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Showing posts with the label flying circus

Rust: An Emergent Nature

  The ambition of empire is eternity. The fact of the matter is that the earth will swallow you. Cities will be buried either under their own rubble or the sands of time but they will be swallowed. Once mighty titans shall rot to their bones. The age of iron ended. Bomb after bomb driving the stake deeper into its heart. Entire cities were left to rot. When you let iron rot you get rust. Rust: That which man abandoned. Leech, lock up, conceal, weaken, age. Anything iron can do, but it must consume something. Not many people would know of rust as a nature. It is only just beginning to bubble up from the dead cities. Only a few circles of rust mages exist, and only they know how to create a rust focus.  Their guiding philosophy is simple; the old world never died, the new world is just its death rattles. They view humanity as beyond saving, the only thing we can hope to do is use what is left to end it quicker.

Folk Songs for Flying Circus

  Folk magic and folk music are not as separate as one would believe at first glance. Out there there are folk songs to call upon the great forces that govern this world, anyone can learn these songs, the GM determines what songs exist and the potential outcomes of each song. A song becomes more powerful the more people join in. Draw Upon the Power of Song When you utterly believe in the power of song, and lead a song representative of your community, roll flat. On a 16+ choose who responds. On an 11+ additionally choose what is needed in return. On a miss; no one answers, but it provides some comfort. Who Answers the Call? A Fairy Lord A Gremlin A Local Nature Spirit G_d Sigvird The Dwellers of the Dark Sea The Three Goddesses What is Needed? Acquisition of an Artifact An Offering of Food A Sacrifice of Material Wealth A Secret Days of Prayer Just a Fraction of Your Soul To Prove Yourself

Juho (A location prompt for flying circus)

            In a small town somewhere on the coast of Himmilgard sit's the coastal town of Juho. Like much of Himmilgard Juho is surrounded by stunning landscapes, but luckily for them, they are also close to a beautiful sea. Sitting just 20 meters off of the beach is a V formation of 10 wind vales. Each wind vale is shaped and painted like a different plane. 1d10 Explanations for the planes 1) The vales represent the first 10 planes the town built. What era are the planes from? 2) The vales are a memorial for 10 soldiers lost in the war that came from this small town. Are the family members of the soilders still alive? 3) Kids have started carving their own planes before they are taught how to fly. Who was the first kid to make a plane, how old are they now? 4) A toymaker has made a plane every year around New Year as an advertisement. Does it work? 5) The vales represent the circus that used to protect the town. Why does the circus no longe...