Showing posts with label places. Show all posts
Showing posts with label places. Show all posts

Jan 1, 2025

Well of Future Skydropped Things

Somewhere in a forest, in the middle of a ring of mossy stones, there's a crudely built well, in which people have been dropping things for centuries.

Staring into the well you'll only be greeted by darkness.

For it is not a normal well, but rather a hole into the undetermined future.

When you drop something into the well, it will disappear into the darkness - only to be dropped on you from high above in the next 3d6 days.

It will land 1d6-1 meters from your current position (e.g. zero means ON you).

The well is roughly one meter across.

Jumping into the well yourself will mean one of several things:

  • Worst case: you'll die of starvation before reappearing in reality again
  • Best case: you'll drop from high above the next day, hopefully NOT landing on any rock
  • Not worst case but not best either: you'll drop the next day, but drop zero meters from yourself, resulting in you falling into the well AGAIN


Dec 8, 2024

Spells are fish and caught in the Sea of Opportunity

When a spell is cast and thus exhausted - wherever, whenever - it materializes as a fish in the great Sea of Opportunity.

It's a pretty big sea, probably the size of Vänern.

When a wizard needs to learn new spells, she needs to go fishing in the Sea of Opportunity.

The wizard's staff serves as a fishing rod. All they need to is to tie a line to it; the quality of the line determines the level of the spell.

All fishing wizards are grumpy.

 


 

Sep 14, 2021

Literal Swedish translations makes a tiny location table

  1. Perch swamp
  2. Heritage bud
  3. Children lake area
  4. Fire croft
  5. Fog home
  6. Mire bay
  7. Beauteous oath
  8. Father's croft
  9. Tranquillity home mountain
  10. Free hammering
  11. Wife reverse
  12. Bird bay
  13. Pelt swamp
  14. Pelt rapids
  15. Old string
  16. Goat mountain
  17. The stew
  18. Double cream island
  19. Green nock
  20. Shark croft
  21. Hand beer
  22. Ocean rock strait
  23. Weekend island
  24. Whole ridge
  25. Home lake
  26. Side stitch isthmus
  27. Heave island
  28. Hear village
  29. Gust end
  30. Mud live
  31. Ice branch
  32. Ice take village
  33. Hunter's know
  34. Wolverine swamp
  35. The man bed
  36. Wedge
  37. Nugget mountain
  38. Charcoal bay
  39. Cross hill
  40. Cow bay headland
  41. The king's bed
  42. Randy bad
  43. Crone island
  44. Source ridge mountain
  45. Flesh tag
  46. Stock rapids
  47. Famine
  48. Look for rapids
  49. Suffer croft
  50. Little forest
  51. Lime tree island deep
  52. Goal meadow
  53. Light water
  54. The calm
  55. Trickster headland
  56. Tall ones rode
  57. Tall stream
  58. Ransom
  59. Stomach goose
  60. Stomach smile home
  61. Thin
  62. Grind well bay
  63. Ant ridge
  64. Moon gravy
  65. Down village
  66. Northern stream construction village
  67. New maiden
  68. Sneeze eating
  69. Coin rapids
  70. Stick croft
  71. Pure current
  72. Travel island
  73. Pure iron
  74. Mother's wood
  75. The funnyness
  76. Field flow
  77. Rose eye
  78. Square bay
  79. Raw hill
  80. Shrimp isthmus
  81. Fox landing
  82. Red stream isthmus
  83. Smoke stream
  84. Red ridge flow
  85. Cairn tea
  86. Roared bay
  87. Hall town
  88. Make inlet
  89. One's croft
  90. Shout croft
  91. Tailor red village
  92. Blame mountain
  93. Battle isthmus
  94. The little wall
  95. Big pipes
  96. The large scythe
  97. Big harness village
  98. Tooth lake castle
  99. Crosswise rode
  100. Beer indweller

 

(Follow the Swedish tag for more nonsense!)

Dec 27, 2013

City of B

In the city of B, people adore and worship letters. Most of all, the letter B.

In the beginning, there was nothing but hope.
And then, the twice-pregnant came to B, and turned hope to land and C.
      (from the city's often wrongly cited historical ledger)

Consonants are most valued, because they are hard and indestructible like the mountains.
  • Only people of high age may add a consonant to the beginning of their names
  • The shape of the shield of the town guards reflect their rang; the closer to the letter B, the higher the rang. New recruits may only carry shields shaped like an O, probably because 1) they're supposed to do the fighting and therefore need more protection, and 2) it resembles the sound they make when fighting ("Ouw! Oof!")
  • Criminals have their names stripped of all consonants
  • The coins used are called (in order of value): boles, chives and debris, after the markings on the metals ("B", "C" and "D")

Vowels are the soft seas between the consonants. Wishy-washy things not really meant for pronunciation; more like sounds of someone breathing.

  • Children may only have names consisting of vowels. When they turn 10, they may add three consonants to their names except at the beginning (this day is called the B-day, in honor of the first consonant). At age 40 they may add additional two, or one at the beginning.
  • Most children are named after a specific thing, with all consonants removed. This is to encourage them to complete the name during their lifetime. 
  • When addressing foreigners, one or two vowels are added to the beginning of their names



Dec 7, 2013

A bunch of places and stuff

(UPDATE 2019-05-13: there's a recording of this blog post over at Blogs on Tape.)


The Bottomless Forest (area)
Woodlands. Tropical.
A forest where the inhabitants lives in the tree tops, since the roots are carnivorous.


Witch Wart (settlement)
Plateau. Temperate.
A small agricultural society built around a huge, yellow monolith. The big piece of rock is said to belong to a witch that sleeps in the ground. A rumbling snoring can sometimes be heard at night.


Mooncardigan Fen (area)
Marsh. Temperate.
A large marshland, named after the Mooncardigan that's said to originate from here (a dark blue piece of clothing that sedates the wielder). The people living here lives in stilt houses.


Lycanstorp (village)
Plateau. Temperate.
One large, perfectly round house, that actually contains several smaller houses. People suffering from lycanthrope comes here for a safe haven.


Archfoot (area)
Flat. Cold.
This area is covered in inverted mountains in different sizes. Tiny giants are living at the bottom.


Trollbanetorp (castle)
Woodlands. Cold.
A group of exiled goblins have taken this place as their home. They're trying to live like humans, more or less successfully. They hate trolls and cookies with raisins.


Onrecht (city)
Desert. Hot.
One of the three trade cities.
A filthy and dangerous city. Built in layers in some sort of limestone. Rainbow coloured togas are very popular. Veils that protect against the glare of a gorgon (see Mierenhoop) can be bought here, although they wither to dust at midnight.


Mierenhoop (city)
Desert. Hot.
One of the three trade cities.
Not a city for humans, since everyone living here stems directly from a line of gorgons. They're not evil or bad people, it's just that it's rather difficult to trade with someone without looking them in the eyes.


Weegschalen (city)
Desert. Hot.
One of the three trade cities.
This whole city is a big bank. Mountain Kings patrol the "streets", tearing apart any thieves they catch.


The Frostwave (area)
Desert. Arctic.
An enormous (several hundred meters) frozen wave. Rumor has it that there's a rich city at the very top, unaware of the world below it. Peeking inside the ice reveals shadowy figures.

Oct 27, 2013

Planet Percussion



Planet Percussion is a peculiar little planet.

It orbits the great white sun of SELWAY'S STAR.

One third of the planet's surface consists of a thick membrane, and it works much like trampoline. When this side faces away from the sun, it's pulled towards the core of the planet. When gravity's pull on the membrane diminishes, the membrane is released and great bang is produced.

Dropping things into the membrane is a popular way to shoot things into space, like rockets, waste and criminals.

Apr 7, 2013

Synopsis: A 3-D message for the kids

Synopsis
Old peaceful city in desert. 
Predicted their doom in their calender. Wanted to save something for the kids. Used arcane devices (cameras) to record a normal day in their life (in full 3-D). 

Devices uses blessed water to store information, kept in urns. One for audio, one for visual.

City and people perished. All that's left in the ruins are urns with water (tapes) and large hollow craniums (playback devices). But the water slowly evaporated, distorting the information, making them nightmare versions of what really happened.

Pouring the water into the skulls will play the scenes in full 3-D (as a hologram).
They last about 30 sec - 2 min, and will repeat forever if not poured back.

25 % risk the recordings will become aware of the present, breaking through time and space. Depending on how distorted the information is, the beings in the recordings may react hostile.

A tall pillar stands alone in the center of the ruins. Carved ideograms on its sides tells the story of the now gone inhabitants (keyed version at the bottom):







Mar 30, 2013

Tower road contains a lot of towers



A strange, winding road crammed with towers, each with their own ruler. This list contains but a few of them:

Courtesy Towers (aka Twin Bow Towers)
Two towers leaning next to each other. They are not connected. Some say it is the result of rheumatic stone, others mean it has to do with magnetism.

Why Tower
The two lovers who started building this tower got into a fight half-way. The shape of the tower reflects the iron will of them both, since no one wanted to move out.

The Grumpy Gargoyles
Connected through a narrow bridge at the top, shaped like the wing of a bat. There's a grotesque obsidian head on top of each tower, rumoured to contain 10000 bats.

Rook Tower
Fell out of the sky one foggy morning. Some say it fell of the table of two giants playing chess.

Winam Tower
Only entrance is at the top. Built of thick glass, and filled with a pale red liquid. Merpeople are said to currently occupy this building.

Star Tower
Two tiny towers (in comparison to most of the other buildings in the area), with star-shaped ornaments on the top. Home to the outerworldly molepeople.

Tall Tower (aka Upsisdon)
One of the tallest buildings in the area, but when you enter through the front door you'll notice there are no stairs leading up. The lobby contains only a trap door at its centre, revealing a darkness that smells of sulphur. Occasional screams have been recorded as well.

Jan 27, 2013

Honest Willard

Honest Willard

What: Small, single story house next to any lonely road. Four rooms of equal size: shop, bedroom, backroom (locked), kitchen.

People: Only Walter Willard, a man with a mustache. Sells curiosities from his shop, dead cheap. Everything's magical. Can't say where he got them from, though.

What's the deal with this guy: Everything he sells is magical - and cursed. There's a spinning, purple vortex in the backroom, connected to a similar shop on another plane, where a tall moon man runs a garbage disposal facility that specializes in cursed items.

What about the vortex: It's possible to enter the vortex, but years of disposing cursed items has tainted the flow, and will permanently curse anyone foolish enough to stick their thick head in there.

What about unhappy customers: Although many have wanted to chop his little head off, Willard is stuck with a Pacifist curse, making it impossible to even start hurting him. He got this many years ago when he stuck his thick head in the vortex.

Sep 16, 2012

The trapped ex-lich

Background
Everybody knows of the Ruler of the Undead and Unholy, the lich of the west. The king that rules from his necrotic land of walking corpses, reanimates and ghastly horrors. Something as simple as touching the rotting ground with your feet may result in death, or worse. That's why you'd take the long way around.

One day, a fat pigeon takes flight from the mouldy green castle placed in the centre of the land - high seat of the undead king. It heads directly in the direction of the nearest larger settlement, with a carefully folded letter tied around one of its fat legs.

A furry, one-eyed bone behemoth watches the pigeon disappear into the horizon. Birds make great stew, the behemoth thinks before returning to its black cauldron of unmentionable flesh.


The letter

To you: have you ever rescued a trapped KING? Follow the directions of the map. Find me, get me out and to SAFETY, and I'll REWARD you greatly. But HURRY!
The rest of the small letter is covered with a crude but surprisingly accurate map of the undead land, with notable land markings and suggested short cuts ("purple pit = good hiding place", "bone behemoth patrols here and here", etc.).




Potential hooks
  • The players stumble upon the oversized, dead pigeon on the side of the road. It has a letter tied around one of its legs. Animals avoid the pigeon because of its necrotic state.
  • The pigeon finally loses it and starts attacking the party until it is killed, revealing the letter. A brain parasite changed its otherwise friendly nature.
  • The pigeon is taken and eaten by a farmer's cat, letter and all. During the night, the cat is affected by magic residue left on the pigeons body, rendering it hairless the morning after. The cat is later taken by an eagle, and fed to its chick, who after the feast loses all its feathers.Two days later it falls out of the nest, hitting one of the players.
    Examining the little bird reveals that the left wing holds the letter, while the right wing holds the map, very much like a tattoo.
    (yes, this one is pretty far fetched...)


So what's the deal with this guy
Before turning into a king of all things undead, George William was a bored nobleman living in the city. He spent his days dabbling with potion making and torturing vermin.

One late evening, after losing a bet to his drunken friends, George William swallowed down a strange concoct of past days experiments, turning him into a powerful but undead version of himself: the Ruler of the Undead and Unholy, the lich of the west.

Not being recognized any more, he fled and took refuge in a deserted piece of land no one seemed to care about. Over the course of the following hundred years, he slowly shaped it into his own liking of death and decay. The undead inhabitants of his new kingdom were bred from captured farmers forced to drink his experiments.

He built his green castle and surrounded himself with strange beasts to protect him. He was untouchable, like a baby in a cradle of bone.

But one morning, the king of the undead awoke to a mirror reflection he hadn't seen in years. He had reverted back to his former self; a normal, pale 17 year old nobleman with blonde hair. He even got his pimples back.

But now he was stuck in a necrotic land inhabited by hollow monsters, that lived to serve and protect the green castle where their beloved frightful ruler up until yesterday lived.

Sep 8, 2012

Poor, haunted Frank Jr.

Setup
Frank Jr. lives in an old apartment in the city. The last couple of days, he's been desperately seeking after someone that can rid his home of the poltergeists that haunts and taunts him verbally on a daily basis.


Frank Jr.
Frank is a tiny man, living in the middle class area of the city. He tend to blend in with the surroundings. He has a red scar on his forehead, probably after bumping his head. He has no recollection of it though.

Overall, he gives a rather confused impression.


Inside the apartment
Frank Jr.'s home is crammed with old, oversized furniture and horrible oil paintings ("that's my aunty Genna - and yes, she did enjoy eating irregularly"). Most people find it hard to breathe in there.

Poor old Frank Jr. will give anyone willing to help him a tour around the apartment. The poltergeists' voices can be heard anywhere from the floor to the ceiling throughout the apartment; the paintings, the old night stand or even little candles. They never manifest physically though. It's about three or four voices.


So what's the deal with this guy
Frank Jr. worked as a full time ventriloquist, before moving to the city and getting a "real" job. One week ago, he tripped over one of his fat rugs and hit his head against the kitchen table, and passed out.

When he woke up, everything about his former talent was wiped out from his memory, although his body hadn't forgotten.

Anyone paying close attention to poor old Frank Jr. while the "poltergeists" are speaking through the paintings and whatnot, might spot his lips not being completely still. He is in fact doing all the voices, although not to his own knowledge.

Helping Frank Jr. exorcise the evil spirits will be a hard task.

Aug 9, 2012

The hungry minaret

166 metres tall, with many floors, accessible through a single round staircase in the middle.

Every hour, it cries out a random low-pitched mantra (repeated three times), consisting of three words:


Roll one die for each column, and read from left to right.

The building is basically a flytrap that uses the mantra to either attract or repel (depending on how many there are inside it) nearby creatures - charmed or disgusted by its sound.

Creatures inside the mineret will not be able to hear the booming mantra.

The mineret depends on the creatures to kill each other, so it can starts its digestion. All the rooms in the tower are undecorated (with the exception of undigested things scattered around) and unlocked - except for two special rooms found somewhere near the top: the Heart and the Mouth.

The Heart-room consists of a single locked wooden chest. Inside, a beating heart can be found. Damaging it will kill the tower.

The Mouth-room holds a single thin, semitransparent string, that runs from floor to ceiling. Cutting it will render the tower mute, and it will be unable to vocalise its mantras, and therefore be unable to eat. Over time, this will starve the tower to death.

There's also Foot-room somewhere at the bottom. It is unlocked and smells bad.