4 hours ago
Thursday, March 3, 2016
Six Mysteries in Azurth
While I "built in" some mysterious background elements in the Land of Azurth setting, more have emerged in the year and a half of play. Here are some of the questions the player's have been left to ponder--and possibly follow up on in the future:
1. Who is the man in the metal suit beneath Castle Machina? The name "Lum" was thrown around, and Mirabilis Lum is said to have disappeared beneath the castle, but is the man in the metal suit him, who was he gaming with, and why does he stay down there?
2. What does Calico Bonny look like? The Queen of the Floating World of Rivertown tends to hide behind a folding screen if she bothers appearing at all. Is there a reason?
3. Who were the builders of the Cloud Castle? The scale of the castle indicates they most have been near giants, though the ancient images suggest they looked something like the Cloud People that live there now. Who were these people with a flare for Googie architecture and mid-Century design and what happened to them?
4. What does the projector do? The Princess Viola says it can open a portal to another world once it is fixed, but what world? And who built it?
5. Where does the magic portal in Mortzengersturm's mansion lead? The frox thief Waylon saw an image of another world: people in unusual clothes in an impressive city, beyond the technology of the Land of Azurth. Where (or when) was this place and why did Mortzengersturm have a portal to it?
6. What was the deal with Mr. Pumpkin and his carnival? Since when can a swarm of rats manage a carnival, and what became of all those rats that got away when the carnival got destroyed? Do these events have anything to do with the giant rats seen later in the beer cellar of the Silver Dragon Tavern in town?
Labels:
azurth,
campaign journal,
rpg
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3 comments:
Lovely, tantalizing mysteries. Hopefully at least one or two will be solved by the players.
Thanks. I'm sure they will, though it may not be purposefully!
These sound great. I like that they seem to have emerged from play. I often find that those tend to be the best mysteries of all.
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