Showing posts with label wonders. Show all posts
Showing posts with label wonders. Show all posts

Monday, October 30, 2023

Scintilla


Scintilla are the common currency of civilized Gyndrion. They are naturally occurring shield-shaped crystals of various colors, with the most common known as opaline. The are typically harvested from areas with a history of volcanic activity, but their generation also relates in poorly understood ways to the flows or lines of fae, the energy which is harnessed to work magic.

Pre-scintilla crystals form within cysts occurring underground with have the appearance of geodes. The crystals within fracture into scintilla upon exposure to air. Scintilla are harvested from ruptured nodules, though the nodules themselves may be excavated and carefully ruptured by hand, a process called "cracking." Cracking tends to yield more scintilla, but over lower value.

Despite claims by montebanks, no sophont of Gnydrion has every been proven to be able to detect pre-scintilla nodules. So-called scintilla-sniffing nonnigs however are able to do so, though how they do this is mysterious.

In addition to their pleasing, crystalline appearance, scintilla are favored as currency because they are impossible to counterfeit, even through use of magic. In fact, scintilla are minor magical insulators, absorbing and dissipating fae energy directed specifically upon them, turning black and cracking in the process.

Friday, February 10, 2023

Weird Revisited: Found in a Shoebox

This a Weird Adventures post, originally present in August of 2012...

Cataloging of a deceased adventurer’s belongings revealed a shoebox full of assorted old photos.  A few held more than sentimental interest:

The Dark Manor
The most dangerous photo of the lot.  If stared at during night, the photo may open a portal to the pictured manor in a strange demi-realm shrouded in mist and populated by people who appeared to come from a gothic horror yarn. Anyone transported to the realm will be there for 24 hours on earth--though the exact time in the demi-realm is variable: anything from one night to a two weeks.


The Gold Women
A set of automata construct by a Staarkish thaumaturgist two centuries ago.  They disappeared from a private collection in Lutha during the Great War.  This photo has an address in Metropolis written on the back of it.

The Succubus
Naughty postcard from roughly 40 years ago.  It can be used to summon a succubus once per week if the incantation written on back is read and a few drops of the summoners blood (or other body fluid) is spilled into a circle draw on the floor.

Sunday, May 17, 2020

Magic from the Machine


A post last week led to discussion of what constituted science fantasy. In discussion those admittedly ill-defined genre boundaries, I thought of one type that is fairly common in comic books but not that common elsewhere: the blurring of technology and magic.

This is not quite the same thing as Magitech, or perhaps more accurately it's a subtype of it. Magitech can be lame (or at least uninspired) stuff like magic carpet taxi cabs or soldiers armed with fireball shooting wands. I'm talking more things that have the appearance or origin of technological devices but seem to have effects that are magical. Jack Kirby employed a lot of this stuff, particularly in the New Gods, where the characters evolved from the remnants of mythological beings, but who possess and advanced technology of a sort. The Cosmic Cube is another such artifact as is the Miracle Machine in the Legion of Super-Heroes. Heaven is depicted as full of this sort of technology in Morrison's JLA.

I feel like this sort of aesthetic is ripe for use in rpgs. Maybe Exalted does some of this, perhaps Godbound, but mostly science fantasy in rpgs is pretty standard. I think it would be pretty easy too. Potentially as simple as reskinning magic items with a technological look and a few features.

Thursday, May 30, 2019

The Charmed Life of an Adventurer


"Prophecies and charms marked his face, talismans against attacks from animals, demons, and men."
- Brian Catling, The Vorrh
Some editions of D&D have felt suggested magic items were required equipment at certain levels. Even before that, the fact that you could sell magic items suggested the existence of places they might be bought: Ye Olde Magic Shoppe. Neither of these facts have ever sat well with some people, who view these as part of a mundanifying, possibly even industrializing of magic. In general, I would count myself among them, though it depends on the setting, really.

There is a way to have common magic items without sucking the mysticism and mystery out of them and raising the specter of industrialization. That would be to replace many magic items with with charms or fetishes. Charms (and blessings) are mentioned in the 5e DMG , but they are envisioned as short-term or single issue enchantments on an individual. I think they could be applied to items, though they still might be single or short-term use to differentiate them from standard magic items.

There might be other differences:

  • They would appear more like art objects than practical tools, though they might also be laid into practical tools (or people) with markings/runes.
  • They could be acquired at shops, but they would generally bespoke, not bought off a shelf (though some might be).
  • They would be pretty common, almost ubiquitous among adventurers, but they would be more specialized. Instead of a Ring of Protection, their might be a talisman of protection against weapons, one against magical attacks, one against the claws and teeth of beasts. (This approach would require more record-keeping, but might or might not be worth it.)


A lot of the adventurer's acquired wealth would go into buying new or longer lasting charms. Healing potions could stay potions, but they could be replaced with poultices or talismans instead. Maybe their would be a mixture of both, and could be purchased. "True" (permanent) magic items would be rarer, and perhaps only found among the ruins of the past. They would almost never be sold.

Sunday, May 5, 2019

Weird Revisited: Bug Powder

This first first appeared. Way back in 2010...


Bill: What do you mean, "it's a literary high"?

Joan: It's a Kafka high. You feel like a bug.

- Naked Lunch (1991)

Bug Powder is a strange magical substance found in the City, and its world, and possibly elsewhere. It generally appears as pale yellowish powder, and its official use is as a professional-grade insecticide. It can be found in containers from several different and mysterious suppliers--"Benway Chymical", and "Voke & Veech", are prominent examples. Bug powder will indeed serve as an insecticide, but if nasally insufflated (snorted), or injected intravenously in small doses it has euphoric and mild hallucinogenic properties.

Long-term use generally leads to dependence, but also, like use of a large single dose, seems to open a doorway to another plane. Users report travel to an exotic, desert world under two reddish moons, were lies a sprawling pennisular city called Interzone, on the quivering banks of a gelatinous sea. The swarthy inhabitants of Interzone appear human in all respects, but have undefinable and unsettling air of strangeness about them. In addition to the natives, humans from many time periods and worlds, as well as alien beings, can be found sweating in Interzone, perusing their own agendas. There is a great deal of political intrigue in the city-state, and several different political factions--but the goals of these groups and the reasons for their conflicts often seem contradictory, if not outright nonsensical.

Mystics and planar scholars believe Interzone to be an interstitial realm acting as a gate or "customs station" between the material world and the inner planes. Supporting this view is the presence of soldiers the Hell Syndicates, as well as miracleworking street-preachers and holy hermits professing the varied and conflicting "ultimate truths" of the Seven Heavens. A slight variation on this view, is that Interzone is not so much a part of the astral plane, but more an extension of Slumberland, the Dream-World, located in some seedy Delirium ghetto. Further exploration will be needed to determine this for certain.

This exploration isn't without dangers. While physical dependence comes from the bug powder's use, the thinning of the psychic barriers between the material world and Interzone serve to cause a person to involuntarily shift between the two. This tends to generate feelings of paranoia--and perhaps rightly so, as the more time one spends in Interzone, the more likely one is to become an agent (perhaps unwittingly) of one of its factions, and fall prey to its byzantine intrigues.

One final interesting bit of Interzone lower is that the natives hold that their city-state, was actually once six cities of very different mystic character, physically indistinct and loosely co-spatial, but still spiritually differentiated. The names of theses putative cities when uttered with the proper ritual, are said to be a powerful spell, though sources disagree as to what purpose.

Monday, March 5, 2018

Weird Revisited: Magic from Davy Jones' Locker

This post first appeared in November of 2012. The magic items were intended for the world of Weird Adventures, but could be used anywhere.


Besides the riches dredged up from the wrecks at the bottom of Dead Man's Cove, the treasure grotto of the Phantom Diver contains several maritime magic items:

Spyglass: This brass spyglass allows the user to look back into the past as well as into the distance. 1d4 indicates hours, days, months, or years into the past; d20 indicates how many, at GM's discretion.

Diver's Helmet: This antique diver's helmet smells of the briny depths. It allows the wearer to see the shades of things that have died in the area, all the way back to the dawn of life. Spirits appear almost like neon lights, translucent, faintly glowing and colorful.

Whaler's Harpoon: This antique and somewhat rusted tool has a blade strangely unblunted by time. It's a normal weapon against man-sized or smaller creatures but +1 against large adversaries and +2 against anything bigger than that.

Walrus Tusk Scrimshaw: Yellowed tusk engraved with a swirling pattern that perhaps depicts eddies and currents. When held, it allows command of pinnipeds and communication with selkies. Hungry killer whales and sharks, however, will be drawn to anyone holding it.

Monday, February 26, 2018

Weird Revisited: The Phantasmagoric Lantern of Kulu Tu

This post originally appeared in March of 2010. Kulu was the name of an NPC created by my cousin, who dungeonmastered my earliest games of D&D.

The exact number of these items in existence is unknown, but it's theorized to be less than seven. Tavern-tales attribute their creation to the infamous Kulu the Illusionist, but these devices are actually the products of an unknown--though no less malign--genius.

These devices appear like any other mundane example of the primitive slide-projectors known as magic lanterns, the only difference being there is no way to change the slide being projected. When activated by placing a candle inside, the device projects strange and unsettling images of distorted, ghost-like figures and beasts. The projected image is larger and more distinct when a magical light-source is used, like a hand of glory, for example.

The image projected is no static scene, but a glimpse of the Negative Material Plane. The longer the device is left on, the thinner the "skin" between worlds becomes until the beings, the phantoms, from that plane are able to enter the Prime Material. When seen in the wan light of the projector the phantoms are ghostly pale, but when they pass out of the projector's cone of light, they become deep, featureless shadow. Their touch drains living things, indeed their very presence can can cause the wilting of nearby plants.

When the phantoms first emerge into the Prime Material, they may be given the name of a single individual. This individual the phantoms will seek out and drain with their life-stealing touch until he is dead. The phantoms are able to travel at great speed, perhaps by traversing between points of mundane shadow, so distance is no obstacle, but it does take time for them to locate the individual (by what ever eldritch means they utilize) and this process seems to take longer for more distant targets.

If they are prevented from getting to the individual, they will continue to try to do so until they are destroyed, or they dissipate. Phantoms drawn forth by light from a normal candle or other mundane light-source can only hold coherent form for twenty-four hours in the Prime Material, and every moment spent in bright sunlight doubles the rate of dissipation. Phantoms drawn forth by a magical light-source in the lantern will last for a week, or perhaps more, depending on the potency of the magic used, but are still just as susceptible to bright sunlight.

The wise user never allows more than three phantoms to emerge before extinguishing the lantern. More than that number, and the phantoms become likely to act more willfully, killing the summoner and anyone else they find rather than heeding a command. If the lantern is left lit and unattended, phantoms will continue to emerge until the light-source burns itself out, and wander out into the world with undirected malevolence.

The lantern can be used to study the beings of the Negative Material Plane, but only if care is taken to limit the length of its usage so that no phantoms emerge.

Monday, February 12, 2018

Weird Revisited: The Wonderbuss

This post originally appeared in February of 2011. It will show up in a couple more Weird Adventures posts after that...


Magical blunderbuss-type firearms were used by some wealthy Dwergen in their early conquest of the Strange New World. The weapons gave these sorcerously inept folk help against the shamans of the Natives and the thaumaturgists of rival Grand Lludd. Today, these antiques sometimes find their way into the hands of adventurers--in this world, and perhaps others.

Though they were manufactured in a variety of styles, they’re all muzzle-loading weapons with short, large caliber barrels and flared muzzles. They all can fire relatively normal projectiles of appropriate size (provided there is gun powder) , but their real power lies in specially designed spherical ammunition called “shells.” Interestingly, it appears likely that it was the prior existence of these magical shells which spurred the development of the gun, and not the other way around. No one knows who originally designed the shells, nor for what weapon.

Thaumaturgists (with alchemical aid) can manufacture new shells, but the process is tedious and expensive, so they tend to be rare. Sometimes, a supply is found in Ancient ruins or even other planes. The shells are classified by number, which denotes their effect. All shells of the same number historically tend to be of similar appearance, and modern manufacturers have kept with this tradition. Shells don’t not require gunpowder.

Magic Blunderbuss (Wonderbuss)
Dmg: 1d10 or special; Rof: 1/2 ; Range: 50’/100’/300’

Shells: (all spell references per the SRD)
#1: appears to be a lead ball, but too light for its apparently size. +1 weapon; Dmg. 1d12.  These are 80% of all shells found.
#2: brass-appearing. Casts two shadows, one distinct the other shimmering like heat-haze. Leaves a fiery streak when fired. 4d6 fire damage.
#3: appears to be a steel sphere etched with three 7-pointed stars. +2 to hit, 2d8 points of damage.  These are 5% of shells found.
#4: glass, containing a roiling green liquid. On a successful strike creates an Acid Fog as per spell.
#5: glass, faintly glowing and warm like the mantle of a lantern. Acts as the spell Sunburst, though it misfires on a roll of 1-2 on 1d6, and only does 1d10 damage.
#6: smoked glass. Faint moans can be heard within. Target’s soul is imprisoned on sucessful hit as per Magic Jar.
#7: silver and etched with glyphs which seem to shift when its not being watched. 1d10, deals double damage to lycanthropes, and extraplanar beings of evil. These are 5% of shells found.
#8: white, with the look of fine china, cool to the touch. Explodes for 5d6 damage in a 20 ft. radius.  Sleeping near (2 ft.) of one of these shells has a 75% chance of causing a ringing in the ears (leading to a penalty for rolls to detect things by hearing) lasting 1-4 days after removal of the shell from that distance.  Wrapping the shell in cloth will prevent this effect.
#9: appears as a flawless sphere of obsidian. Acts as a Sphere of Annihilation, though it can’t be moved, and exists only for 1 round before winking out.

Some scholars believe that more shell types are yet to be discovered.

Monday, November 6, 2017

Weird Revisted: The Tintype of Dark Wonder

The original version of this post appeared on November 2, 2010. This version has been lightly modified for 5e usage:


The Tintype of Dark Wonder is a magical artifact, often discovered at a carnival photography booth or in the possession of a street photographer. The photographer will not have taken the picture himself, nor will he know how it has come to be among his wares. It’s usually sold cheaply.

The small cult who follows the picture's movements, and chronicles them in iterations of the mimeographed or photostatted tract known as The Menagerie Grotesque, holds that it has its origins in drowned Meropis. No serious scholars view the cult as anything more than a collection of crackpots, so this, like all their other claims, are doubted. What is not in doubt, however, is that the item gives the possessor control over three magical entities, but at a price.

The possessor may summon the three, frankly ludicrous, animal caricatures pictured by simply holding the tintype, looking at the desired creature, and willing said creature to act in accordance with his will. When a creature is summoned it disappears from the picture, returning only when its task is complete. The creatures will act in the following manner:

The gluttonous frog: When called the frog will follow any individual the possessor wills. It will be invisible to all with magically aided vision but the possessor. The victim will find themselves with a growing appetite for food, sex, and other pleasures. Over time, these appetites will grow increasingly bizarre. The victim will gain weight, whether eating excessively or not. Over a period of 2-12 months they will become immensely fat and virtually immobile, and entirely depraved. A saving throw will allow the victim to intuit that they are under a curse. Remove curse will chase the frog away.

The lanky hound: When called, the hound begins harrying a victim. It will only be visible to the victim, the photo’s possessor, and those with magical sight. The hound will always stay far enough away from the victim so that it is a vague shape in the distance, or perhaps a distorted figure in the fog, glimpsed by peripheral vision. The hound's presence will cause the victim increasing feelings of dread and paranoia. Within a week, they will be suffering the effects of poor sleep. Within two, they will be unable to perform in any critical situations and be essentially homebound by fear--only being able to leave with a successful Wisdom save at disadvantage. The victim seeking out the hound and chasing it, will drive it away for a time, but it will return in 1d4 days. Only remove curse or the like will drive it away permanently.

The twisted eel: The twisted eel causes the degeneration of the body of the victim, by progressive nerve death, and crippling arthritis. The victim will feel the eel's cold-blooded presence but only the possessor and the magically sighted see it. After a 1-6 days of the eel’s influence, pain will cause a -1 [disadvantage] to all roles involving physical aptitude. After 2d4 weeks, dexterity and strength will begin to be reduced at a rate of 1 point a week. Healing magic will stave off loss for that week, but not halt the degeneration. When strength and dexterity are reduced to zero, constitution begins to decline at a rate of one point a day. Once again, remove curse or the like will drive away the eel.  If the eel is driven off before a score reaches zero, it will fully heal with time.

Death of the one who summoned the creature will also end its attack. If a remove curse drives the creature from its intended target, it will attempt to attack the possessor instead, unless a successful saving throw is made. Each possessor may only summon each creature once, after that the picture seems to be just a picture....except for the untoward attention it brings to the possessor from extraplanar entities, and sorcerous collectors eager to add the tintype to their collections.

Thursday, October 19, 2017

Castle Zyrd Treasures: The Jeweled Thief


One of the most unusual treasures rumored to be have once resided (and perhaps does still) in the Castle of Zyrd is the remains of the once-famed thief, Kathulos, who specialized in the theft of valuable jewels. The archmage Zryd (so the story goes) for a time dabbled in the creation of miniature worlds within large, semiprecious stones. He would populate these worlds with animalcules and homuncules and watch their lives play out with in.

A cabal of sorcerers of Carsulth, rightly fearful of the archmage, but also covetous of his knowledge and art, hired Kathulos to infiltrate Zyrd's Tower of Magic and bring one of the world stones back for their study. The thief was supplied with certain charms to aid his trespass--minor ones lest Zyrd be alerted by arcane means the cabal all agreed he must possess--and given a substantial advance against the sum of his final remuneration to be paid upon delivery.

The existence of the jeweled statue of Kathulos argues persuasively that the initial phase of his mission was successful, but latter portions less so. The prevailing belief is that Zyrd transmuted the substance of Kahtulos's living body to ruby or something very like it it. Some legends say the thief still lives in this state, after a fashion.

It goes without saying that a human-sized statue made of gemstone would be quite valuable--an emperor's ransom--but of course the not-insignificant difficulties in carting it away are likely smaller than the attendant difficulty of finding a suitable and trustworthy buyer. The world stones that Kathulos sought are a far more reasonable prize, though the jeweled thief remains a singular cautionary tale against their pursuit.

Sunday, January 24, 2016

Select Contents of a Wizard's Spice Cabinet


Here's a excerpt from Mortzengersturm, The Mad Manticore of the Prismatic Peak: unusual items found in the wizard's kitchen:

Demonlander ground hellpepper in a smoked glass, stoppered vial. The hottest pepper in the known realms. It has a burnt smell, and even sniffing it will slightly irritate the nose.

Slow thyme sprigs in a lidded wooden vial. Slows (as spell) the person consumes it briefly to enhance the pleasure of a meal. In high doses (like all the sprigs in the container) it can keep a dying person from passing from the mortal plane for 2-12 rounds.

Troglopolitan memory bulbs in a wooden box. Pale yellow fungal bulbs from Subazurth. For most they have a light flavor of nostalgia and evoke a memory of home; for a few, they have the slight, hops-like bitterness of mild regret and bring to mind a thing left long undone.

Sunday, December 6, 2015

Dead Wizard's Estate Sale

Unusual items found among the possessions of one Lucius T. Malregard, Necromancer, following his death:

1. Jelly Monkeys candies in a wax-paper bag: These 5 colorful, gelatinous, monkey-shaped candies have been made into homunculi powered by blood. A pinprick drop of blood in the “mouth” of a Jelly Monkey will animate it for a day and place it under the command of the person whose blood fed it. The monkeys are able to report what they see and hear, though their intellects and vocabularies are limited. If the candy is eaten, a person will experience everything the monkey did that day. The more blood fed to the monkeys (or that they illicitly consume), the larger they will grow--and the more willful they will become (though the changes take time and will not immediately be apparent).

2. Human Skull: An adult human skull with a separated calvarium. If a candle is placed inside, and the skull is in darkness, flickering black and white images (like a kinetoscope) are projected from its eye sockets. These images are essentially clairvoyance (as the spell)--if a specific location is requested (aloud) of the skull. Otherwise, they are random and may be from anywhere in the world. Every night at the stroke of midnight, the skull laughs loudly and says: “Oh, for Heavens sake, Ormsley!”

3. One Past Midnight Man: Selected Recordings: A box of 3 10-inch phonograph records emblazoned with an image of an old-fashioned minstrelsy performer: the One Past Midnight Man. If any of the records are played, strange and backwards sounding voices can be heard overlayed on the primary recording. Upon completion of an record, a 10-inch tall man dressed like the figure on the cover will appear, only he is not in embarrassing blackface, but rather his skin is an unnatural inky black--as if made out of night, itself. He can teach any spell of the necromantic school (and likely others)--for a price.

4. Obscura gossamer: Wound around a bone spindle, is a black and silken, rough outline of a human. In fact, it is a human shadow that if attached to a new host (this process is unknown) obscures the wearer in such a way that they are hidden from magical and nonmagical attempts to find them (short of a wish). People can interact with them normally (if they draw attention to themselves) but won’t remember doing so within minutes. Attaching the shadow is likely permanent.

5A murder’s last breath in ether: A brown glass bottle containing the dying breath of notorious mass murderer Eldred Toombs. Inhaling the mixture infuses the user with a murderous impulse and the abilities of the maniac template for 1d4x15 minutes. The bottle contains approximately 10 inhalations.

6. Demonologia Sexualis: A leather-bound copy of the infamous tome detailing the perversions and sex magic rituals of the beings of the lower planes. Possession of a single illustration is probably enough to get one arrest in most jurisdictions. Many demons and devils are willing to barter a service for a copy. There are no doubt dubious advantages to actually reading the tome, as well.

7. Tape recording of an unknown language: A reel to reel tape labelled: “Sample 13.” The language is unintelligible (even with magic), but the malevolent memetic entity inhabiting the strange, sing-song tongue can infect the brains of listeners. It will attempt to possess the most intelligent individual within hearing range. On a failed saving throw, it takes command of the person's body for a period 1d20 hours. Then, a series of seizures will signal the brain’s rejection of the alien presence. Any time period greater than 5 hours is likely long enough for the entity to launch itself into the astral plane. The entity can be trapped in the host by magical means and induced to reveal what secrets it possesses before the host dies (1d4 days).

Monday, August 4, 2014

Drive Box


Drive boxes or drive cubes are highly sought after artifacts of the Archaic Oikumene. They are sometimes salvaged from the wrecks of old ships. These cubes vary in size, but most are around 12 cm. When inactive they absorb virtually all the light contacting their surface, and so appear black like a void in the universe. When activated, a box will turn translucent and sometimes pulse with color. At all times they are cool to the touch and the texture of smooth plastic. They're heavier than they appear, but usually can be carried in one hand of a standard-muscled baseline.

Drive boxes are so named because they are used to control starship reactionless drives. Like most devices of the Archaics, drive boxes contain hypersapient ai with no sense of self, dedicated to the operation of the drive. The boxes are "plug and play" to the extent that they contain the knowledge necessary to build a reactionless drive, given a link to a fabricator and the necessary raw material. The box will then integrate with a ships systems to run the new drive. It will not upgrade structural deficiencies in the ship that will would lead to a catastrophic failure if the drive is activated, but it will warn of these sort of issues and will not activate the drive.

Attempts to hack drive boxes are always thwarted by the box's mind (who is able to mimic self-hood for lower intelligence beings). A drive box can be destroyed utterly, but attempts to physical disassemble one only trigger a catastrophic reaction in it's presumably femtotech circuitry that leads to it fusing into a block of inert matter.


Spacers' legends tell of drive boxes, deranged by long disuse that do develop senses of self and become sadistic and even murderous. More than one "ghost ship" story begins with the initialization of a new drive from an insane box that dooms the crew to an endless flight.

Thursday, June 12, 2014

Artifacts Amid the Strange Stars

Items rare and valuable--if they even exist:

gravid war womb: A central relic of the Sisterhood of Morrgna, these living nano-assembler/bio-computers are able to birth an entire Sisterhood hive, given enough substrate material and time. Though descriptions are likely unreliable, they are said to be spheroids of organic composition with a surface divided in hexagonal and pentagonal areas about 38 cm in diameter. No war womb has been deployed since the time of darkness following the Great Collapse, though barren husks have been found over the centuries.

Mnemosyne leaf: Certainly large leaves of the great choral trees of Dodona in the Coreward Reach are rich in their neurochemical memory, which includes thoughts gleaned from the minds of sophont visitors to Dodona then shared through the trees' songs. Ingesting a properly prepared leaf will allow a psi-sensitive individual to search and experience the tree's memory store. The leaves can also be prepared in a way that allows them to be smoked. The memories can be experienced this way by non-psis, but the visions are more haphazard and uncontrollable.

strangelet bullet: Despite it's name, this legendary planet-killer weapon is actually the payload for a missile warhead. Freed from their containment on impact, the strangelets will convert any ordinary matter it impacts into strange matter.

zurr mask: The appearance of the ancient and engimatic zurr is only known from their iconography, where they are always depicted in nonrepresentational masks. Items purported to be zurr masks or fragments of them show up in auctions or museums from time to time, but these to date are of disputed authenticity or definite forgeries. These archaeological treasures have a lurid reputation in the public imagination due to memes derived from popular horror sims over the last few of centuries. The stories say that each mask is actually the soul of the zurr who wore it.

Monday, October 14, 2013

The Crystal Obelisks

The crystal obelisks are anomalous artifacts commonly associated with the Hidden Land. The most famous and enigmatic of these is the so-called Graydon Obelisk, though a similar crystal (an anonymous gift) resides in the collection of the Smithsonian's Department of Anthropology. Both these crystals and others rumored to exist figure prominently in Fortean and paranormal lore.

The account attributed to John Richmond Graydon (but only surfacing after his death) asserts that he found the crystal on a skeleton garbed as Spanish conquistador in the Sierra Madres. He describes the crystal psychically projecting voices and visions of another world into his mind. He came to understand the crystal was part of a control mechanism. In a trance-like state, while under the crystal's influence, he produced a crude map of the Hidden Land, the area maintained by this mechanism.


Graydon relates that those who have been to Hidden Land and returned confirm the existence of larger crystal obelisks: perhaps 16 ft. tall, and 4 ft. wide at the base in remote places in the Land. Sometimes they appeared are normal, cloudy quartz crystal, but at times colored pulses of light appear inside them. They provided some influence over weather and even astronomical phenomena--perhaps even time and distance. From his investigations, Graydon believed these to be part of system of smaller obelisks--most of which had been swallowed by the jungle.

The builders of these crystals and the grid they form are an enigma, but at least one of Graydon's correspondents attributed them to the Nephilim of Genesis. Graydon's account is conflicted in regard to whether these giants still exist.

Graydon was found dehydrated and dying from a spear wound in the Matto Grosso in 1908. His appearance (and eventual death) in Brazil presents something of a mystery as he dined with acquaintance in Tucson just two days earlier.

Sunday, March 31, 2013

The Maze


The so-called Apotheosis Maze is an ancient structure of great power. It sits on an all but lifeless world on the seldom-traveled fringe of civilized space, yet still it draws visitors willing to accept it’s wordless challenge: Find the path through and perhaps attain godhood.

The maze covers nearly 20,000 m2. From a distance, it appears to be made of marble. Closer inspection reveals the material has an iridescent, oil-slick sheen when the light hits it right. Scanning reveals it to be much more than simple stone: There are patterns in its structure at the picometer (and possibly smaller) level: circuits repeating. The maze has a psionic presence, too--like faint, whispering voices in an adjacent room.

It’s said that no known weapon can damage the maze’s structure. It is uncertain whether anyone has ever actually tried. The guardians of the maze move quickly to stop any visitor who attempts violence against them or the maze. They wield quantum weapons, that are powerless cubes outside of their hands.

The guardians are tall, robed humanoids with enlarged craniums and skin as black as starless space. There are always three, though perhaps not always the same three. Their primary task seems to be to decide who may walk the maze from the supplicants present. They never allow more than five in, but the number varies; they often select fewer. Those they choose must divest themselves of weapons, equipment, and uplinks, and don simple robes before entering the maze.


Despite the fact that the maze is open to the sky, no one has ever been observed traversing it. It would appear that the maze's interior exists elsewhere. The vast majority of those who enter the maze never emerge. In fact, there is no recorded instance of anyone emerging--but many stories exist. All the stories suggest sophont beings who walk the maze transcend in some way--perhaps even to godhood. The hyehoon faithful believe their Mother Creator, Anat Morao, walked the maze before ascending into heaven where she continues to watch over her children. Some versions of Instrumentality doctrine mention attempts to walk the maze, either praising or condemning them. A conspiracy meme during the Radiant Polity held that the first psi mutant (an immortal being of immense power, supposedly) was born of a pregnant mother who had walked the maze.

The legends keep people trying. Some attempt to hedge their bets by finding a map of the maze. Such maps surface from time to time--and people have killed to get them--but as far as is known, they've all turned out to be fakes. A rumor current among spacers is that there’s a mendicant on a backwater world called Oriax, who carries the map (perhaps unknowingly) in his brain, but few have been able to locate the planet much less any miraculous vagrant.

Friday, December 14, 2012

Secret Santicore: Paradoxical Daemons

Dallas M. asks for "an encounter based around a paradox." Through the magic of Secret Santicore, Gus L obliges: 

It's a fact known to devotees of the forbidden arts, cultists of the Church of Starry Wisdom, Psychonauts and others that have congress with entities and powers from beyond the realms of normal space and time; that the mundane world (despite its seeming absurdity) is an ordered realm amongst a vast sea of chaos.   The entities from the other worlds (especially those devoted to chaos and strife) despise the orderly nature of the commonplace universe.  Often when these creatures find their way through the veil of worlds they simply rampage, but others are more subtle and fond of paradox as the paradoxical reveals the universe's ultimate disorder and the futility of logical categorization.  Below are a few potential encounters with these paradoxical daemons and their handiwork:

Bridge - A stupid and malicious fiend by the name of Buri guards a narrow bridge over a torrent and asks the question "Answer me! Will I fling you from this bridge or let you pass? If you tell the truth you will go unmolested and if you lie I will dash you into the torrent below."  Of course Buri has no interest in letting anyone pass unmolested. If the characters answer his question saying he will allow them to pass the fiend will laugh, call them liars and fling them into the water preventing passage again even when they survive the torrent.  When he is in the right Buri is filled with supernatural strength and extremely powerful.  However, should the characters tell the “truth” that Buri will not allow them to pass, his power will be drained, as he can neither fling them into the torrent due to the truth of their statement, or allow them to pass as failure to hurl down the characters will transform their truthful statement into a lie.  Buri may be easily passed while he writhes in confusion, but will eventually figure out that to make the paradox work he can simply fling the characters into the water after they pass, though of course his power will be much lessened and they will have bypassed Buri at this point.

Sometimes a related, and even less intelligent, crocodile headed demon kidnaps children, damsels, youths or party members and offers to return them to someone who tells the truth to the question: “Will I refrain from eating my captive, and return him?”


Box - Some Daemons prefer traps and signs to direct intervention in the mundane world.  A common form that such paradoxical artifacts take is the twenty-two clasp box.  A chest of about 3' square and made of polished, engraved and detailed steel, with twenty-two locks on its front.  Each lock may be picked as a normal lock, but for every second failed picking attempt all previously picked locks will close and a blade, spike razor wire whip or saw will flash outward from the box inflicting minor injury to the thief attempting to pick it.  These traps are so numerous and cunningly laid that it is impossible to detect them all and a new one will be triggered with each failed picking attempt.  The box may also be smashed open, though doing so will require a blacksmith's shop and several days as the walls of the chest are almost a foot thick and lightly magically warded against direct attack.  Opening the box by force will destroy it completely. Beyond picking all the locks or forcing it open the box of twenty-two clasps can be opened only with it's bejeweled, solid gold key (which is valuable but certainly not worth the trouble of the box).  This key is always the only item within the box when it is discovered.  Magical attempts to bypass the locks (such as Knock or Dimension Door spells) will transport the caster and anyone within 20' of the box into a chaotic labyrinth guarded by the daemons who created the box, with the box key (and a portal back to the mundane world) at its center.

Should a character open the box without destroying it they will undoubtedly be frustrated to discover that the box's key is the only thing within; however, the box itself is a valuable extra-planar artifact and extraordinarily secure.


Beast – Taxidermy of Animalia Paradoxa or contradictory animals, are sometimes created by daemons of paradox, or animated from taxidermy chimera created by mortals.  These creatures tend to be found in the back rooms of dingy museums, as part of the wunderkammer of dissolute nobles,  decorating mad kings' treasure hoards or in the dusty laboratories of powerful sorcerers.   Each Animalia Paradoxa is unique (though several similar ones have been reported), but all appear and react generally the same.  An Animalia is a taxidermy, and usually a poor one, a assemblage of several quotidian beast masquerading as a magical one, or more rarely the remains of magical beasts stitched and stuffed into the shape of an unremarkable creature.   In every case the farcically bad taxidermy sits inanimate collecting dust until anyone within its ear shot (50' or so) remarks that the taxidermy is “fake” or was never a real animal.  Doubt of the Animalia's authenticity animates it into a violent frenzy where is rips and maims all life it can find for several hours, even after the original doubter is deceased or fled.  Animalia vary greatly in size and level danger, but all are immune to non-magical weapons, cold, electricity, poison and negative energies.

One of the most famous Animalia Paxadoxia, which has so far escaped destruction and left a wake of death behind it, is the four headed “weasel hydra”.  This monstrosity appears to be made of the stitched together skins and bones of several giant weasels, standing about 5' tall.  When aroused it attacks with its four malformed weasel heads and numerous claws, biting and tearing with all the ferocity the weasel displays during life.  Worse still, the interior of the creature is infected with a mold that produces hallucinogenic spores and the weasel hydra will blast a toxic cloud from its mouths  while it attacks, driving its attackers into madness and confusion.

Friday, November 16, 2012

Mail Order Magic Item: The Horror Mask


This is another of those minor magic items that occasional shows up for mail order, supplied by sources unknown (and possibly extraplanar) for some inscrutable purpose.

When worn, the mask is unsettling beyond its appearance alone. Any creature below 5 HD viewing it must make a saving throw or be shaken and at a -2 to all attack rolls or saving throws. Even if a saving throw is successfully made the wearer is better able to intimidate those they deal with (bonus to reaction rolls to do so).

There is a 10% change (cumulative with each wearing greater than 5 minutes) that the mask will somehow become affixed to the wearer's face and only removal by magical means.

Monday, November 12, 2012

Blank

"The Blank" is the name given to an individual (or more likely, a series of individuals) responsible for sporadic crimes in the City. The Blank appears as the outline of a person; otherwise they are completely white and featureless, like a figure left unfinished in the painting of the world.

In addition his unusual appearance, the Blank is resistant to harm and capture. He walks away from gunfire or other assaults that should have been fatal. Magic likewise seems unable to effect him directly.

What is unknown to the authorities (and perhaps everyone but the person who currently has it) is that the blank effect is the result of a magic item:  A silvery dinner suit, flashy like something a stage performer might wear. When the suit is donned, the person wearing it can watch in a mirror as they "fade" into the blank.

Attempts to discover the suits origins prove fruitless. The tag is worn, but appears to list it's manufacturer as "NOX." No clothier of that name is known.

In addition to making the wearer unrecognizable (and having the side effect of distorting their voice), the wearer has AC 0 and takes half damage from any mundane weapon. Magical weapons deal "normal" weapon damage without any bonuses. The wearer is also immune to any directly aimed magic. Magics that deal damage through a physical effect (like a fireball) can effect the wearer at half damage.

While wearing the suit an individual is able to perceive the etheric layers of the Material plane and with experience, the near Astral. The kaleidoscope of lurid colors and outre images can be highly disorienting until a wearer become use to it.


Friday, November 9, 2012

The Midnight Hour


The Midnight Hour is a stolen fragment of time: 60 illicit minutes secreted away in an antique pocket watch with a "man in the moon" hunter case. The captured hour is from eleven to midnight, hence the name.

The watch doesn't keep regular time. Instead, when the watch is wound, it uses up the stolen minutes. The user does so by winding the watch, closing it's lid, then re-opening it. Until the lid is closed again, the watch ticks down the captured hour. Though the hour proceeds normally for the possessor the world beyond is at a standstill, frozen in time. Frozen except for one thing: The sky turns to night for the duration of the watch's operation.

If the stories are to be believed, it pays to be cautious and only use a minute or two at the time. Weird things from the Astral Plane seep in between the moments as the Midnight Hour slips by.  They're drawn to the watch like moths to a flame. They have strange names: the Velveteen Horror, the Creeping Doomster, the Loneliness That Grins, Something Ugly, The Hole in the All, the Pain that Remembers, the Silence Between Sobs, She Loves Not--and others, found in obscure texts. No one has ever seen one and been able to describe it beyond vague, fear-informed impressions. Those owners of the watch they get a hold of are never seen again in living human form.

The other caution given regarding the Midnight Hour is that every minute used is an hour taken off the possessor's life. These are not just shaved from one's last days; they are sometimes pivotal moments, perhaps, taken from random points in a person's life. To use the watch is to gamble the time it grants against what might be lost.