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TLDunn213 last won the day on March 19

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About TLDunn213

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    Resident Creature breeder, and World Builder.
  • Birthday 02/13/1967

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    A lost Thulian outpost somewhere in St. Louis :)
  • Interests
    Nerf herding, Tribble breeding, lost civilizations, and other such things that sane people tend to avoid

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    Race: Human (well, mostly human) :)
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    I started out as someone's imaginary friend But have taken on a "life ?" of my own .
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    As requested.If you're looking for more than "Zatar Like" Ask and I will try to give you something useful.:)For my stuff:Pomes: just sharing.If you like, great. If not, oh well.If there's something really wrong with itlet me know.Stories, ect.:Critical preferred/needed.After all I'm hoping to sellsome of this rubbish somedayAssuming I ever finish any of them.:)
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  1. Chapter One. The pain faded. He lay there for a time savoring its absence. Once he was reasonably sure that it wasn't going to return any time soon he dared to open his eyes. No pain. That was good. But there wasn't much to see either. Blank stone ceiling in a dimly lit room. He sat up. Still no pain. And not much of an improvement on the view. Small, dim room, carved out of stone with a shallow pool of water beside him and some sort of table and cupboard arrangement against the wall; and a door. That was it. No source of light. Yet he could see, dimly to be sure, But how ? No windows. Nothing giving off light. And things were clearly no brighter near the door. The room should be pitch black, yet he could see well enough. This was not something he could do before. Before? The word echoed loudly in his mind. Fragments of memory flooded his mind and faded away before he could grasp them. Memories that felt right mixed with ones that could not possibly belong. He tried to reach for them, any of them, even the "wrong" ones. It was like trying to grasp fog. He kept trying anyway. And finally he was able to grab one. Just a fragment of time. Walking down some dimly lit hallway. Torch held high, for better light. Then Pain. And darkness. So, he'd been ambushed, knocked out, captured. And brought here? Where was here? Who? Why? The fog in his mind swirled and churned. And then he knew. Thulians. His blood ran cold at the thought. He was clever and now that he was thinking in abstract ideas and not trying for personal memories knowledge was flowing much more quickly and freely in his mind. Which was good; except he did not like the answers he was getting. Why Thulians took people. The fact that he could now see in the dark. His clouded memories. Not good. But the fact that he saw it as bad. Didn't just accept it as how things should be... Maybe there was hope. Dreading what he would find but needing to know. He closed his eyes and started exploring his body by touch.
  2. Notes. Right now I'm just sort of sketching out the main character and related points. So if you want the story without spoilers skip down to chapter 1. Throckmorton was born in the town of Demi. The half-elf son of a half-elf mother. Which means that his father is likely also a half-elf. Although he could be anywhere from 1/4 to 3/4 Elf and still have a son who would count as 1/2. Now as to Who exactly his father is... Well, given that his mother is a Tavern Winch; that's a bit of an open question. After all Demi is a Half-elf city. Not to say that there aren't a fair number of Humans, Full Blood Elves, Dwarves, Gnomes, Halflings, and so on living there. With nearly half again that many just passing through. Which is hardly surprising given that Demi is one of the three biggest port cities on the Eastern coast of Estria. The other two, just for the record are: WayMeet to the South. The largest Elf run city in the region that allows other races inside its walls in large numbers. And Ha' Ven to the North. Home to the Adventures Guild. A with enough racial/species diversity that you Are a Minority, no matter what race you belong to. There are slightly more humans than any other single race but they still only make up 20 to 25 percent of the total population. But enough about the world. We're here to talk about young Throckmorton and his early years. Being the son of a Tavern Winch naturally lead to the learning of the skills associated with the Rogue's trade. And when given a chance by some of the local Bards he discovered that he had rather a bit of talent for that craft as well. Which lead to his attracting the notice of the Dragon SilverFrost who just happened to have stopped in( in human form) for a drink. SilverFrost was impressed by young Throckmorton's talent and gave him a letter of introduction to the Bards Collage at the Adventures Guild in Ha'Ven along with a bit of traveling money. At the Guild young Throckmorton excelled at both music, and Rogue craft. Well, once he was able to find the Rogue's section of the Guild. Being able to find it is, after all, one of the requirements for admittance. Over time he became an Adventurer, joined a party, and after a number of rather routine missions aboveground, he set out on a mission to the Underdark. And that is where our story begins. And as his memory is rather fogged over at first... Well I had planned on just starting in the Morphosis chamber So if you want to be as befuddled as our hero skip to chapter one If you don't think it will matter if you know the high points of his backstory; Well if you're reading this you probably already read the rest of this section anyway.
  3. TLDunn213


    A couple of questions about the ChoKa have been brought to my attention as not having been fully covered. The first being there relations with the Aqualith. Given that the ChoKa can retain the ability to breathe water, and their low/outcast status in Thulian society. And you are quite correct; ChoKa are used as envoys to the Aqualith by some groups of Thulians. As well as Varna and even the occasional group of free ChoKa. Free in this case may be a bit of a misnomer as such groups are found almost exclusively in coastal areas that also harbor Aqualith outposts. And so such groups may be better considered as part of the Aqualith empire than actual members of Thulian society. This is further confirmed by the frequent presence of free Varna groups and some level of trade between all three. With Aqualith slime being a notable trade item. And the apparent use of that slime in regulating their lifecycles in favor of Varna ChoKa offspring. It is unclear at this time just what the Aqualith are taking in trade for the slime or what other advantages they gain from their association with the ChoKa and Varna. Further research into this is clearly needed. In any event, the fact of a connection between the ChoKa and Aqualith brings us around to the second question to be addressed here. Namely the remarkable regenerative abilities of the ChoKa. I've noted elsewhere both that they have the ability and that they use it as their means of reproduction. What I failed to address was the rather obvious question of how and why the ChoKa have a healing factor that is clearly much stronger than that of other types of Thulians and Thulian kin. There seem to be two factors at play here. The first is the fact that ChoKa, unlike other Thulian spawn, never go through a morphosis process. True there is the initial transformation from tadpole to humanoid form. But if we regard that as simply normal growth, then there is no morphosis in there lifecycle. And that is, I believe, the key to their fast healing. The ability to breakdown and reform their bodies, as other Thulians do, has simply become an ability to repair themselves all through their life rather than using all that ability in a single transformation. So, what does this have to do with Aqualith slime, given that I alluded to a connection between the slime and their healing factor earlier? First off, good for you for paying such close attention. And second, there is some evidence that the ChoKa are able to use the slime to not only argument their healing factor for themselves but to also use it to make a potion useable by other races. The exact formula is, of course, a closely guarded secret. But it seems to involve a mix of Aqualith slime and ChoKa blood along with at least some of the standard ingredients of basic healing potions. Which could well be one of the things that the Aqualith gain from their trade with the ChoKa. There are almost certainly other factors at play on both sides as I am quite certain that the Aqualith are fully able to make healing potions for themselves. But I am also convinced that there are clear advantages to gaining healing potions this way even though I have not as yet discovered what those advantages are.
  4. Wow. And I thought I took long breaks in my writing. 😁 Hope you are able to keep going on this for a while. I want to know how this turns out.
  5. TLDunn213

    Egg Quest

    Quick notes for now. A Dracon in service to the White Dragon: Lady Horefrost, approaches a group of adventures about rescuing a Dragon egg stolen by the servants of the ArchLitch: Angmar. Angmar' s motives involve a long standing feude with Seline Deathshadow. (see Behind the House of Usher for details)
  6. The room was dimly lit, with the client seated at the small table in the middle, cowl up, face and form hidden. "You, Seline ?" He ask. He spoke softly, but to Seline's trained ears those two words were enough to reveal gender and hint at social status. "I am; Rich man. Who are you, and who do you want eliminated ?" "You may call me Vrill." He placed a glass rectangle on the table and slid it tword her. "This is my rival, Doxx." A bag of coins joined the rectangle. "I need him disposed of; and for reasons, which need not concern you, I am constrained from doing the deed myself." Seline picked up the glass rectangle and looked at the image it held. A man of means, mid-twenties, nice looking. Perhaps she would take the seduction route... An ornate dagger joined the bag of coins on the table. "I wish for you to kill him with this; and return it to me afterwards." Seline looked at the bag of coins and the dagger with out touching either. A second bag joined the first. She opened them without picking them up. Gems. The guy was paying in gems. She almost turned him down right there. No one offers that much unless the target is extremely dangerous and hard to kill. She took another look at the image in the glass. Even the deadliest spellcaster tends to let his guard down along with his pants. She smiled and picked up the bags and the dagger. "Is there any rush on this?" "I will be in town until the end of the month. I would prefer sooner, of course. But I know that these things can take time. And I have no idea what his plans are or how long he will be staying." "Understood. I should be in touch with you within a week or so."
  7. TLDunn213


    The Deathcap is a "natutaly" occurring fungus found along the banks of the Styx. It is unclear if they are an offshoot of the Sporinids or were the base stock from which the fungus men were crafted. In any event they were cultivated and refined from their original wild state into the form we know today during the Zombie Wylding War. In fact there were several strains of them created by both sides for an assortment of purposes: Servent, Spy/Assassin, Shock Troops, etc. Being both plant and zombie they are vulnerable to things that can effect eather one, but also have a chance to be unaffected as well. For example, a circle of protection against undead might stop them but it might not. Due to their being both undead and plant. The alignment of a Deathcap is normally Neutral. But can also match that of their controller or that of the person the Deathcap sprouted from. This is most common when the corpse is quite fresh. It is also worth noting that if the corpse is both fresh and that of a spellcaster the resultant Deathcap may be able to cast some of the spells known to the original being.
  8. (My own add-ons ) We call you from the Blackest Hells With Obscene Rites, and Eldritch Spells Screaming out your name, Jolene. And when you from the Pit doth Rise With acrid smoke that fills the Skies And Eldritch Flame that sears our eyes We will call the bringer of our demise; Jolene.
  9. Disclaimer: I found this on iFunny, and it looks like a re-post from some other social media platform. I'm just posting a easier to read version. If the originator sees this, get in touch and I'll add a byline. ****************************************** Eldritch Horror Jolene By (Unknown) Your teeth are sharp Your mouth agape Your claws rend flesh There's no escape From the judgement of the Eldritch One Jolene. He screams about you in his sleep And when he wakes, does naught but weep In terror, of the one they call Jolene. Blackening the summer skies With burning wings and countless eyes We tremble at the sight of you Jolene. We cower here beneath your gaze That sets the earth and sky ablaze Have mercy at the end of days Jolene.
  10. Targon took his place, and the rest of us followed suit. Once the rest of us were in place Latara began inscribing the Runes from the spell book into the clay figure. There was a flow of Power, growing stronger with each Symbol inscribed. At her signal we began to Chant. The Power flow seemed to double as each of us joined in. Then, finally it leveled off and the memories started to flow. All our memories were open to each other if we'd had the attention to spare to look. The strongest of course were those of the Dracolitch, Seline Deathshadow, master assassin. Or so she had called herself, before the change. Her entire life, Her entire being was flowing through us from the Dracolitch to the clay figure, soon to become living flesh. Her entire life flowing through us and we had to watch those memories without getting caught up in them, without missing a word or even a syllable of our appointed part of the Spell. Born in a brothel, with no clue as to who or what her father was. Thieves Guild. Assassins Guild. I wanted to look closer here, see what lead to this choice, But I couldn't take the risk. Ah there it was, Her mother's death, a desire for revenge, the discovery of a talent for killing. Then the Major turning point. The discovery of her draconic heritage. These memories were too strong. I felt my awareness slipping away, then splitting. Part of me was still standing in the Circle, Chanting. But the rest of me was there, with a young Seline, entering a dimly lit back room of the tavern, that was the cover for the Assassins Guild.
  11. O.k. upon reflection I have to admit that sky cities are likely not an option for here on Earth. The gas bags just have to be too big compared to the size of the living space you're trying to lift with it. This does not rule out the possibility of both crewed and non-crewed research platforms able to stay aloft indefinitely with little to no support from the ground. Especially small unmanned lighter than air aircraft/drones. A small blimp covered in solar cells and designed to catch water from clouds. Catch water and then float up into the sunshine and break it down into hydrogen and oxygen. Hydrogen for lift and fuel in a fuel cell to run the electrical systems when there isn't enough sunlight.
  12. Powers, abilities, and other details. O.k. first off, as the idea was to weaponize them then it follows that they must have some combat abilities. And they do: all Necro-Snails can generate a stun field out to a ten feet radius. And Necro-Ghouls can fire a stunbolt up to fifty yards. Spawners are often able to cast spells and or use psi-Powers. And both Ghouls and Spawn are able to weild most normal weapons. Beyond these basics, it's a grab bag, Any spell that can be Cast from a Wand, Rod or Staff was tried. And if the control aspect had worked they would have been quite formidable. Each Spawn could control up to two Ghouls or fifteen Snails or any combination there of. With a Ghoul being able to control five or six Snails. Each Snail would have from one to three spells inscribed on it, with three or four charges and the ability to absorb incoming spells and or lifeforce to recharge. As well as the digestive acids and draining touch that go with their basic feeding process. The problem, as noted above, was in the control aspect, memory retention linked to how to Snails were made. There were two ways of making a Necro-Snail. The slow way, which let you customize the spells, and avoidedthe memory retention problem, Well, mostly. Someone with a strong enough sense of self could still be a problem. But the odds were way better this way. But the process was slow, a full day, or more to inscribe the spells needed to make just one Snail. We'll ignore the time needed to make the ink as it was needed for both methods, and could be made in large batches, assuming you had the ingredients. The second way used one spell, and a vile of the Ink, to copy the inscription from the casting Spawn onto the snail-to-be. Much faster, but now you're copying the memory boosting Runes. There is a way around this problem, and I'm not sure why it wasn't used. Likely there is some detail in the process that makes it trickier than it would seem to be at first glance. The idea is to simply inscribe the Runes you want to use on a skull and use it as your template rather than your own head. But, As I said, there must be some detail to the process that makes this complicated and not the easy answer it seems to be.
  13. The term Necro-Snail refers both to the creature and the spells used to create one. I say spells because, even though they are all the same base enchantment, requiring some bit of a Necro-Snail as the material component, there are several variations that allow the subject to retain greater or lesser amounts of their original being during the transformations. Of which there are three, if everything goes right. First is from freshly dead spell subject to Necro-Snail. Second, once the snail has consumed enough raw materials, into a Necro-Ghoul. More about that stage in a bit. Third, if all went well, Necro-Spawner If things did not go well, or if the Necro-Snail was one that formed spontaneously, the third form will be a mongrel amalgam of all the beings that were consumed along the way by both the Snail and Ghoul forms. This "final" form being will automatically have the Necro-Snail Enchantment and its skull will transform into a Necro-Snail at death unless steps are taken to prevent it. Description: The Snail form is the size of a human skull, having the shape of a normal snail shell in back, and the look of the face bones, (minus the lower jaw) to the front, with the snail body below. The Ghoul form takes the snail form and places it atop a humanoid body with see through skin and flesh. Which become more opaque over time. The head still looks mostly like a skull shelled snail with the eyestalks protrudingthrough the eyesockets of the skull. Once the Ghoul form has consumed enough raw materials it becomes a Necro-Spawner. A bald, ear-less humanoid with corpse white skin and a snail shell pattern "tattoo" on the head. The eyes are still eyestalks, although when retracted they look almost like normal eyes. Which can allow these creatures to pass as human around 80 percent of the time. Sometimes there are runes and other arcane symbols on the head and body. These are the mark of a more complex form of the enchantment which allows the Necromancer to retain far more of their original being than would otherwise be the case. These beings are insane to one degree or another due to being an amalgam of all the beings that were consumed along the way. In snail form the main drive is to consume as many dead and dieing creatures as possible so as to transform into the next stage. The Ghoul form is the most unstable as each fragment attempts to gain control. The Spawner form tends to be more stable as at this point one fragment has gained control or the fragments have merged into a single mind. Although such control/merger may be incomplete and unstable. Necro-Snails occur "naturally", or at least spontaneously, along the banks of the Styx. And are sometimes found in the living world at sights of massive death and dying The Yun-Xi and their Necromancer allies discovered Necro-Snails during the War and attempted to adapt them for their own ends. On the whole this did not go well. The spell and spawn process did allow some Necromancers to escape death by becoming Necro-Spawners without losing too much of themselves along the way. The other intended use, that of conscripting enemy dead in to the ranks of the Necromancer's army. Was a complete failure, due primarily to the very things they were hoping to exploit. Namely the retention of memory. One can talk to the dead, with the right spells. But once you make them undead that stops working. The Necros were seen as a way around this. But the retention of memory and a sense of self lead to rebellion against their controllers. And the project was mostly abandoned. But no effort was made to clean up the related mess. So there are still Necro-Spawners out there. And every now and then someone with a strong enough sense of self will come back as a Necro-Spawner with memories of their former selves. And sometimes they can even be fully restored.
  14. We looked at each other and nodded. "We're doing this then; Right. So, where do I fit ? " Targon ask as we all gathered round the work table at the start point. "First we bleed into the flask here, until it's up to this mark. Then we mix that with the powdered Dragonbone in this bowl. That will link us to each other and the Dracolitch. Then you will take your place in the Guardian's circle over there. Once the lines start glowing you will be able to step out of the small circle and travel freely around the perimeter. You'll have a view as if this were the edge of the island. And your job will be to warn us of anything if anything big enough to break through the spells shows up." I explained as we each took the ritual knife and added our blood to the flask. I felt a rush of power as my blood dripped into the flask and we became linked. In that moment I gained a deeper understanding of the allure of Blood Magic. Then I poured the blood into the bowl of powdered Dragonbone. The world went away for a moment, or an eternity, and when I was able to notice details again I was happy to see that none of us had fallen. Although it was clearly a near thing. I felt the Dragon's pleased laughter in my/our minds *"Impressive. You are a party worth joining."* she said/Thought.
  15. She was huge. It is one thing to know that Dragons are Big, and quite another to be face to face with one. Words truly cannot convey the feeling of being in the same room with a creature who's head alone is taking up more space than your entire party. The room itself was also on an epic scale. Even with the Dragon's skull taking up a good fourth of the available floorspace; there was still plenty of room to walk around the transmutation circle, carved into the middle of the room's floor, and get a good look at the worktables, alters, and so on set up around it. And walk around it we did. It was likely the single largest, most complex ritual spell setup any of us had ever seen. or were ever going to see, even if we lived for another hundred years or more. And yet, once you got past the sheer scale of the thing, and the number of spells layered into it; It was elegant. Each spell streamlined and crafted so as to flow smoothly as possible into the next. Magic is sometimes called The Art; and this was a Masterpiece. While the whole was complex, each part was as simplified as possible to the point that even an apprentice could have followed the general flow of the whole and told you what each part was supposed to contribute. There was really no way to hide anything in the ritual. It took time to walk through all the steps, but each was simple and flowed easily into the next. We went over it twice, as much to admire it, as from any other need for understanding or fear of treachery. The Dracolitch watched us, with glowing points of light, where her eyes had once been. Lights that shifted from reddish-orange to a mellow contented blue, as we openly admired her handiwork. There is something satisfying about having your work admired by a fellow craftsman who can fully appreciate it.
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