Fantastic Stuff
Fantastic Stuff posted in Fantasy and Progress Level 3 forum comment posted by derek_holland Bugger, thanks for the correction.
There are many-headed giants in myth. This could be a way of representing divine gifts to the giants, each head increasing the ability to induce awe in others (including other giants). Ettins are a different thing. They are cursed as the second head brings a strong conflicting personality to the creature that makes the original head's life miserable.
Some ghostly wizards have created zombies that corrode ghost-touch weapons on contact.
A popular construct for assassination is a bee made of the hardest metals- it is difficult to crush, bypasses armor easily and carries a venom, disease or curse.
Demons have no direct counterpart of hellhounds and so have trained and armed armies of rutterkin to do the job. Their arrows are especially harmful to all canines.
There are so many monsters that exist as social parasites and to corrupt people that the gods have started to make their counterparts- monsters that build and help maintain nations.
Some magic weapon will only work if their wielder swears fealty to a specific nation. This can result in research if the nation is long extinct.
There is a spell that resets traps in the caster's wake. It also changes the triggers just enough that dungeon inhabitants are just as likely to be affected as adventurers.
Icy Stones are enchanted rock crystals that take control of icebergs. They also increase the longevity of the ice and its speed through the water.
Some curses work only as long as the caster obeys some sort of (usually very difficult) restriction or performs a difficult task regularly (say three or more times per day). Failure results in the curse being broken.
One clan of hill giants have their intelligence greatly increased after watching the flames of burning X. X could be a castle, a dragon, a Meteor Swarm spell, or something equally as powerful. What they do with the intelligence for the day, well that is for the GM.
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