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<blockquote data-quote="steeldragons" data-source="post: 6349566" data-attributes="member: 92511"><p><strong>15.</strong> In his/her/its hermitage, the character finds and lives among a ruin of a thought-lost ancient city/civilization. So, he knows its location and the great treasure fabled to be within (which he/she/it, naturally, had no interest in and thus did not release/awaken the dread guardian of the ruin).</p><p><strong>16.</strong> In his/her/its hermitage, the character finds and lives among the last remaining people of a thought-lost ancient civilization. Revealing their location to the outside world would, undoubtedly, bring about their destruction (they know some secret magic, great wealth, lack of immunity to basic disease, no concept of "conflict", etc. etc. etc. that outside peoples would love to get their hands on/exploit.)</p><p><strong>17.</strong> In his/her/its hermitage, the character discovers the altered state of mind to see spirits of the dead...but can not speak to or hear them.</p><p><strong>18.</strong> In his/her/its hermitage, the character discovers the altered state of mind to <em>hear </em>spirits of the dead...but can not see them (or otherwise prove what/who the spirit actually is).</p><p><strong>19.</strong> In his/her/its hermitage, the character finds a jeweled tablet with the words of power to bring a deity to the material world.</p><p><strong>20.</strong> In his/her/its hermitage, the character finds a sword and intuits the incantation that transforms him into a super-strength barbarian champion channeling power from somewhere called "Greyskull." He has no idea what or where that is, though.</p><p><strong>21.</strong> In his/her/its hermitage, the character discovers the altered state of mind/process to shapeshift into animal forms (a la druidic shapeshifting).</p><p><strong>22.</strong> In his/her/its hermitage, the character discovers/foresees/can calculate the stellar configuration that allows one to know when/where/how/who will cause [or any combination thereof] a global catastrophe will befall the world. Naturally, the PC's actions figure into the cosmic countdown and may move the time table up or back.</p><p><strong>23.</strong> In his/her/its hermitage, the character knows where to find clean/drinking water...anywhere.</p><p><strong>24.</strong> In his/her/its hermitage, the character discovers the altered state of mind to speak to rocks. Unfortunately, not all stones speak...and sometimes what the hermit "hears" is just their own internal ramblings.</p><p><strong>25.</strong> In his/her/its hermitage, the character discovers the altered state of mind to speak to trees. Unfortunately, not all trees speak...and sometimes what the hermit "hears" is just their own internal ramblings.</p><p></p><p>...need more coffee. I'll be back.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6349566, member: 92511"] [B]15.[/B] In his/her/its hermitage, the character finds and lives among a ruin of a thought-lost ancient city/civilization. So, he knows its location and the great treasure fabled to be within (which he/she/it, naturally, had no interest in and thus did not release/awaken the dread guardian of the ruin). [B]16.[/B] In his/her/its hermitage, the character finds and lives among the last remaining people of a thought-lost ancient civilization. Revealing their location to the outside world would, undoubtedly, bring about their destruction (they know some secret magic, great wealth, lack of immunity to basic disease, no concept of "conflict", etc. etc. etc. that outside peoples would love to get their hands on/exploit.) [B]17.[/B] In his/her/its hermitage, the character discovers the altered state of mind to see spirits of the dead...but can not speak to or hear them. [B]18.[/B] In his/her/its hermitage, the character discovers the altered state of mind to [I]hear [/I]spirits of the dead...but can not see them (or otherwise prove what/who the spirit actually is). [B]19.[/B] In his/her/its hermitage, the character finds a jeweled tablet with the words of power to bring a deity to the material world. [B]20.[/B] In his/her/its hermitage, the character finds a sword and intuits the incantation that transforms him into a super-strength barbarian champion channeling power from somewhere called "Greyskull." He has no idea what or where that is, though. [B]21.[/B] In his/her/its hermitage, the character discovers the altered state of mind/process to shapeshift into animal forms (a la druidic shapeshifting). [B]22.[/B] In his/her/its hermitage, the character discovers/foresees/can calculate the stellar configuration that allows one to know when/where/how/who will cause [or any combination thereof] a global catastrophe will befall the world. Naturally, the PC's actions figure into the cosmic countdown and may move the time table up or back. [B]23.[/B] In his/her/its hermitage, the character knows where to find clean/drinking water...anywhere. [B]24.[/B] In his/her/its hermitage, the character discovers the altered state of mind to speak to rocks. Unfortunately, not all stones speak...and sometimes what the hermit "hears" is just their own internal ramblings. [B]25.[/B] In his/her/its hermitage, the character discovers the altered state of mind to speak to trees. Unfortunately, not all trees speak...and sometimes what the hermit "hears" is just their own internal ramblings. ...need more coffee. I'll be back. [/QUOTE]
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