Welcome to the workshop ~
This post is part of the "Atlas of the Planes" Project. Come and stop by our announcement page here to view the full list of planes, the sign up sheet, and links to other posts of the project. Fictional Editor — qt. unqt. “Corrupted” Mind Flayer, Izu Kafka
Written by — Izu’s thrall,
foen7 Title Page
GoblinFit — tunes playlist -- “Official” playlist.
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Table of Contents
Title Page 1
GoblinFit — tunes playlist 1
Table of Contents 2
Discovery: 4
Timeline [Mystery Table of Contents] 5
Travel 8
To the Plane — 8
Within the Plane 9
Survival 11
Locals 12
Canon Sentient Races 12
Fodder from Monster Manual — see document pg. 68 for full table 12
6 Homebrew Suggestions — see pg. 68 again 13
Encouraged Classes, see Locations; PRCF, Mysteries, & Surface Epilogue 13
Order of Ceruleans 13
Guild of Dragonfire Architects, 13
Nine Nations 14
Denisovans — Frost Giant Surface Keepers 15
Locations (1 of 2) — Sub-Surface 17
Table 17
Settlements (5) 17
Industrial, Economic (4 + 8 Remodeled Spas and Sauna, see Mysteries) 21
Excavations (8) 23
Battlezones (6) 26
Curiosities (6) 28
Mysteries (1 of 2) — Sub-Surface 32
Strawman FAQs 32
Class Homebrews 33
Barbarian: Path of the Wanderer (a.k.a. Travels of the Foreigner) 33
Bard: College of the Crystal Willow 36
Warlock: Otherworldly Patron: Coven of the White Witches 37
Key Locations — Timeline Focal Points 39
Remodeled Spas and Saunas 52
Solved Mysteries — 53
— 3 Campaign Pitches 53
Politics / Religion / Culture / Factions 57
Intro: Ojibwe Influences, a Lens 59
Disclaimer 59
Nine Nations 59
Cerulean Religion 66
Nine Nations Religion 66
Expansion — Surface Setup 67
Open World Surface Layer 67
Epilogue 67
Day Cycles (3 Regions) 67
Biomes and Overview, Refresher 67
Homebrew Ecology Table 68
Don’t forget about the Remorhaz!!! 76
Loc. (2 of 2) — Surface 77
Mysteries (2 of 2) — Surface 79
Surface Mysteries Table 79
Environmental Subsystems 83
Arctic Botany Table 83
Iceberg Fishing Table 86
The End 87
Discovery:
Summary Notes and Campaign Starters
“Ice is history.”
“Think of the elementals and their states of matter — solid, liquid, and spirit — across their Astral Realm incarnations. In them, we see that the trinity of primordial elements of fire, earth, and water existing across each of these states of matter. To return to the incarnations of water and Ice — do we not observe that across nearly every plane, water persists? Look to the Feywild, Elysium, and even the bloody abominations of the abyss. That where water isn’t, it’s absence is the defining characteristic. But is not water itself a mischaracterization of a melted element, one that is as concrete as the earth?
The Plane of Ice today remains one of the most well documented Para-Elemental or Quasi-Elemental Planes of Existence. As civilizations have better outfitted their extremities with increasingly efficient arcane mechanizations, from the fur coat to the hearthstone to the ring of fire, what were once arctic horrors of hypothermia and frostbite now appear as inconvenient truths of ill preparations.
Ice, we once thought, is as eternal as the death that often follows it’s unforgiving temperament. But as the Clockwork Gate has been opened, the March of Modrons have escalated in frequent recurrences, and the Prime Material Worldians have begun to reverse engineer perverted arcane technologies, the lowest foundations of our Icecrown Citadels of Knowledge have become increasingly flooded with glacial runoff. This may have been worsened by the many domestic excavations within the subterranean layers of the Underberg, which many factions, including the Order of Ceruleans, have honeycombed the plane into a house of glass pane cards.
This fate has worsened with the dissolvement of Equifrost Trading Company’s assets and shareholdings by a band of heroic adventurers, introducing the new cantrip spell of “Borrowed Ice Cube,” which has given novices across the realms the ability to reach into the plane for an approximately fist-sized snowball or chunk of ice. This has largely antiquated the need for a corporation specializing in ice block shipping for use among domestic and small business culinary arts. A worrying — and to some reassuring — trend of industries, however, is they continue to prove themselves as adaptable as the meatbags that have founded them. Now as a consequence of their former passions, inhabitants of the plane now stand poised to launch their own mechanical conquest across the Astral Sea, should they so wish it. Has the prophecy of the Githyanki re-fulfilled itself once more? In answer, this entry will attempt to explain the locations known, the history prior to, and recent events preceding the beginning of the plane’s fifth age, currently pending certification.
Enough exposition to these peons, thrall. Translate these charts into their archaic hieroglyphics.”
- “Corrupted” Mind Flayer, Izu Kafka
“Pontificate in the prep work, drunkenly slur in misremembered delivery. This is the way my master instructed me.”
“As unfortunate as it may be, nature is not unlike a grand machine. By that, I mean it can be as cold and heartless as steel. Although as many human philosophers have romanticized, nature need not be so cruel.”
- Tsenu Odiwun, Half-Orc Epistemology Scholar
Timeline of the Plane's History -- See Doc
Non-essential, but hopefully helpful.
Travel to the Plane — Table
Name | Type | Ease of Access | Entry Barrier |
Snow Globe’s Call | Ritual | 2 | Transcribed within the lost artifact, “The Tome of Permafrost” |
Appeal to Europa (Zeus > Jupiter > Moon) | Prayer - Invocation | 3 | Motive of intent is ascertained and judged by demigod and / or deity. See Religion in 5e PHB, 298-299. |
The Golden Compass | Divination Artifact | 4 | Artifacts typically require 3 phases of acquisition: informed of by x, discovered by y, and conflict with z. To top it all off, the compass uses cryptic hieroglyphics to compute. |
The Subtle Knife | Artifact, creates interplanar portals across the Astral Sea | 5 | Potential decade-long campaign of Rift Chasing, in which a band of adventurers journey across the planes tracking down rogue portals created by the lost knife spinning across fantasy space. |
The Cerulean Spyglass | Artifact, detects temporary portals within snowstorms | 2 | Mass produced by Equifrost Trading Company approx. 100 ya, marketed as commoner’s binoculars until the invention's byproduct use was quietly discovered, spurring the company to initiate a product recall to secure it’s near monopolistic entry to and from the plane (at time of recall). |
Here Compasses Spin | Location, an unremarkable plain in the far north | 5 | No small expedition. |
Mt. Aurelious | Location, among top 10 tallest in PMW | 1-3 | Compared to others routes, climbing a steep, glacier-covered mountain is relatively easy |
Svalgard | Location, Island in North Sea | 2-3 | Sometimes called “Ice Hag’s Kiss,” Isle is a dormant cryovolcano. |
Obtaining security clearance to, or searching the ruins of, a warehouse of Equifrost Trading Company | Many locations, shipping distribution centers across the continents | 0.5 | Pffft, why would I climb a mountain? |
Meet a Rabbit Folk | Random Event | 1-5 | A native to the Plane of Ice with mastery over natural portal hopping, see Locals. |
Travel Within the Plane
Underberg Infrastructures and Vehicles
- The Chainlift -- a. prime material world Ski-Lifts, patented by GoblinFit (™)
- Ice Sled Rails -- Magnetically charged subways, without actual metallic rails or lumber planks. Blackglass is used in acceleration and deceleration of the vehicles, while maintaining speed en route instead relies on ionized ice, a valuable strategic resource and magical component found rarely along the border between the planes of ice and lightning. Ionized Ice often requires encasement in a temperature controlled copper shell, requiring off-planar trade for the conduit metal.
- City Cranes -- Horizontal and vertical elevators installed along the ceilings adorning the Order of Cerulean cities
- Moulin Plunge -- a) An ancient elevator has been discovered, and it’s technology reverse engineered after the rediscovery of ionized ice. b) Githzerai engineering, using vertically based heavy magnetization. Known elevators, by contrast, work on rope and pulley fulcrums.
- Gi’Thousten — Mythical Gith Airship Shaft (Gith + Houston) -- a) A silo to the surface; a Moulin, see locations (ctr+f the phrase “M-[x]” for definition). b) Has been invaded and abandoned by githyanki. c) Reused by undead following surface purge. d) Rediscovered by Order of Cerulean
- Dracohound Sled Races, and Dracohound Iceways -- See Volvo’s Guide to Monsters for creatures; dragon dog themed sled races and highways.
Survival
Environmental Hazards
Please refer to the document's entry, pg. 11. Locals
Data list here, juicy paragraphic table in
P / C / R / F. Canon Sentient Races
- Kobolds
- Mind Flayers
- Githzerai and Githyanki
- Tabaxi - Cat Race, Volvo’s Guide to Monsters
- Archaeologists and Treasure Hunters
- Mysterious land of origin in canon
- [Frost] Orcs
- Frost Tritons, Ice Mermen, Volvo’s Guide to Monsters / Homebrew
- Frost Giants -- see DENISOVANS detailed entry below.
Fodder from Monster Manual — see document pg. 68 for full table
More Homebrews can be found in
Mysteries - Epilogue, which covers the reclamation of the surface
- Dragons, silver / brass / white / red* / green**
- Dragonkin faction
- * Red = geothermal pools
- ** Green = subglacial forests of mushroom hybrids, eg. pinespore groves
- Remorhaz
- Winter Wolf
- Saber-Toothed Tiger
- Phase Spider
- Polar Bear
- Giant Weasel / Weasel
- Giant Elk / Elk
- Yeti
- [Frost] Sahuagin
- Quaggoth
- Ice Mephit
- Flumph
- Darkmantle
Order of Ceruleans
Primary Classes of Recruitment among Prime Material World imperialists, boasting a high status within their social hierarchy
Nine Nations (Indigenous Homebrew, see disclaimer)
Homebrew key focus in
P / R / C / F The Nine Nations*, and their International Council of Arctic Region Entities of Sentience (Neutral Good)**
- Crane Folk
- Beaver Folk
- Yak Folk
- Deer Folk
- Tabaxi (Volvo’s Guide to Monsters)
- Walrus Folk
- Otter Folk
- Min-yeti
- Rabbit Folk
- * See Politics / Religion / Culture / Factions
- ** alignments reflects a cumulation of the collective goals defined by the council, while individual nations express a variety of alignments)
Expansion Nations:
- Siberian Tiger Folk
- Snow Owl Folk
Denisovans — Frost Giant Surface Keepers
Frost Giants are not the friendly cousins of either the Stone Giants, Fire Giants, or Cloud Giants, as strong as their familial ties may be. Their practical barbarism stretches back across all accounts detailing the passing of ages. Yet, it would be a misnomer to claim the Denisovans (/
Deni/, push of will; /sov/ strength; /an(s)/ people of) are stupid. They possess the conceptual knowledge of bronze, iron, and perhaps even steel forging, though their bio-arcane frameworks prevent them from practicing any form of blacksmithing according to Prime Material World methods of fire and flame.
Yet,
Ja’Kardiem, the rare Frost Giant settlement serving as a city, boasts one of the grandest forges of curious practices in the planar regions of positive energy. Using
Frost Fire [liquid nitrogen,
semi-canon], the Denisovans forge an alloy known as Sub-zero Steel.
Ionized Ice is also said to have been pioneered by the Frost Giants, who stumbled upon the compound along the borders with the Plane of Lightning.
Again, while the Denisovans are not a stupid race, they do remain a self-interested one with little investment in the affairs of other races, perceiving them as little more than toddlers to feast upon. A redeeming quality to them, perhaps, is that they warred along the Order of Ceruleans and Nine Nations against the undead incursion into the Plane of Ice. Ceruleans records of this relationship do indicate a temporary exchange of information and cultures, even extending the benefit of doubt toward Frost Giant values for centuries following the Curse of Cartilage and their mutual loss of contact. The Legend of Tylo Krash, however, exemplifies the true Denisovan zeitgeist.
Frost Giant lands, that is, the surface, are broadly characterized as the regions of a) Steelstone Ridge, which experiences
Winternacht,, or evernight, of the bright and aurora borealis coated variety, b) Burrlucia(n) (Oldwoods), which experiences
Treya, a tri-season calendar of day and night cycles, , and c) the Isea Coasts, which experiences
Summerpole, or the lasting polar noon. Each of these are sub-regioned into the lands.
These lands are explored in greater detail within the
Expansion: Mysteries - Epilogue section, but shall be granted an overview here. Steelstone Ridge is a centralized zone subdivided into 1a) The IronRange, which borders the plane of Earth and suggests a continental sublayer to the Underberg, 2a) Blitzstrum Pass, which borders the Plane of Lightning and leads into IcePine Ridge, and 3a) Run-way Plateau, an arctic mesa, rumored to have
ice-chiseled cliffside cities and flying penguins. Burrlucia encompasses much of the southern hemisphere of the plane, undergoing the seasons of Winter (lasting half a year), the Thaw (lasting a quarter of the year), and Frostfall (lasting the remaining quarter of the year). It’s zones include 1b)
Nahanni Valley, which is known for its taiga forests and orange leaf(ed) birch trees, natural springs, and colossal moose, with the second region being 2b) The Snow Globe in the Sky, a mysterious region of a floating icebergs above the snow dune foothills, the largest iceberg said to be in the shape of a pyramid atop a flipped pyramid, it’s facades inscribed with twisting, interwoven spiral designs. The final region consists of the Isea Coasts, to the north, west, and east edges of the plane. The “north” coast, which begins reversing direction south, as if atop a cone, is the 1c) Bergice Sea, which borders the plane of water and hosts unknown rich quantities of marine bio-arcane species. The region bordering the Plane of Ash is known as 2c) Cindersnow Marsh, a place oddly easy to navigate for newcomers should they follow the primordial cyclopean brick road, which leads to Greywaste in the connected plane. The final region is of sublime note, known among mortals as the Five Great Lakes of Frozen Volcanos, lying dormant for millennia, though their lake beds still bubble with sulphuric vigor, and this region is said to border the Plane of Magma.
Many of these lands were once home to the Nine Nations, and evidence of their settlements and / or city-states might lie awaiting a curious band of adventurers or heritage invested first nations. Structures of unknown origins [gith, old god, insectoid, fey, and undead] also coat the near subsurface, their walls and towers sometimes sinking into the hungry mouths of glaciers and snow dunes.
***
“The Giants say that in the foothills under the snowglobe in the sky is a path of floating icebergs leading up to the Moonlands.”
- Tylo Krash, Human Paladin
***
“Do you know what terrifies me most? No Dragon, no Oni, no Mind Flayer, no government or secret order, no inhospitable world, no God even, for all those things have been killed by the well informed. No, to me that pedastal is reserved for the creature called the Shield Guardian. It may seem basic to the likes of you, but it has sealed a dark promise in my mind, that one day magic and machine will blend together in some combination that I cannot grasp the fundamentals of, let alone comprehend.”
- Skadi, Goddess Queen of the Denisovans
***
Locations: FAT Table, see doc. pgs. 17-31.
Mysteries:
Class Homebrews go here: Barbarian, Bard, and Warlock.
For a
FAT table re: mystery codes, locations, descriptions, and rewards, see doc.
pgs. 39-51. Class Homebrews
Barbarian: Path of the Wanderer (a.k.a. Travels of the Foreigner)
Note: This subclass was made in ignorance of the
Ancestral Guardian subclass described in Xanathar's Guide to Everything, though the seed may have been planted by the Dungeon Dudes tier list ranking of Barbarian subclasses (which was forgotten during various drafting and editing phases). As each subclass stands, the following should be considered a fusion of the Ancestral Guardian and Path of the Totem subclasses, with a de-emphasis on the role of off-tank or secondary tank. Use of Path of the Ancestral Guardian subclass remains encouraged across the Plane of Ice.
Core Description:
The Path of the Wanderer invokes the heritage, blood, and traditions of an individual's many, many ancestors. Followers of these paths may come from an isolated village, or from the outskirts of a diverse trading network full of travelers, adventurers, and strangers. In battle, you channel the strength of one or several of your forebears, honing their strengths with new techniques discovered along your travels.
In this way, you become a vessel of harmony of your people’s collective wrath, wisdom, and wrongdoings. Aiding your affinity to Charisma and Wisdom, you draw upon their collective experience through
Ancestral Stances.
Leveling
Blood Memory: Starting at the 3rd level, you gain access to the following cantrips:
Message,
Guidance, and
Friends. These spells enable contact with your deceased family tree, as well as influence the surrounding fragments of the world you encounter. The personality traits of your ancestors may be divined from the “Backgrounds” tables of the PHB, starting on pg. 125.
Ancestral Stances (3)
At the 3rd level, when you adopt this path, you choose an ancestral archetype as your primary mentor of imitation. You must acquire, inherit, or recreate a relic to bind the memory of this sentient being to your presence on a consistency basis. This relic can be an item of jewelry, a childhood toy, or a trinket of artistic merit, such as a journal, stone painting, or a wicker vase. As an option, your physical attributes may shift in a minor way to more closely mirror your mentoring ancestor, regardless of gender or racial divides. For example, with a measly heritage of 4% or 16% half-elf, an individual's ears may become more angular, or a similar heritage of a distant dragonborn princess may have more dry and scale-like skin.
Your mentoring ancestor might be an archetype related to those listed here, but more appropriate to your culture of origin. For example, you could choose Fem Fatale in place of “Grandma was a Badass.”
“Uncle was a Storyteller” (U.S) While raging, you gain a +5 modifier to all charisma checks possible in combat, usable as free actions, and you become renowned for your battle taunts. While others find that their wrath blinds and stutters them, you find clarity and newfound authority by the anger and judgements of those who came before you. Exceptionally worded taunts have been known to provoke opportunities of advantage and disadvantage, at the DM’s discretion.
“My Great-Aunt was a Medicine Woman” (G.A.M.W.) At the start of your turn, you gain or regain a maximum of 5 temporary hit points. By casting the cantrip
Message as your action, you may instead distribute 15 temporary hit points to a nearby ally across three turns, regaining your choice of action next turn; usable once per encounter.
“Grandma was a Badass” (G.B.) While raging, you gain advantage to wisdom and charisma saving throws. Outside of combat, you gain a bonus of +5 to wisdom based skill checks.
Forebearers’ Fate At the 6th level, you gain a magical benefit based on the teachings of your mentoring ancestor. You can choose the same ancestor you selected at the 3rd level, or a different one.
“U.S.” You gain the attributes of a renowned storyteller. Allies and enemies can no longer detect your usage of the cantrips
Message and
Friends. Additionally, you facilitate a tighter kinship of union among your party with your jokes, tales, and anecdotes.
“G.A.M.W.” You gain the knowledge of local flora and fauna based medicines, as part of your ancestor’s continued research port-mortem. These remedies must be prepared and used outside of combat, curing minor afflictions, curses, and diseases, as well as potentially the amount of hit points equivalent to half of a short rest.
“G.B.” You become a Natural Explorer, similar to the core functions of a ranger’s familiarity with the natural environment.
Divination of the Clan Beginning at the 10th level, you gain access to the perks of
The Third Eye, found in the wizarding School of Divination (see pgs. 116-117 of the PHB).
Gospel of Kinship At the 14th level, you gain a magical benefit based on the teachings of your mentoring ancestor. You can choose the same ancestor you selected previously, or a different one.
“U.S.” While you’re raging, an ally within 15 feet of you has an advantage to attack roles, including spellcasting. An enemy is immune to this effect if it can't see or hear you, or if it has modifiers to specific saving throws.
“G.A.M.W.” You gain two spell slots of the 3rd level, and one spell slot of the 4th leveling. You may choose among the spells
Longstrider,
Barkskin,
Darkvision,
Daylight,
Water Walk, or
Freedom of Movement..
“G.B.” You recover from broken bones with ungodly speed, reflected by your now permanent access to the spell
Stoneskin’s effects, conditional upon your daily prayers to your grandmother every morning at dawn.
***
Bard: College of the Crystal Willow
The Gig: Bards of the College of the Crystal Willow are thoroughly intuitive to deep mental and spiritual pain within themselves and other sentient beings. This intuition can spark from an former trauma in the Bard’s life and experiences, though is nearly as equally persistent in the rare personality traits of empathic individuals who follow their intuition and research accordingly. Followers of this school are both highly sensitive and fiercely protective.
Students of this school maintain a balance of healing through active listening and reserved tokens of advice, not wishing to lecture according to the teachings of their birth culture, but instead enable those around them towards a path of resiliency, redemption, and self-improvement. They themselves echo the pain of others within their creative outlets, as well as offer respite with cherry-picked teachings from the vast collection of their open minds. The members of this college lean more towards a predisposition of natural wonders of the world over the artificial constructs of a so-called “civilized society.”
Leveling
We are not Shamans Beginning at the 3rd level, you gain the feat
Lucky for free, whether or not your campaign invokes the use of feats.
We are Rockstars Beginning at the 6th leveling, you gain +2 to your passive AC, reflecting your thick skin towards criticism and personal faults.
We will Follow You Beginning at the 10th level, your usages of Bardic Inspiration are doubled on or against targets with half or below their maximum hit point potential.
We can Guide You Beginning at the 14th level, you gain a greater understanding in your word choices, grammar, and verb usage in charisma checks, enabling you to essentially take a mulligan on a low scoring charisma based skill check once per day or long rest. The DM will assist and interpret the role-playing aspect of this ability to their own discretion.
***
Warlock: Otherworldly Patron: Coven of the White Witches
The Juice: Your Patron enables your demi-divine ascension along an altruistic path. While you continue to acquire forbidden knowledge of dark and evil entities and locations throughout the known and unknown world, your actions drift towards practicing protection against such malfested manifestations. As such, you have limited knowledge beyond the teachings of the commonly taught wizarding schools of Abjuration, Conjuration, Divination, Illusion, Necromancy, and Transmutation (hereby abbreviated to School A, C, D, I, N, and T).
Leveling
Flunked Out Too Soon Beginning at the 2nd level, you may choose among the perks of
Arcane Ward (School A),
Minor Conjuration,
Portent (School D),
Improved Minor Illusion,
Grim Harvest modified for exclusive use against constructs and undead (School N), and
Minor Alchemy.
Gone Your Own Way Beginning at the 2nd level, you gain access to schools of magic that are normally limited to the Warlock class. At the 6th, 10th, and 14th level, when you gain a spell slot or the choice of a new spell, you may choose from any class, similar to the Bardic College of lore perk
Additional Magical Secrets. You remain restricted to the Warlock class spell list for all other levels.
Slippery Victim Beginning at the 6th level, you may choose among the perks of
Benign Transposition (School C),
Undead Thrall (reflavored to
Undead Spirit, retaining prior classification), or
Transmuter’s Stone. Your choice of perks must come from a different school than previously selected.
Forbidden Adept Beginning at the 10th level, you may choose among the perks of
Improved Abjuration (School A),
Focused Conjuration,
The Third Eye (School D),
Illusory Self,
Inured to Undeath (School N), and
Shapechanger. Your choice of perks must come from a different school than selected at the 6th level, though you may repeat a specialization selected at the 2nd level.
Doctorate of Independent Study Beginning at the 14th level, your affinity toward expert spellcasting allows you to choose a perk from previously restricted schools of expertise, including the schools of Enchantment and Evocation. You may choose among the perks of
Spell Resistance (School A),
Durable Summons,
Alter Memories (School of Enchantment),
Overchannel (School of Evocation),
Illusionary Reality, or
Master Transmuter. Your choice of perk is not restricted by prior selections.
***
PLAYERS, ARE YOU SICK OF BUILDING YOUR OWN CASTLE OR BUSINESS?
WELL NOW, YOU CAN BUILD, REMODEL, AND FUND YOUR OWN SENTO / ONSEN / BATH HOUSE SPA AND SAUNA, RIGHT HERE ON THE PLANE OF ICE. See doc. table on pg. 52.
Politics / Religion / Culture / Factions
(re: what do the inhabitants desire and value?)
Listed below are summations of what is officially available to off-planers under the Order of Cerulean’s Censorship pertaining to other factions surviving beyond the Order’s empire of caverns: Note that much of the Order’s knowledge on these factions is biased in such a way that feeds their propaganda of constant victory in their Ice Cavern Crusade, pitched as nearing its end, but rumored to have stagnated, or worse, even abandoned. It seems the fervor driving planar unity has lost it’s zeal, likely as a consequence of the Order’s continued involvement in inter-planar politics.
- Blackglass Collective (Lawful Evil)
- A secret society spearheaded by a few competing mind flayers and their thralls
- Blackglass is known for its extreme magnetic properties, thus earning it the commonly translated nickname “Compassbane”
- Cult of Frozen Blood (Chaotic Evil)
- A multi-racial society centered on raiding, blood sacrifice, ritualized cannibalism, and the veneration of grotesque biomatter effigies
- Thought to have been a perversion of an ancient fertility pantheon, misnomer-ly labeled as “old gods”
- Their mascot symbol is that of the Corrupted Deer Folk, who develop antlers protruding from their shoulders in place of their crowns
- Githzerai Isolationists (Neutral); Githyanki Raiders (Neutral Evil)
- Astral Sea explorers, whose present and former structures almost certainly predate the arrival of undead to the plane
- The Warlord Hiveminds of SteelStinger Insectoids (Chaotic Neutral)
- Primordial antagonists to Denisovans, as well as two races of Gith
- Gith control never seemed to extend to that of the Order of Ceruleans Empireistic reach, prior to and after the arrival of the undead. SteelStinger Hives, however, once pocketed the plane like holes in a honeycomb
- Hive Colonies can exceed metropolis sized complexes, generally oriented around a central shaft resembling a hurricane’s eye to the surface
- Steelstinger drones, workers, and soldiers resemble other insectoids such as the Thri-kreen, albeit with the addition of blade-like stationary wings. Their abdomen ends in a stinger resembling a drill bit. Their forearm appendages are thricely bulkier to their upper arm counterparts, suggesting an additional evolutionary appendage for excavation, though to what end nature makes itself redundantly incarnated is the subject of precious few debates, leading one perhaps to an outlier theory that is the horror of one competing species such as ourselves: that the Steelstinger Hives may have in fact uncovered some dark art method of bio-engineering, applying their revelations to the very generational fabric of their own species.
- Denisovans — Frost Giants (Chaotic Neutral)
- See dedicated section above in Locals.
The Nine Nations
Please see doc. for more information scattered across many, many tables.
Table’s Contributing Author —
— Walrus Folk, Vince Tularoue the Third, Professional Comedian and Adept Sous Chef.
Crane Folk Primary Value: Good fishermen ambush.
Secondary Value: Bad fishermen hunt
Fault or Crisis -- a) Beaks didn’t evolve to debate, did they? b) Low population struggling with genetic diversity.
Curiosity: Caves aren’t as great when you have wings
Politics -- Amicable with Beaver and Otter Folk, despite sharing overlapping territories. Hostile to Min-Yetis, who eat their avian eggs.
Beaver Folk (River Triad 1/3) Primary Value: Breakfast is best served with coffee and calculus
Secondary Value: Dad always said, “what chew gonna do, sit there all day and watch your teeth grow?”
Fault or Crisis -- Tectonic shifts have damaged many of their oldest civic projects, causing them distress towards the mystery of their origin.
Curiosity: Call it projection or whatever, but something in their beady eyes tells me they could chew through my shin bone in about seven seconds flat, should they wish to.
Politics -- Strongest ties with the Otter and Walrus Nations, long since bannered under the River Triad. Beaver Folk are least impressed by the Rabbit Folk nomads. Oh, and they have a mutual respect with the Ceruleans by virtue of exchange of their shared Hydraulic technology
Yakadians -- Yak Folk Primary Value: Always spouting woke shit like “The spirits of our ancestors will guide our people’s survival.”
Secondary Value: “These animated skeletons be wack, what the hell?” They tend to be more serious than that, however, as they know their way around a grass pipe.
Fault or Crisis -- Yakadians make repeated attempts to unite the nations, seeing the Undead Purge as a cyclical threat that will return. Their passion against the undead is fueled by the contradiction of the incarnation to their belief system of life after death
Curiosity: Yakadians make for eager clerics, paladins, shamans, and monks, often fulfilling the role of communicating with the spirit world on behalf of their community
Politics -- Longest on-again off-again ally status with Order of Ceruleans, who share a common enemy and dogma against undead reanimations, though Yakadians fault the Order for prioritizing Planar Politics over Underberg Unification
Deer Folk (normal) Primary Value: Deer Folk practice and research medicine, drawing on their vast collective knowledge of polar botany.
Secondary Value: Best growers across the Nations, developing dozens of sub crop species of polar maize, winter squash, tunda tobacco, arctic kush, crystal willow, cave birch, and saxo-antler reeds.
Fault or Crisis -- They bury their dead across vast stretches of glacial snowdunescaping mounds, forming them into ornate patterns. These sites are often desecrated by corrupted Deer Folk and their faction of the Cult of Frozen Blood.
Curiosity: They gather and collect their fallen antlers, repurposing them into religious and musical instruments.
Politics -- They posses stronger relations with terrestrial folk, though do not invoke animosity to nations such as the Crane Folk or River Triad.
Deer Folk (corrupted) (not a recognized nation)
See the Cult of Frozen Blood, above. These folk have antlers erupting from their shoulder blades, in contrast to the the well-known crown of antlers found on most deer, elk, and moose.
Tabaxi -- See Volvo's Guide to Monsters, pgs. 113-115. Additional re-canon-izing here. Primary Value: Wealth as a ration, to be stored away for hibernation
Secondary Value: The story behind a rare, mystical artifact.
Fault or Crisis -- Wanders of other planes, and former enslavers of the Rabbit Folk, to whom they continue payment of reparations.
Curiosity: The tabaxi express perhaps the widest variation of alignments, going through each as a phase in their so-called nine lives.
Politics -- Shaky with Crane Folk and Rabbit Folk; neutral with water triad, Staunch Friendship with Deer Folk and the Min-Yeti.
Walrus Folk (River Triad 2/3) Primary Value: Armchair Academy, including armchair philosophy, artistry, comedy, and puppet theater.
Secondary Value: Counter Culture, Tragedy and Comedy
Fault or Crisis -- The artist Loufin Van Stash once thought cutting off his left tusk and gifting it to a pretty walrus would be romantic. It wasn’t.
Curiosity: The nation’s favorite sports include King of the IceBerg, and Otter Polo Spectating
Politics -- Walrus folk complete the River Triad, though hailing from the surface oceans. They openly mock most lacking their stout stature.
Otter Folk (River Triad 3/3) Primary Value: Stay away from my clam!
Secondary Value: I like rivers, do you like rivers? Here, dis be bestest river map eva, you pay me back, yes?
Fault or Crisis -- A surprisingly moody, rude, and brash — but also quite clever and cute — group of sentients.
Curiosity: Their origin story involves a Promethean demigod delivering to them both a clam and a hard rock.
Politics -- Otter Folk tend to be a polarizing force among other nations and clans, altering their friendships and rivalries as frequently as the river adjusts and corrects its flow
Min-Yetis Primary Value: "OHMYGOSH;" "HIIIIIIIIIIIII." Min-yetis are generally content with life the way it is, so long as it’s with company.
Secondary Value: "Hungry! Excited! New Friends!" Min-yeti’s were once renowned astronomers, with some stories saying they fell into a sort of madness after extended confinement in caves, possibly explaining their current difficulty in expressing their more complex observations.
Fault or Crisis -- Min-Yetis are seen as overly trusting in disposition, leading to their manipulation by more nefariously minded “friends.” Other nations may or may not refer to their perceived stupidity.
Curiosity: "Why do I put up with you?" Min-Yeti prefer traveling and trading petty trinkets in lieu of studying or crafting goods. They make decent bodyguards, enforcers, and bouncers, given patiently extensive training programs
Politics -- Min-yeti delight in chasing Crane Folk, shouting “TALL, WEIRD, AROO AROO AROOOOOOOOOO.” They also enjoy eating Crane Folk egg yolks, having formally raided the nation in many brutal skirmishes over the centuries.
Rabbit Folk Primary Value: Down the rabbithole? Wait until you see this hat trick — Rabbit Folk have a natural affinity to finding and creating portals.
Secondary Value: Fiercely anti-Tabaxi, their former enslavers.
Fault or Crisis -- have a predisposition to self-isolation policies.
Curiosity: Rabbit Folk are masters of portal hopping, and display a natural affinity to the arcane.
Politics -- Rabbit Folk often struggle to find a common ground with other nations, save for the Yakadians, whom they hold in fraternal esteem, and the Deer Folk, which they barter agricultural practices with.
***
Fin (/s) — Addtl. 20 pages of Surface Layer Content
Expansion — Surface Setup
Open World Surface Layer
Epilogue Preview:
Homebrew Ecology Table -- see doc. pgs. 68-76, including loot, alchemy components, trade goods, and cultural significance.
Surface Table of Locations -- including half canon, half homebrew, see doc. pgs. 77-78
Surface Table of Mysteries -- see doc. pgs. 79-82.
Arctic Fauna (Botany) Table -- see doc. pgs. 83-85.
Ice Fishing Table -- see end of doc.
Actual Fin
The End
This post is dedicated to the current entities of awareness: Gabrielle White Bear, Allison Childs, Nancy Jane, and Kelsey Yunker, all powerful spirits incarnated as females of varying degrees of indigenous heritage. Given another chance, this user would gladly take the lessons gained in the present to that of yesterday, given another lifelong scenario of “Groundhog Day)” repetition. Thank you so much for reading, and to the mod team for their advice. Happy belated Indigenous Peoples Day (formerly known as Columbus Day) as well as early celebration of the day of giving thanks, here in the USA on 26 Nov. 2020! All the well wishes to those in stress and suffering during our current political, environmental, and pandemic-based global crisis ~
- Editor “Corrupted” Mind Flayer, Izu Kafka, and user Foen7, Izu’s Thrall
submitted by [ Removed by reddit in response to a copyright notice. ]
submitted by Full Disclosure: This was inspired by a video by
Nixaru which can be found
here. I may pilfer ideas from his video, but most are going to by my own. I will do my best to give credit where credit is due.
Before I start getting into specifics, be forewarned, this is probably going to be a long one, and this is largely going to be opinion. It is not a perfect opinion, and has its flaws, but in my opinion they are (usually) less flawed than what is currently in the game, or have more depth. These might not all be actually doable, but I like my pipe dreams yo.
Gameplay
Perks
In general, perk balance is pretty good, though I dislike being able to put any perk at any perk location, as this breaks the progression. They do try and fix this by having whatever your 4th perk is having a special effect that only activates when you have all four. I would prefer it to be set up like OG pick 10 system for MP, where you have 4 perk categories and you only have certain perks in each one. I would also love to see the return of Speed Cola as an actual perk in this particular idea, but not as broken as before. Say having all four perks speeds up reloading by 1.5x or 2x, and Speed Cola speeds it up by say 2x or 2.5x and does NOT stack while having all four perks, thus making it still good, but less of a crutch, and more personal preference. I also like Nixaru's ideas regarding health, which he mentioned should be the player starting at lower health (say 3 hits to down) and then once all four perks are obtained, it increases back up to what it normally would be now, which I also agree does improve the pacing and incentive to buy all perks. I've chosen to pack by round 5 instead of buying perks before just because there isn't any real negatives to it, and I'm on that Dark Matter grind for Zombies lel.
For example:
- Danu (Defensive)
- Stone Cold Stronghold, PHD Slider, Bandolier Bandit, Victorious Tortise, Quick Revive
- Danu would be used for more 'defensive' perks that allow you to mostly help yourself stay alive longer, either by blocking damage, giving armour, or things of that nature.
- Ra (Offensive)
- Timeslip, Deadshot Dealer, Winter's Wail, Death Perception
- Ra would be used for perks that allow the player to play more 'offensively' against the zombies, by either enabling them to do things faster, see their enemies coming whilst running, or eliminate them quicker.
- Zeus (Handling)
- Electric Burst, Ethereal Razor, Mule Kick, Speed Cola
- Zeus would be for weapon handling, perks that affect your guns and/or knives either by changing how they work, adding effects, or allowing you to have more of them.
- Odin (Modifier)
- Stamin Up
- Same modifier, can sprint forever at maximum speed and has partial gung ho effects.
- Secret Sauce
- I would change it from 'mOdIfIeR oF pErK rEcIeVeD' to 'triples cost of Secret Sauce, rewarding two random perks not already owned, with one of them randomly receiving its modifier. Can reward equipped perks if they are not already purchased from their chosen statues.' This would make Secret Sauce expensive, but also really good, especially on maps that don't already have free perks. I like my perks man, and I love me some perkaholic-esq stuff. That and Secret Sauce is already a bit of a meme, and I'd like to see it be actually super useful.
- Right now these are the only two perks that really effect the player's character by altering how they perform directly. There are pros and cons to not having any of the other perks here, but with this system and what I've picked, you either get moar perks and the ability to possibly get one of the other ones as your fourth, or you get to sprint forever. Personal preference imo, since (iirc) you either have 2500 points for StaminUp, or 4500 for Secret Sauce with this system. Some would say worth, I on the other hand would say that it's pretty balanced, with the ability to be broken depending on how the dice roll.
Weapons
The weapons of the game are all pretty usual but there are some changes to them that I would like to see. The box is already in a really good place, and if you don't believe me, check out
this post by yours truly that links to my data on box odds, which admittedly is pre-DLC weapons, but post Dead of the Night, and I believe that aside from adding more weapons to the pool, the overall equal odds of everything won't have changed. The one big thing I would love to see is a buff for bolt action snipers in Zombies, reducing the hipfire spread to make noscoping more accurate (because its h*cking Zombies, who gives a shit) and for having all 4 perks also speeding up the rechamber speed.
Wall Guns
I would like to see the MOG 12 wall buy moved farther away from the starting area, and into more dangerous areas of the map. To use Voyage of Despair as an example, switch the MOG and ICR wall buy locations (changing it from the first door bought to all the way down towards the engine room in provisions). The MOG is currently one of the most stupidly powerful weapons in the game, as a shotgun should be imo, but you get it way too early for how good it is.
I would also like to see any double wall buy locations removed (such as the VAPR, we don't need two VAPR wall buys), as they are pretty pointless. Pricing also needs balanced. Again, using VoD as an example as it's my favorite map, the Titan wall buy and ammo for it is stupidly overpriced for how not good the Titan is. Replace the Titan wallbuy with a Hades wall buy with the same pricing would be more warranted imo, since the Hades is much better LMG. LMGs in general need a rework, as they aren't exactly good compared to Assault Rifles or SMGs even, aside from the Hades.
Starting Weapons
The starting weapons are ridiculously unbalanced. I agree with what Nixaru had mentioned, regarding the MOG and the Strife being starting weapons, as they are both broken as a result, the Strife having the Stiletto OP mod, and the MOG being the MOG. I do not think that the RK-7 is necessary to remove, though I would see the Welling just removed from the game. It's a shitty weapon, and even the packed version is never going to compete with the rest of the guns in the game like the M1911 did. I would see them just literally copy paste the 1911 from BO3 over and replace the Welling with it. Nobody uses the Welling. It does crap for damage, has crap for ammo, and nobody hangs onto it long enough to pack.
IMO the starting weapons should be: 1911 (because it'd at least have a nostalgia factor and get used instead of the welling), the Essex, the Saug 9mm, and the RK 7. The Kap 45 would also be a worthy addition, as it's not particularly good unless you spin it out of the box early enough that it does enough damage that you don't burn through the limited ammo capacity in record time. The Strife and MOG are wayyy too good to be used as starting weaponry.
Camos
Now as I'm sure the community is aware, the camo progression system in place is definitely a copy paste from Multiplayer, both to Zombies and to Blackout (the Paint Cans is a whole nother *can* of worms that we aren't gonna get into), and that in and of itself is a pretty big grind. Without going weapon by weapon, some general changes that I would like to see are:
- Reduce amount of headshots required for all weapons by at least 500, if not 1000 or more. 2500 total headshots/kills (depending on weapon type ofc) is more than enough to make it a grind without hitting the point of 'ugh I'm sick and tired of using the damned Essex, f*ck this stupid design' as quickly.
- Shave 500 kills off the requirements for Gutter Ball, Red Hex Redux, and Spore camo requirements. 2000 kills on top of 3600 headshots is a ridiculous amount of overall time spent with the weapon, way more than Multiplayer progression. I get that it can't just be 100 headshots or the like, that's too easy for zombies, but when it feels like you're reduced to just playing Casual difficulty and racking up thousands of headshots a game with X weapon to get the camos efficiently, because you are NOT going to get that many just playing normally without it taking literal years (based off my guesstimations), it's not well designed.
- As has been the latest circlejerk, as colour palette swap for the Zombies Dark Matter (as well as Blackout Dark Matter) would be in order. My vote still goes to 115 green Dark Matter as it is the most iconic colour associated with the Zombies game mode, though any colour aside from what Multiplayer has would be fine in my book.
- Zombies Dark Matter should be useable in the other modes. This also goes for Blackout Dark Matter and Multiplayer Dark Matter. What's the point of the grind if you can't show it off elsewhere in the game?
- Having Gold, Diamond, or Dark Matter should reward 5%, 10%, or 25% bonus experience for kills done with that weapon in a match. This would just be another passive incentive to actually use the 'Mastery Camos' instead of something like Silverfish or Penthouse, which are (slightly arguably) better looking than Gold. I think that Diamond has always been a disgusting camo since it was introduced, but hey, that's a personal thing lol. They are already introducing camos for MP that reward bonus XP per kill, so I doubt it'd be that difficult to implement in Zombies.
Enemies
Zombie balance in a Zombies mode is always an important, and y'all are going to get my 2 cents on the zombies in this Zombies mode. The main thing that I hate about the design of this game is how they neutered the points that you earn pointlessly (kek), since you still get plenty, and it really just feels like they're trying to prevent us from getting points, which has been a pretty standard gameplay mechanic that didn't need messed with. The points thing aside, since it's just kind of a weird decision that annoys the h*ck out of me, the next issue I want to take up with 3Arc is why zombies penetration is non-existent. Having done my own shits and giggles 'testing' you barely shoot through 2-3 zombies. This is why I'm finding that I like the burst rifles, because each burst has the ability to kill multiple zombies due to each bullet having its own penetration value (though the Penta Burst OP mod is still basically useless lel). I don't understand the design choice to not let bullets have the same penetration values that they had in all the previous games, unless it ties back into the stupidly designed points 'nerf'. FMJ also does not seem to affect this, which is doubly bullshit. The thing that is supposed to increase penetration now only affects armour. /salt
Normal Zombies
Nothing special here, pretty standard. These don't catch you like WWII zombies did, though their spawning AI is very aggressive, and they tend to clip you with hits at odd times, which is why the shield is so invaluable in BO4 on all maps, versus just nice to have like some of the older games. The spawning AI I personally feel is excessively aggro, nothing like being a full berth away on VoD and zombies spawn way down ahead of you, which has lead to some pretty bullshit deaths. You also have not been able to train as huge of an amount of zombies in recent years as compared to, say, BO1, or at least that's how it feels. Haven't done testing, probably won't lol.
Special Zombies
Going to break this up into categories since the special zombies are *special* alright. Artificial difficulty at its finest.
- Fire Zombies
- Balanced enough I suppose. I feel like they could use a bit more damage taken to the head, as they are really tanky and the easiest way to kill them is to let them suicide and walk out of range. They really aren't much of a danger with how slow they move, but if you get trapped by them it can hurt a bit.
- Gas Zombies
- Perfectly designed. AoE and decent enough damage to be a hazard, and as such they are worth prioritizing, but they aren't so hazardous that it's frustrating to deal with usually.
- Electric Zombies (Flashbang Bois)
- How Blackout Flashbangs should be. They are once again in the same boat as the gas zombies, dangerous enough to not be left alive, but not so broken that they're infuriating.
- Water Ghouls
- The worst for last. They don't know what they want to be, tough little aggro tanks, or weak healers, and they need to h*cking pick damnit. Very unbalanced. They are, however, one of the easiest ways to get crawlers oddly enough. Let them buff zombies >round 15 and then throw grenades are them or use a Hitchcock or VKM to bust their legs.
Heavy Zombies
These are Gladiators on IX, Stokers on Voyage of Despair, and Werewolves on Dead of the Night (iirc). These are your high damage, high health, low movement speed, and very few special attacks sorts of zombies. These are relatively well designed and add a bit of flavour to the maps, though on Voyage if you stand in the corner back at the elevator zombie spawn on the floor where the dining room is, by where the drop down shortcut is located, Stokers will only spawn there if they are going to, and if more than one is going to spawn, they can spawn consecutively. I think my personal record is 5 killed consecutively on like round 60. FMJ I & II is broken against heavy zombies, you just melt through their armour but at the same time, that's what it's clearly been designed to do, and you are sacrificing two attachment slots to equip I & II, so it does balance out in the end.
Mini Boss Zombies
These are Blightfathers on IX and Voyage of Despair, and Nosferatu on Dead of the Night. These are strong, quick, and have a variety of moves and a load of health. The only change I would make is that they Blightfathers don't need to be puking on wall buys, the box, and buildables benches. It's a pointless feature that is more annoying and time consuming than anything, especially since sometimes they go all the way out of their way to hit the shield bench or box, or the PaP especially, regardless of whether it's across the map or not, which leads to the pacing of a 'mini-boss fight' being totally broken up since you have time to deal with the trash mobs and then single out Mr Tanky Gas Sacs on the Bacc.
Equipment
- Frag Grenade
- Excellent piece of equipment, powerful, not really broken, or a crutch piece. It's a frag nade. Pretty standard.
- Acid Bomb
- Kinda shitty. Not really bad, but frags are much better. I would love to see this gain a lingering acid cloud that does damage over time and breaks the armour of heavy enemies. It would make them very useful.
- Claymore
- Very meh piece. I would like to see it replaced with bouncing betties, as those have a much better blast radius, compared to claymores. Claymores are not that good in Zombies, at all. With the way the spawning/despawning AI works in BO4, you cannot set them up to lead a train into, zombies will spawn ahead of you before the ones that are following you will ever reach them, and with the addition of elixirs and a very easy shield 'quest', getting trapped in a corner has become easier than ever to get out of, so the claymore stacking strat is pretty obsolete in todays zombies as compared to BO1.
- Wraith Fire
- By far the best piece of equipment imo, they have a quick recharge time, can just be slapped down in a corner, and do not harm you, so they are basically the best panic button you could ever have, and just absolutely deletes zombies even at higher rounds. They last long enough to block doorways, and to get a PaP off or build a shield etc. There isn't any real downsides to them, really.
- Sentry
- Useful, but nowhere near as useful as Wraith Fire. These are useful if you're camping, especially with multiple people, since if you all have sentries and slap them all down together, they become a lot more formidable. Contrary to popular belief, I do not find them to be utter garbage. They aren't like Death Machine good, but they are certainly useful and have a place. They do not deserve to be a level 51 unlock though lol, idk why that decision was made, but it's kinda pointless, and they aren't worth a prestige token to perma unlock either.
- Homunculus
- Special equipment spun in the box. It is a better version of Monkey Bombs imo, but I still prefer Wraith Fire, since you start with it and don't have to roll the dice on the box giving it to you in a timely manner. The homunculus also does have some interesting voice lines, turn on subtitles the next time you get one.
Special Weapons
- Chakrams of Vengence - Satans Vegetable Cutters
- These are by far the best Chaos Storyline special weaponry as they combine ranged combat and close range combat *and* close range defence so nicely it's beautiful. They also rip through heavy zombies quicker than the Hammer of Valhalla or the Viper and Dragon, which is really nice.
- Hammer of Valhalla - Teddy's Stick
- A very nice weapon for train destroying. It destroys many zombies in a single swing and is really good for getting out of corners, and the level 3 ability is also very handy for leading zombies to their second demise over time.
- Scepter of Ra - Laser Pointer of Life
- This is decidedly a medic's best friend, so if you like to be the dude that runs Nowhere but There and revives everyone, this one's for you. The laser can revive people from any distance that you can hit them with, it just has to touch them, and the level 3 ability to plant the sceptre creates a dome that both revives people and damages zombies over time, in addition to slowing them and breaking armour. If you yourself go down whilst inside your own dome, it will revive you before it uses up a self revive, though you will still lose any bonus perks, but you will not lose any purchased perks.
- Viper and Dragon - Slicey Pew Pew
- This one is alright, but not great. The sword swings very slowly compared to the Hammer or Chakrams, and is the only buff I would like to see, a literal increase of how fast you can swing the sword. The Dragon (gun) is the redeeming quality of it though as it is very powerful, has a good range, and at level 3 you can fire 3 shots consecutively and they recharge very quickly, allowing you to mow down zombies from a range. It also does kill heavy zombies very quickly like the chakrams, but is less easy to use because in order to do it as fast as possible you do need to hit the weak point in order to maximise effectiveness.
- I'm just going to do a quick once over of the Aether Storyline special weapons, as they are all very good, and I do not feel like I need to tell you all that one weapon at a time. Key things to take away: The Flamethrower gives you armour, the Death Machine can spawn a Nuke at will at level 3, Takeo's sword is very good for horde killing, and the Ragnaroks level 3 is a very nice AoE good for providing cover to anyone reviving, or just covering yourself on low HP.
And that's it. Fin. Sayonara. H*ck em.
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