem alive. In fact, two widespread rumors about this work suggest that they are, in fact, alive. First, they cry. They seem to shed tears as clear as crystal whenever a scream is heard (Which is to say, often). Second, they see. The eyes have been rumored to move, directly staring visitors whenever they come. Whether they seek some sort of relief or serve as spies for whatever lies within is unknown, but they see you, so be cautious.

Although this is pretty weird, there is nothing actually visually terrifying about the entrance, unless one is the ultimate coward (Though it –is- creepy). What is terrifying is what comes out of it and what doesn't. From nearly half a mile away you could already distinguish the incessant screams that come out of this place. As you get closer, it only becomes louder; screams of agony, cries of torment and shouts of desperation. The cries seem as much humane as inhumane. Something is happening inside, that's for sure. The strange thing about all this though; nobody ever comes out. Common belief has it this place is Hell; where impure souls go after death to suffer for eternity.

The Marrow Pass

The eastern Bonelands are cut in two by the Red River. There are only a few crossings, but only one can boast a -relative- ease of passage. It is called the Marrow Pass by the Sanemen, but the demonic residents around it, called the Scorn, call it "Potobon".

Dozens of feet in width and a good quarter of a mile long, this bridge that connects the southern and northern parts of the eastern Bonelands is the carcass of some ancient titanic creature. Made entirely of bones, with ribs turned upward giving an impression of "open tunnel", it seems to seep marrow. Many who walked this crossing have slipped into the Red River because of that.

Visually, it is a pretty intense sight. One wonders just how it is possible that such a huge creature conveniently died in this precise location.

Although it is already frightening to the eye, or at the very least, incredibly unusual, there are two other things that make this place worthy of one of the Seven Horrors. The stink, for one, is by far too much. Not only does the Red River emanate poisonous fumes, but the marrow that seeps from the carcass smells terrible, easily sickening the unwary.

Then there is the Marrow War, also called the Bonewar or Scornwar. Two civilizations seek hegemony across the lands. Unfortunately for them, they heed from the same region, and thus haven't even had the time to launch colonial expeditions yet, so busy they are fighting each other. In the northern Bonelands exist the Luon (loo-on), humanoid-shaped lions and in the southern part, the Kafta (kaf-tah), also humanoid-shaped, though of hyena origins. They have clashed for decades in and around the Marrow Pass and continue to do so to this day. This adds a factor of difficulty or even impossibility, at times, to cross the bridge.

Stitchvale

A mockery of civilization lies in the foggy vales of southern Deadlands. Decrepit and creaking houses encircle a well; the place of gathering for the "Stitched". These hollow corpses are dolls, literally. Their eyes closed with stitches, their mouths and orifices as well; they are the silent puppets of some macabre mind. All day they go about performing acts of depravity and evil; they rape each other, or at least try; and they dismember their peers with great inaccuracy, sometimes degenerating into self mutilation; they push their brethren in the great well, from which the stink of decay a human could not bear; and they create hierarchies for short periods of time in which one will subjugate the others to its will. It usually ends in bloodshed... or should I say stitchshed.

There doesn't seem to be an end to them. They keep coming from the houses, or are taken back from the well in a surprising communal effort on the "citizens" part. The latter, though, seems to often end awkwardly; with their usual outstretched movements causing further losses instead of rescues.

No communication is possible, unless one is well versed in the arts of necromancy, in which case things –can- be accomplished. This degenerate society is a fine example of how gruesome and inhumane Mortica's idea of a perfect world is.

The Red River

Slumber Hunters say the coastal waters to the east of the Bonelands are wine red. Survivors returning from their expedition in the south have a story to tell, one of bloody carnage and plagued river.

There is a waterway that separates the eastern Bonelands in two. One of the only ways to pass onto the other side is to cross the Marrow Pass. This river, it's all blood, they say. It runs crimson red from the distant west and falls as crimson as before into the Silver Sea.

It's no natural phenomenon, this madness has to stop. The river, dubbed the Red River, is such because the Scorn fights their rivals on the Marrow Pass and each drop of blood sinks into the water.

They have witnessed it, too, the decaying that overtakes organic tissues when physically exposed to the poisoned waterway. It is rumored to be nearly instantaneous... and very painful. They remember the screams, and their dead comrades.

The Hive

Gigantic brown, green and purple membranes and pincers protrude from the burning sand north of the Stretch, digging up holes from which swarms of deadly insects assault the realm of men or bath in the infectious Putrid Pool; the largest oases of the Stretch that is "annexed" to the southern edge of the Hive.

The organic structure seems to spread, though it is a very slow process. No one ever returned to tell the tale of what's inside. Though, it seems somewhat obvious.

[spoiler]I: The Drawa, natives of the lands that live in the Stretch, seem to have the talent to communicate with the mutants of this place. They are sometimes seen arguing with the creatures.[/spoiler]

Magnus Pym

#2
The Cinqus Demones

More commonly called the Slaughterhood, they are alien beings brought into this world by sorcerers whose greed and personal interests would destroy what they, themselves, sought.

Of different shapes, personalities and intellects, they are in no way identical to each other. Five they are; Palulu (pah-lu-lu), Harax (ha-rax), Cacophaxx (kako-fax), Paxx (paks) and Lopht (lo-fet). Each has their own agenda, but it is a known fact that they form temporary alliances from time to time.

These demonic beasts are known for their cruelty and selfishness. They are sadistic, vile and merciless. To this day, no one was able to match their power, although the Sanemen often believe their savior, Amon, can take them on. The Amonites, while proud of this statement, do not take a definitive stance on this matter, preferring to let their ideological guide make his own conclusions.

Some within the Slaughterhood make no secret of their whereabouts, but the contrary is also true. For the Sanemen, the most fearsome is usually Palulu, and he is overjoyed of letting other people know of his location. His residence is one of the Seven Horrors; the Ivory Erect. Others, like Lopht and Paxx, keep a low profile, sometimes giving hints of their whereabouts (probably a temporary one, at that) so that foolish adventurers can come in waves and feed their obsession... or hunger.

Palulu

Resembling a mix of a goat and a man and sporting great dark leathery wings and a small furry tail, he is the stereotype of demons for the uneducated lot.

His stare is incredibly intimidating and can freeze entire crowds, so frightening it is. He revels in terror, fear and chaos. What Palulu enjoys the most is sending troops against rivals, pitting his minions against stronger foes if possible to entice the enemy in provoking him directly. His ego and arrogance are unparalleled.
[spoiler]I: He uses the late emperor, Darian II, as a bludgeoning weapon. The lifeless body has been enchanted with demonic powers, giving it a similitude of life as each time Palulu smashes it the bones seem to crush and the mouth lets out an eerie scream of agony. (The bones replace themselves and heal nearly instantaneously, as well as the lungs and tongue, allowing for ceaseless morbid-smashes.)[/spoiler]

Harax

When brought into this world, he thought it was appropriate to take the form of something massive and terrifying. In the end, he opted for the mammoth, with a few changes, of course. His hair is all shades of grey, brown, black and a lot of beige. He sports horns on his head as well as on his back, which protrude from his spine. His hollow eye sockets betray any signs of emotion.

Harax is hatred incarnate, wreaking havoc to all on his path without thought. He can never rest easy. All must face aggression. All must perish.

Lopth

Under the guise of a male baboon, Lopth exploits weaknesses such as curiosity and temerity to lure people into her deadly traps; taking their riches from their cold corpses and sitting on it, basking in the glory of material wealth. She is rather playful, preferring to build up intrigue rather than use direct methods. That is, for pretty much anything she does.

She hides her demonic nature very well, except for the blood red eyes she sports and, to the observant eye, talking tentacled dagger at her side. The fact she speaks is also a giveaway. Her whereabouts are unknown to the general populace, but baboons have been seen before in the Stretch, bordering the eastern coast and the Scorching Steppes.

[spoiler]I: She often visits her brethren, though not to foster schemes against the realm of mortals. She seeks to purge Cacophaxx from the Slaughterhood, who she sees as irritatingly unsophisticated.[/spoiler]

Paxx

Very little is known about Paxx. The other Demones seem to suggest he is mad, even by their standards and even more so than Harax and Cacophaxx. Palulu once said to the Amonite army; "I will gift you to my brother, Paxx. He who will take great care of tormenting you for even longer than your feeble mortal mind can imagine. For he revels in the pain of others... you will not be spared from the suffering."

Apparently, Paxx may be a sort of Torture Overlord, or something.

[spoiler]I: Obviously you can make the link between he and the Screaming Cavern.[/spoiler]

Cacophaxx

Eagle-faced and feathered; thin arms adorned with long sharp claws; small legs supporting a bloated belly, he is an imposing figure that stands eight feet tall. His white eyes and sunny-bright yellow beak contrast perfectly with his dark purple feathers, whose few shades of emerald add to the beauty of the sight. Cacophaxx is majestic in appearance, though not so much in behavior.

He is insane, even for his brothers. Muttering strange words and, at a moment's notice, screaming insanities in a dialect nobody understands. The volume of his voice constantly shifts, though it is irritatingly high most of the time. His cacophony unleashes waves of sonic energies that blast nearby materials away or break them.

With Palulu and Harax, he is one of those who does not keep its presence a secret. He is often seen wandering the vicinity of Rampur, but as the Sanemen make preparations to take him down, he vanishes.

Magnus Pym

#3
The Fallen

A rare sight to behold, these beings were once humans, but all that remains of their humanity is their mind, for their body has been made spectral by some curse.

Made ghost-like; their body is quasi transparent, its ethereal substance shadings of green, blue and white. They are immaterial, passing through hard matter easily. Because of this their interaction with the physical world is limited to speech.

[spoiler]I: They were once the inhabitants of a small fishing village on the Deadland's north coast called Hook's Point. They were quickly cut off from the empire when the Vilespread begun, but were indifferent to the strife, thinking it only temporary. Things didn't go as planned for them. They were assaulted by the Aenema, though unlike the usual massacre that's so characteristic of the rotten army they were made prisoners to become test subjects. The experiments on them went awry and they were changed into what they are now.
II: Although immaterial, they leave a trail of dust on their path. This dust has been called Fallendust and serves a few purposes, notably as a light hallucinogenic drug and a potent poison against Aenema.
III: Some of them have learned how to become material. This allows them to interact normally with the physical world.
IV: The Fallen see things differently than humans. They see life coursing through things the color of white and lifeless or weak living matter (such as stone) in different shades of black and grey. The sun is what shines the most to them, but it only appears as a bright white circle which they can stare at, unlike humans.
V: The Fallen may seem invincible, but they are not. Sorcery that deals with the soul and mind can damage them as much as it can damage a normal man.
VI: They are ageless and thus, do not suffer the consequences of time.[/spoiler]

The Aenema

The Aenema are the most twisted creation of mankind; slain men, women, children and animals raised from their deathbed and made lifelike. Devoid of a mind of their own, they execute their master's orders unquestionably and that until they're sliced into pieces or burnt to ashes. Their rotten corpses smell of death and decay so strongly that even scavenger beasts refrain from venturing near their lifeless bodies, preferring less dangerous, immobile fodder.

They've somewhat evolved with time, some amongst them becoming seemingly intelligent; capable of strategic warfare, able to focus on certain goals and even speaking in an understandable manner, even if barely. It is obvious that their necromantic masters have been experimenting; pushing the limits of death ever further and allowing the deceased to retrieve or retain their minds, partially or even completely.

[spoiler]I: Their existence was a closely-guarded secret for decades before the Vilespread. Necromancy has never been seen with a good eye, even when the Emperium was at its peak.
II: They are ageless and thus, do not suffer the consequences of time except for their decaying body parts, which might drop at one time or another. This explains why they can often be seen with stitches and bandages.[/spoiler]

The Scorn

Demons in the Plaguelands are a varied bunch, literally. In size, shape, behavior and might, they occupy a wide spectrum of possibilities. Though there are those who breed, whether it be with natives of the land, or between themselves. This progeny eventually evolves with its surrounding, though it mostly conserves its demonic parent's otherworldly ideologies. They're usually violent and brutal. Also very territorial.

Some areas of the Plaguelands are under their control, such as the Cavernous Wastes which is the territory of the Kaftas; half hyena half man creatures, and the western jungles, which is home to the Tuskers; humanoid elephants and capable hunters.

Magnus Pym

[ooc]Added some information;
- The Stretch
- The Bonelands
- The Dead Valley
- Amon
- The Wanderer
- Drugs, Diseases and Poisons
- Changed the note concerning the emperor beside Palulu's description.[/ooc]

Magnus Pym

[ooc]Added some information;
- The Fallen
- Silent Forest
- Swallow City
- Poison: Demonic Saliva

Also, I'd like to point out, for those who knew about the Plaguelands from my previous thread, that it has changed since then. I suggest rereading.[/ooc]

Magnus Pym

#6
[ooc]Added some information;
- Mulu
- Belphemoth
- Faction: Council of Eternals
- Faction: The Deathwatch
- Faction: Freedom Fighters
- Poison: Corrupted Dust
- Artifacts[/ooc]

Magnus Pym

#7
[ooc]Uploaded a sketch-map of the Plaguelands for better comprehension. Also added a spoiler note to the Fallen with an image of how I picture them, right from the Guild Wars game.[/ooc]

Xathan

Alright, overall opinion:

So far, I love it. This is a dark setting, and you do a great job emphasizing that – and while some might not be a huge fan of that, I certainly am. It feels like a horrific place to live and a fascinating place to game, which I think is the feel that you were going for.

A couple points of particular interest for me:

The Seven Horrors: I love this take on the "Seven Wonders of the World" - the name is incredibly evocative of the setting, and all of them sound like places Cthulhu would have on his vacation list. A game that involves going into – or even near one of them – would be unsettling, to say the least.

I want to see an extension on the Drugs section – that's something many settings ignore, and the first one you have up is extremely fitting and interesting, though I'm a bit confused why someone would ever take it, since they forget what happened while they were on it (so no memory of the high) and no addictive properties – I could see someone intentionally driving someone else insane with it, but that's it. I'd like to see more drugs out there that people would intentionally ingest  for recreational – or other – purposes.

That's what I can comment on now, there's a bunch I need to ponder more – but do one to finally compliment you on sticking to the core feeling of your setting so well. Especially in these early stages, I typically look at a setting and go "wait, that doesn't fit to me" for something. I've found nothing like that so far in Plaguelands, and for that you get major points – it's extremely cohesive even in this early stage. I almost feel like I could run a game in it as is, if given a system for it, and I almost never say that about "young" settings – hell, I can't even say that about my own setting. :P
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
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2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
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Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Magnus Pym

#9
[ooc]Thanks Xathan!

Yes, it is a dark setting indeed. Well at least the Plaguelands region is. You're right on the Seven Wonders thing. :)

Like you said this work is in progress. I do intend to expand the drug's list (and diseases, poisons and artifacts, by the way) and already have ideas written down. You're right that there's no actual pull for someone to consume Fallendust. Think of it like that; there's no actual pull for an alcoholic to drink alcohol beside maybe, forgetting things (Ok there are other pulls, but let's look at it this way)? Even though they might not remember they might be aware of the drug's effect and that itself is reason enough to consume it. But yeah, it's not addictive so it's more used against Aenemas than anything else. A bunch of people experiment on it too, trying to create other funky drugs and substances. And wouldn't you want to sniff some strange substance that falls from strange men right up? Hahaha! Thought so...

Concerning the mechanics meant for this, there aren't any, really. You could use modified versions (to fit this gameworld) of any mechanics you like. I am intrigued by the Elegant10 mechanics (used in the up and coming Age Past) especially because it is classless, and outright awesome. But you could use 3.5 D&D and modify it to your need (especially change races, classes a small bit and spell schools).[/ooc]

Xathan

Quote from: Magnus Pym
Thanks Xathan!

Yes, it is a dark setting indeed. Well at least the Plaguelands region is. You're right on the Seven Wonders thing. :)

I love catching references! Makes me feel all smart. And I missed something, apparently: the rest of the world is not as bad as the Plaguelands? So some questions: does the rest of the world know how bad it is in there, to plaguelanders know it's better out there, and if the latter, why don't they leave?

QuoteLike you said this work is in progress. I do intend to expand the drug's list (and diseases, poisons and artifacts, by the way) and already have ideas written down. You're right that there's no actual pull for someone to consume Fallendust. Think of it like that; there's no actual pull for an alcoholic to drink alcohol beside maybe, forgetting things (Ok there are other pulls, but let's look at it this way)? Even though they might not remember they might be aware of the drug's effect and that itself is reason enough to consume it. But yeah, it's not addictive so it's more used against Aenemas than anything else. A bunch of people experiment on it too, trying to create other funky drugs and substances. And wouldn't you want to sniff some strange substance that falls from strange men right up? Hahaha! Thought so...

Hahahaha, fair enough. And I see your alcoholic argument...maybe to make it a bit more rational to use, you only black out during part of it, not the whole thing, so you can enjoy the crazy happy and pretty colors? :P Really looking forward to you expanding all those sections - outside the Terrors, that was one of my favorite parts.

QuoteConcerning the mechanics meant for this, there aren't any, really. You could use modified versions (to fit this gameworld) of any mechanics you like. I am intrigued by the Elegant10 mechanics (used in the up and coming Age Past) especially because it is classless, and outright awesome. But you could use 3.5 D&D and modify it to your need (especially change races, classes a small bit and spell schools).

Makes sense. Out of curiosity, do you have any intention to eventually fit a system around your setting, or are you leaving this up to future DMs? And if you were going to run it, what would you use? (I'm guessing Elegant10, which I know nothing about, but curious).
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
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14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Magnus Pym

#11
[ooc]
QuoteAnd I missed something, apparently: the rest of the world is not as bad as the Plaguelands? So some questions: does the rest of the world know how bad it is in there, to plaguelanders know it's better out there, and if the latter, why don't they leave?

I was afraid this might happen, I did mention a world beyond though. It's in the primer.

Honestly, I didn't want to bother too much with the other regions of the world. The reason for this is the workload would increase exponentially and the Plaguelands would suffer from this, so what I'm gonna do is go region by region. Of course whenever I create something (like my Council of Eternals, Rampur's ambassadors, some of my artifacts, e.t.c) I think about how it can affect other regions, but I try not to put –too much- thought into this just now. I'll be releasing information on Rampur and the Scorching Steppes soon, you will want to look at that when it comes out for Foreign Politics.

You don't qualify the other areas by as bad or as good, but as different. They will have their own troubles, each of them. I certainly don't intend to stray from the Horror-Morbid path too much, but they might be visually less hardcore than the Plaguelands, who are just a total mess.

Here's a few tips; I want to explore the shamanism avenues; fetichism, animalism, totemism and such beliefs. I thought the East would be a good spot for that since it's gonna be jungles and green areas mostly. Martial Arts is in my aim, too. An empire ruled by sorcerers and where sorcery is prevalent is something I'm thinking about as well, for it'll add a nice touch to the Amonites views concerning witches and stir up worldwide trouble, involving all that lay in-between. I'll stop here. And they're only ideas.

The people who stay in the Plaguelands do it for various reasons, this is up to the GM. Most have been inspired by Amon and may feel cheap leaving their brethren and fellow believers behind; they want to fight, too.. Most already fled though, I might have overlooked that in the Primer. The population size is not nearly what it used to be when the Emperium prospered. I'll try to remember to mention this in the Rampur's lore.

QuoteOut of curiosity, do you have any intention to eventually fit a system around your setting, or are you leaving this up to future DMs? And if you were going to run it, what would you use? (I'm guessing Elegant10, which I know nothing about, but curious).

I don't think I'll be creating a mechanism from scratch, I suggest DMs use the one they're most comfortable with and emphasize on story and lore rather than character optimization and tight rules.

I would personally use Elegant10, I'll show you later what it is. It's classless, uses mana, uses powers that, in turn, allow for spells and other very cool things. It's very simple when you get the hang of it, or so I heard.[/ooc]

Magnus Pym

[ooc]Added some information;
- Rampur
- Drug: Visionary Syrup
- Drug: Mighty Moss
- Drug: Slumberfin[/ooc]

Here's some stuff for you, Xathan. :)

Xathan

YAY! More drugs!

I love these ones - and I like that you went beyond drug=narcotic with slumberfin. Other than the risk of coma, that one doesn't sound any worse than Ambien, which isn't bad at all - though a dependency can develop.

Visionary Syrup sounds a lot like a cool variation on Peyote, and I like that for the shamanistic tribes it actually DOES provide visions - but you gotta do the ritual. That's a really nice twist on the "hallucinogenic visions" idea - and one I've not seen before, so major kudos for that. I'd like to play a character with a Visionary Syrup addiction.

Mighty Moss, besides having a name that makes me laugh, sounds incredible. It's rage in a fungus, being used by a gang that supports the "good guys" (or closest thing to them, really) to coerce more stuff out of easily addicted people and in the meantime making them more violent. There's a ton of potential for story hooks with this one, and if the player is a melee oriented character, this stuff would be tempting as hell - which is also a great plot point.

Love them.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Magnus Pym

#14
[ooc]Yeah, Mighty Moss was intended as funny. The stuff doesn't have an actual scientific name, nor did the insects tell the shady dudes. So, with the poor education and street slang they have/use, I thought it'd be a fitting name. And yeah, a brawler-type character with a Mighty Moss addiction and stubbornly patient companion support (to coerce the guards into not throwing him in jail and tough out the incessant rage and berserk going on) would be very, very nice.

Yeah the syrup's actually very cool, too bad I don't know what Peyote is. (The stuff found in the Mexican desert?)

I still have a list with ideas, less drugs and more diseases and poisons though. Anyways it's simply cooler, for me at least, if the lists expand proportionally.[/ooc]