Dybbuk

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54 posts. Alias of That Other Guy.


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Spinner of Nightmare

We are still live?? I was losing hope.

If you're here, talk to me, I'd like to talk. We need to reset our standards with posting.


Spinner of Nightmare

Three things to always fear; yes, four to give a humble fright.

The clutches of the Varan spears; The wrathful Yaevre's might.

The Thrivan hunter's shears; The Fyrhtormir's bite.

-Klavex, the Sojourning Scribe

------------------------------------------------------------------

As the titans of the sky plummet to the earth, with them come a hail of armored bodies. If those below scattered before, now they sprinted. But the Greenflame Guard knew their place, and knew that this was a time for valor.

Wounded, and short in number, they call to all who would make right their blunder with an answer to a call; a call of arms to slay the anathema. Several of the surviving guard rush about, scrambling to rouse the seamen and any with arm or aegis to fight for their families and their lives.

"HARK! THE WYVERN MUST BE SLAIN BEFORE IT IS ROUSED AGAINST US! HARK!! WE MUST STRIKE NOW, 'FORE IT TURNS TO EAT US ALL! HARK!!! TO ARMS!!!!"

Against the heavy rains the flames of the drake light up the scene in flashes of hunger and primal exasperation. The massive whale crushed 3 homes in its fall, the wyvern tearing it apart as a cougar would a buffalo. This is about 40 feet away from where you now stand.

If your physiology has adrenal glands, they are now exploding. If you decide to heed the call to arms, you must make a DC 8 Dex save to avoid falling armored bodies... Damage will be rolled as needed. You have freedom to act as your character would, without any pressure for plotlines. Go nuts.


Spinner of Nightmare

Hey guys, I don't mind if this game has to be at a pace of 1 post/week for awhile. If that suits you all better, or if you're just in a tight place in life, we can even take a break. But I'm not going to give up on the campaign. Life has been extreme for me as well these past weeks/months, but it doesn't have to destroy us.

On a separate note, I'd like to challenge you to a roleplaying exercise. Think about your character's desires- immediate, long-term, their life dreams, and their hidden subconscious motives all of those desires. Ask yourself how they got that way, why they are the way they are, why they have such importance to your character. Expound on the answers to those thoughts. It can really help you weave a persona together, and I find the process to be really thrilling, and make for really 3-D characters.

All of this to say that if you do this, I will respect and play towards arcs concerning your character's desires in game, and that I really REALLY don't want your characters to make decisions, especially plot-based decisions, being 'plot puppets'. Let your character be true to themselves when making decisions. I think you're all doing a great job with this so far, and doing a great job in general with this game. I'm happy to play with you all, and I really hope this ship doesn't burn down (OOC).

I hope you're all doing well in all ways currently, and I totally understand again if life is throwing you curve balls. This is a low-priority hobby. Live your life, and come over when you can. Shalom.


Spinner of Nightmare

I'm moving forward, but I'll still need the random damage saves from those who haven't posted/reacted.

The lot of you are able to find some stragglers from the fray. You find Dellard, with a slick stabwound in his lower ribcage.

"Oy, those grubby gobbers stuck me mid-wrassle... I think it was one I beat in Nobles a few weeks off.. Buggergobbermunkersn..." DC10 Medicine check to bandage and keep him from bleeding out.

You're able to carry him, and you all tuck behind the nearest cottage, waiting for imminent death to hopefully spare you. As the flames in the sky come near, they light up the night in waves of unfolding mystery.

A clash in the sky, of teeth and meat, of fang and fire. An icamantos whale, the flying beasts of Aeth, floated on over the isle above you all. The wyvern crashes into it, burning its flesh, tearing into its meats, and they both come falling to the ground which you all occupy.

You're all able to get out of the way in time, but Dellard needs to be carried. IF you take him on your back, make a DC 13 Dex check to not be destroyed by the falling beasts. You can also leave him to limp...


Spinner of Nightmare

Within the Pit

During the weaving of the fray, it is nigh impossible for any inside its fury to remain unscathed.

>>>>Make a Dex save, DC 12 to avoid random damage from the sailor's knives and fists<<<<

Damage accrued for failed save: 2d4 + 1 ⇒ (2, 4) + 1 = 7

I assume that you are all inside of the pit still. If you are not inside the pit you don't have to make a save.

As the chaos slightly settles after the initial moments of flaring outburst, the crewmen's rage, while still stewing, has begun to cleave to the latent logic within the Heron-men's minds.

Several goblins and dwarves are picked up and thrown backwards by Nikomedos' thrashing, and the men take notice of the discordant movement within the cyclone of violence, and pause for but a moment. Inside of this moment, the small, shrill voice of Xaeken threatening hexes upon their souls is heard by all, and the men begin to sober up to see the blood spilt by their hands, and stand still.

Gutter!:
You feint into range to stab the guard through an opening in his armor, right in between his ribs. However, a split-second before your quick blade slips into his guts, the pit begins to clear out from the center, and the Orc guard is able to withdraw from your attack. He sees your assault, and in reprisal begins to raise his fist in rage to smite you back, but he along with the rest of the pit is alarmed by the events unfolding around you all...

As the pit of crewmen is proverbially slapped into sobriety, its' chaos halts, and many take notice to the luminous reapers boding doom above the remaining guards' heads, and many crewmen -especially the superstitious- take for themselves horror in their breast, and withdraw from their wrathful folly.

HOWEVER, even those cynical to supernal and spiritual beings also look above the heads of the guardsmen with terror, for from the far dark horizon, there erupts a mobile, flying red flame, surging towards the remains of your own paltry green candles.


Spinner of Nightmare

The once slumbering orc was thrown into the mosh put of 14 DH men. He has since been slaughtered by them, and now from the guardsmen another orc, a man, and a homunculus have been grabbed by these same 14 men, about to meet the same blind raging end.


Spinner of Nightmare

As the vehemence of the hearts of men of many bloods begin to swarm, wax and swell in the midst of the endless night, in the same measure the green flames of the torches of the Karsushan settlement wane.

From the hips of the guardsmen, and the tops of posts and homes alike, the rain begins to win against the Isles' smoldering jade hope.

The scene begins to forget the dim emerald hues of before, into a more dull twilight, the crimson hum of the skycurse glazing each man's eyes even more red.

All dirt is mud, and all terrain is difficult. You can still try to move fullspeed, but it requires a DC 13 acrobatics check to do so or you will fall prone. Right now, you are in the middle of the area described as the 'Pit' of mariners.


Spinner of Nightmare

Hey guys, I'd like to apologize profusely for this week thus far. The trip I've been on has been a bit crazy and internet has not been available as much as I'd like it to be. I'm going to be posting the results of this round after I'm done posting here.

In about 5 hours I'm going to be flying home, where I'll have nothing in my way to keep me from posting regularly, and we'll have a standardized pace from here on out.

Again, I'm extremely sorry about this week thus far. I want to provide you all the best PbP experience through these next months, or even years to come.
I won't give up, and if you don't either, over time we can achieve something really great and memorable.

Thanks for understanding.

Now, let us proceed to your collective mortal doom...


Spinner of Nightmare

Dellard the Dwarf is only ever your 'boss' when you're on jobs like this. Generally his authority is only ever a formality, and while you all respect him for the most part, you are all competent and independent as crew members of the ship. So you don't have to wait for him, per se.

The tall Orc among the guard steps forward as the point of their formation, shoving several of your men aside as he rushes to the bloody scene of which you are now mingled into.

"SILVER MOONS, KIP! JONN! WHAT HAPPENED TO JONN?"

He shoves Ertzah aside with a blunt strength as he takes the mangled bloodbag-remains of the dead human guard in his hands, almost slapping the dead Dwarf body carelessly as he cradles his friends' corpse like an infant.

The human, 'Kip', swivels his bruised jaw as he speaks to his companion.
"These... They brought RED FLAMES onto the shore, and Jonn reacted... then they killed him."

The enormous Orc sighs, his own drops of rain mixing into the sleeting scene, before he grows wild. You tense as he bellows:

"WHAT SEA-BRIGANDS DO WE HAVE HERE, WHO WOULD COME WITH RED FLAME AND ASSAULT OUR HONORED GUARD? WHO FATHOM NOT THE TERRORS OF THE FIRE ISLES, AND GIVE NO HEED TO SUCH A GUARD'S TRAVAILS? ...DEAD MEN. DEEEAADD MENN!!!!"

He drops the corpse of his companion, kicking in the head of the First Labor Captain's corpse, and begins to throttle the lot of you, his tears more alarming than his fury.


Spinner of Nightmare

Alright buddy, no problem


Spinner of Nightmare

The crowd parts at Ertzah's call, only for a moment as he and whoever else out of the lot of you slips into the violent circle.

As he picks the wounded guard off his feet, the writhing mass of crewmen disperse at the sight of green torches and greater shouting.
Armed men glint the symbol of Nil Karsusha on their breasts under the flickers of their emerald flames.

Two Orcs, a Golem with a Homunculus, two Men and a Thriv approach the train garbed in the same as the beaten guard with you now.

"HULLO! WHAT'S GOING ON HERE?"
The tallest among them, a brute of an Orc calls out to the train men.

The rain howls louder, its tears murdering the two broken red and green torchflames for good.


Spinner of Nightmare

Alright cool. I'm all in if you are.

Well, I'll still be in even if most of you leave.

Also, breaking bad has been consuming my nights.

that show....

...it's a meth addiction.


Spinner of Nightmare

Sure thing buddy, it sounds great.

You can be a part of the Lellardian Yorekeepers, an order formed mostly by Homunculi and Gray Elf-Zair expatriates who've escaped their home country Zophnia. The Gray have the Scroll of History itself, and these expatriates (usually male) will offer what fragmented slivers of knowledge of it they have to the Yorekeepers for a life of measurable luxury. If you want to have one of these Gray expatriates as a contact that's fine, just throwing out ideas.

Some Things:

- I would like to say sorry about the pacing for the past few weeks, I feel that I have been very inconsistent with posting and pacing, for several reasons; I wanted to rally all the players together, life crap, et cetera.

- I want to be more consistent with posting and pacing as we have our players coming together now, so we can have a good time over the next span of millenia together.

- What is the ideal pace for you? I like to give everyone a chance to react to a scene before moving on, but that can slow things down a bit. This is the first PbP I've run, and I'm learning.

- I will be going to on a weeklong trip to another country tomorrow, and I will have internet during my stay, but there might be some unseen hassles, so if I'm gone for a few days, that's why.

I want to have a regulated pace moving forward. I know it probably won't happen in a day, but working towards it will make something happen. I think.

My policy is over-communication is vastly superior to under-communication, so let me know all of your thoughts.


Spinner of Nightmare

It's alright buddy, I think it's been a busy week for most of us.


Spinner of Nightmare

Yes. Homunculi can control themselves as much as they desire, it's just that most often their foremost desire is their obsession.

And most often it will cause them to leave their homes and travel to eldritch places unknown to find out every minutia about their obsession. This is very common. It's easy for adventuring and the obsession to mix and weave into each other.

There are those among them who can 'master' it though. These uncommon homunculi treat it like a tick in their brain, much like tourettes syndrome.


Spinner of Nightmare

What are your questions?


Spinner of Nightmare

We will have PirateDevon joining us, as we don't know where half of our group is, and it's been like over a week. If we get the others, then we'll assume they are among the Labor Team as it all unfolds.

There are several other NPC's that are just grunts among Labor Team 6 with you anyways, so they'll just emerge from the team as they do.

Cheers.

To all here:

Post at MINIMUM 3 times in Character, in the Gameplay thread during the weekdays.

We will have the weekends off, and nobody will bar you from posting in Gameplay, but that's just sanctioned for our lives. Sabbaths and all that.


Spinner of Nightmare

Ahhh sorry. You know it's caused by torches made with a certain ore of metals stuck into the base of the torch head. You don't really know if it's also held in its green state by some mystic crafts, but the fact they're holding up against these rains makes you wonder.

It's not too much of an unheard of thing, or even necessarily hard to do, but it's something youhaven't seen.


Spinner of Nightmare

They have similarly designed senses as organic beings, but are generally akin to what could be the vegetative equivalent to those abilities. So, they can see and hear, smell through their leafy bits, and can sustain nutrients through photosynthetic meditation, but require much water, and can eat some Things, but those are mostly roots and other vegetation, and minerals to uphold their stone's structural integrity. And other stuff I'll tell you later bc class


Spinner of Nightmare

I believe it is your wisdom mod, plus your proficiency bonus (if you're proficient in perception) plus a base of 10.


Spinner of Nightmare

Let me know if you need more material to work with for him and I'm glad you're feeling better!


Spinner of Nightmare

I've sent PM's out, there's not much else to do but wait.

I can drop people though, if it prolongs towards exasperation.

Let's give it a little time.

But I won't wait forever either, don't worry.


Spinner of Nightmare

We are online!!!

Go Team!

Happy MLK Day!


Spinner of Nightmare

Chapter 1: The Incident

Bleak, the inked night sky swirls above your heads as its' sour rains buffet your shoulders. The only lights around are dying torches and the ever-looming Skycurse, wrapping the darkness in faint hues of red all over. It's almost a comfort in these night-days, when it flashes and strikes it almost looks like day again for a half-second. It's also a comfort to know that through its' flashings that you're not the unlucky one to receive the scorch of its' wrath.

The Defiant Heron rolls into the rickety harbor of Nil Karsusha. Only the Conglomeration's bravest dwell in this small settlment, trying to retrieve the finest raw ores from the Karsushan Isles' vicious mouth. This crew hasn't been here in a wyrm's age, and returning the place looks unrecognizable to how it was in the seasons before- when there was the blessing of true days.

You see something new: faint green lights in the foreground, with familiar vermilion flames deep into the black horizon. This walled port-town is a crapshoot; buildings half-burned, roofs mangled, run down barriers, crude cobbled streets… The island was never kind to the Conglomeration, but in these last dark days, it seemed to have turned for worse.

All of a sudden, you hear a familiar shouting from the back of the deck as the Defiant Heron is tied to the dock.


Spinner of Nightmare

Hey to all: Read the bold stuff at the very least. I post a lot, but you don't have to read all of it if it is daunting. It's all stuff to help immersion. The most important tidbits will all be in bold.

To Niko: I'm sorry, I didn't see your other question before. Mechanical mixes between those backgrounds are fine, just don't gestalt anything, if that makes sense.

Again:
We will start Monday Morning

Talk to me.


Spinner of Nightmare

Lol. It's alright if it starts off sluggish, I have means of enticing. The first RL day will probably get spent in RP solidifying your work together.

Info:
The Defiant Heron is a longship who has seen about 5 cycles' worth of voyages, exporting goods all across the mouth of the Sea. Its crew boasts 98 hardy folk, headed by the beautiful cannon Jez Ovgrins.
Through these past 5 cycles, she has made quite a name for herself, for during her first 3 cycles in her position as captain, she has faced 6 brutal attacks from Orcish pirates, a kraken, Ennish sea-slavers, and not only overcame them, but also managed to get each of her shipments in on time. For the first cycle and a half, she didn't even have an underscout in her crew.

Now the Defiant Heron has been given the job to scout out the lost nation Chressida, to see why the Conglomeration's biggest trade partner has seemingly gone silent from the world.

On the ship, there are 9 labor teams, whose position when landside is to bring the different shipments off and onto the ships. During voyages, each member has individual jobs. You are of labor team 6.

The Defiant Heron is making the last of her rounds before you all head to Chressida. Jez Ovgrins is undaunted by the job, and wants to get all the coin she can before she heads out, wasting no capital or time.

You have landed on the Karsushan Isles, renowned as the Throne of Balashor-het, and the home of the flames of disdain.


Spinner of Nightmare

-Placeholder-


Why thank you mate, if we get open slots over time and you're still on board, we could make something happen. I don't think this will be the last game I run on these forums, either for 5e or for my world, so there should be opportunities in the future... Somewhere... Unless I die......

...It's great to know we have a viewer. Lol


Spinner of Nightmare

So... I live in Asia.

My timezone is +8 or something like that.

I am also, RABID about this game format.

Taking all of these factors into consideration, I think that this game's pace will be very regulated and balanced, due to my obsession and sleep schedule.

Also, we will start on Monday, instead of tomorrow, because the style of this forums is kinda to have the weekends 'off', and such.

So we have a little more time to work on backstories for those who wish to.

On weekends we will break, but if you post during them then that's fine too, I find myself doing that for all the games I'm PC'ing in.

When I post things like ^, I'm using my 'DM Godvoice', and am basically issuing decrees of the like. If you skim through my Discussion posts, be sure to not forget those parts. They are almost always for your benefit.

I will post the beginning of the adventure on your (Assumedly Eastern Standard Time) Monday morning.

I'll also be posting tidbits of info here and there for player knowledge, like details about the Defiant Heron, certain societies, and jank like that.

If you can all update your profile headers (found in your Race and Class sections of your profiles) to look like Gutter and Nicomedos', that'd be Greeeeeeeeeeeeeeeeeeeat.

If you have questions about how to do that I'll be happy to help you. Keep those updated for when fights break out.

Hope you all have a good weekend!!!!!!


Spinner of Nightmare

Ennim are pretty monstrous, but profile pics aren't a big deal. I believe we are waiting for Thraxil and a dwarf?


Spinner of Nightmare

Cool cool. This will be good


To those who are in the campaign:

Post in the Discussion thread so I know you're alive, online, and how ready you are to start tomorrow. If you're not ready yet, then we can postpone; just let me know if you are still with us.

Thanks.


Spinner of Nightmare

Cool.

Just so you know this about Rahn Behn;

He is known as the shrewd one. The malevolent trickster. He is the father of all creatures that lay in the depths of the oceans, the cruel untamed sea guardians. He is responsible for many a conflict among the realms, and while seems full of fun and energy, is a very poised deity. Those who openly follow Rahn Behn in most societies are often regarded as dishonorable, full of deceit, and ready to knife you when you're not looking.

Stuff about Barzelselel for good measure:

He is the teacher of the wise, inventor of innovation, the first forger, whose servants are the two faces of the first flame. Benevolent in all ways, kind and mild, but tolerates not any sort of folly. A sort of paradoxical yaevre. He is consumed himself with pursuits of divine invention, filling Aethom with ever-new creations.

If you have a sort of dual-worship thing going on there, that's totally cool and will be interesting. You could venerate each yaevre with differing levels of devotion as well. Whatever dynamic you choose should be great, but if you're an open practitioner of Rahn Behn's arts, you'd probably lose your job, in the world.


Spinner of Nightmare

Subraces and orders don't officially match or anything, but you'll find more of one in the appropriate one than the other, as you would expect.

If you end up going Chain bond, we can give you a homunculus to function as a familiar.

Homunculi will play any game you put in front of them. Then change the rules. Within an hour, the game that was before will become at least 3 which are barely reminiscent of the original one.


Spinner of Nightmare

Sorry for the lateness, here is the write-up:

Scarved Golems is actually a thing, good job at reading MY MIND.

The Emberwatch Guard is a multi-faceted organization within Zikzar, comprised of conservationists, volunteers, and those who have seen the horrors of the flesh-world outside Zikzar. Its primary functions as a Guard deal with snuffing out crime and violence, but it is also very watchful as the primary defense against wildfire, especially in Zikzarran cities and settlements wrought out of mostly woodcraft.
Because crime and violence, and even wild fires are rarely found in the lush groves and megaliths of Zikzar, much of the time spent on the Watch is given over to mundane works of order-keeping, such as trade traffic, tending the semi-organic infrastructure, and guarding politicians. In some cities, the primary functions of the Emberwatch Guard is seen as strictly a formality. "Be it a myth that crime and flame exist within the lands of Heskrath."

(This is quite an ironic state, as Barzelselel is in fact a god whose servants were the first flame. In the elder ages, flame was not looked upon as a vile thing as it is now, but because of the development of the depravity of the times, even in Zikzar some things have become estranged from order.)

Seen by other orders as even lazy, the Emberwatch sometimes struggles to keep their sense of honor and duty. But at the first sight of flame, they are always there, ready to serve.

(Other orders include but are not limited to The Order of Progressive Heart, the Order of Verdant Heart, the Legion of Daimond Soul, and the newest fad being the ever-controversial Order of Indestructible Heart.)

On Nobility: The wealthy, of both capital and philosophy, are seen as those who hold most political power in Zikzar. Many will have independent organizations which are seen as political because of either the valor of their cause or because of the value they have to progressing society, or, simply the sheer force of financial power they possess. The government is democratic, republican, but very loose, as the citizens they have have within themselves an innate order. However, due to their Homunculus brethren, different orders have come about.

Most of the crime and fire incidents the Watch deals with are caused by Homunculi, and those within the watch, and even many outside hold views against the race which paint them shifty, frenetic and barbaric. However, the two races very much compliment each other within Zikzar, and their symbiotic union was ordained by their mutual God through intent and design.


Spinner of Nightmare

Cool cool. Give me more about what you want to know so I can make it worthwhile and CONCISE, lol.

I'll post in about 8ish hours, I gotta go to bed.

Ask me all the questions, and I will provide all the answers...


Alright!

4 slots, 4 submissions.

Perfect equilibrium.

Thraxil, Mad Beetle, Loup Blanc, Petty Alchemy, Goblin Gutter:

Finalize your characters, begin to post in the Discussion forum, and we will begin the adventure promptly on the 17th.
We can mete out character background details and answers to questions inside of the Discussion forum from now until then and forever after.

This recruitment is now

Closed.


Ennim live in the central-most part of Czarn. Their country is hill-lands where buffalo roam and reign. On the '6th Age Borders Map' in the docs their country is Risherbris Rishub, number 3, the pale blue country. They also have been slowly integrating into the Conglomeration, the merchant state, shown as the Beige number 12 country on the same map.

In the surrounding lands on any side of Risherbris, there are a vast amounts of untame lands, deserts to the south, mountain and taiga to the northwest, lush forest to the northeast, and the cursed lands of carcem maveth to the near-east.

And he could be driven to a trading outpost from perhaps a source of antagonism, slavery, rivalry, hunting trade or otherwise, where through a number of other means he could find out about the Defiant Heron and their odious quest to lost Chressida. You'd have to write in a motivation for him to want to go onto the ship, but they pick up willing bodies wherever they make pit-stops because so few want to actually go on that trail of doom.

If he is religious, even in a most primal manner, Ennim usually worship Bedingerdinger, or default to Ba'Elzub worship. Some could find themselves worshipping Ranaph or Rahn Behn, and an even smaller margin could find themselves revering Burnsch or the Four Orders.


Of course!


Deadline soon! If you're lurking or wanting to throw your hat in, do so with haste!

The 14th.


Great job man it all looks very legit


Makes sense to me!

The homunculi are definitely not frontline fighters. Unless that is what they are obsessed with, in which case, nothing in the 'verse could stop them... ...from trying.


Petty Alchemy wrote:

A Hudorian Bard (surprised they don't get access normally) might be an interesting choice, playing a support role in combat or grappling foes into submission.

Is Swim proficiency meant to be Athletics, as I believe that's what covers swimming now.

Still prefer my Golem submission right now, though I might consider changing it up since there's already a Golem. It could also be interesting to roll a Homunculus for the dynamic with Golems, but I'm not getting any inspiration for a Homunculus right now.

That's an amazing point on the Hudorian Bard access.

Aaaaand you're right again on the the Athletics stuff.
Thanks for the outside eye!

Race homogeneity among the party is not discouraged at all, so don't let that influence your decision. Golem warlock is a really interesting combination.


Petty Alchemy wrote:
What's the party so far?

Thus far, the party is Thraxil, and the 4 top submissions from the forums.

@Mad Beetle
He needs a motivation, quirks, values, 1 living NPC contact, the stuff from the background chapter of the PHB, and I have to be able to put him on the map.
However concisely you can produce those details is fine.

If he is an agent of a fact-finding source, we could spin that a number of ways, one of which being a wealthy Conglomeration trademonger whose family/assets were lost in Chressida, another being a Homunculus-based scientific guild from Zikzar, a third being among the network of fences and gossipworkers in the Conglomeration.
We have a lot of potential ways to flesh it out, let me know what works best for you.


One of my friends has bowed out of the campaign.

This has some implications.

At the end of the day, this means that there are now instead of 2,

4 slots open for submission.

I've decided that running a 5 man squad shouldn't be terrible, so math.

4 slots open.
Deadline is the 14th.


A thing for all who want to play:

This game will have elements of mystery involved, if the party decides to run with them then they will become a more prominent element, if not, then it might not be.


@Petty Alchemy

The society thing is perfect.

They refer to each other as masculine and feminine, while other races usually refer to them asexually. It's based out of an admiration for their human counterparts. Also, the physical aesthetics of golems will range vastly on the scale of masculinity and femininity. They more or less 'wear' a gender identity as a casual and spiritual formality rather than anything else, they know they are different from the fleshlings.


Petty Alchemy wrote:

After a quick glance, my concept is a Golem Feylock, puzzling over why Rahn Behn chose him.

If I understand correctly, only humans and golems dream? The other races simply rest in complete tranquility?

Essentially. The souls of the races are made of different royal elements, and the pure Tzah given by Malki Tzadek has the propensity to allow dreaming. At the same time, dreaming in and of itself is basically a conduit for communication for Malki Tzadek to those he has chosen.

Other races find it hard to fathom, but can understand it intellectually.


Just one condition. If a race has access and you are that race then you don't need any other conditions met.


Regardless, it's a lot to read. But it will be rewarded...

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