Jun 28, 2014

The sand lung in Bandar Karahc

In the outskirts of Bandar Karahc you may find a building resembling a bowl turned upside down. It's covered with rusty plates, like a quilt, and it got exactly one entrance in the form of a small hole in the side, big enough for an adult to enter.

Anyone entering will find themselves following a winding, dark tunnel, sloping downward. At the end of the tunnel is a vast shaft, conical and seemingly bottomless.

Every ten minutes, the void fills with sand from the bottom up. It takes around two minutes to completely fill the space, after which the sand slowly descends again into the darkness.

This strange building is in fact the left lung of an interstellar, humanoid machine race.

These robotic creatures travels through the empty space looking for things to do. Although immortal, old age and the occasional plunge into planets' oceans makes their joints rust, leading to the inevitable and complete dismantling of themselves.
When this happens, their body parts spread across the universe, still functional; an arm may go into orbit around a planet, the head ends up in a sun, while the beating heart with its strong pulses may attract thousands of winged creatures from the reddish deep space.

Bandar Karahc got a lung. There are worst parts to get.

Jun 20, 2014

Mawmag



Mawmag, Satan's spies. Save vs. Poison or catch compulsive staring for 1d4 days. Cuddly as hell.

May 4, 2014

Some spells

Trigger
You force the target to release a memorized spell immediately, equal to half your level (rounded up).
If the target doesn't have any spells of that level memorized, step down one level (and so on).
To determine which spell to release, look at the first letter of your character's name (e.g. if your character's name is "Göstaheim", find the spell that starts with the letter g).
If there's no match, continue with the next letter (and so on).
If the spell needs a target, roll 1d6: even numbers is you, odd is the caster himself.


Glue
Same procedure as above, only the randomly determined spell is glued to the next spell the targeted wizard casts (e.g. it will be cast at the same time).
Lasts an hour.


Embodiment
The next spell the targeted wizard cast will manifest itself as a naked humanoid, armed with a weapon (see table below). It's possible to fight this form (or even outrun it). If it manage to hug its target, the spell's effect takes place as usual. The humanoid have initiative and should be treated as a NPC, but it will only live to touch its target.

Type of  weapon is based on the spell's level:

  1. Club
  2. Broken dagger
  3. Rusty sword
  4. Whip
  5. A crude woodcutter's axe
  6. Spiked shield
  7. A scythe, blade broken
  8. Spike club, black
  9. Nothing
The humanoid form is affected in some ways by the spell it represents: engulfed in flames when dealing with harmful spells; healing spells turn the body into an aquarium; druid spells make the humanoid move slower and heavier, and so on.




Apr 26, 2014

The Djinnbusters of Bandar Karahc

The desert town of Bandar Karahc is home to many strange things, one of them being the so called djinnbusters - ghost hunters of the dunes.

They're not organized.
It's not a cult.
They're not even particular good at what they do. They just happen to own an oil lamp that can catch nasty djinns.

A djinnbuster's oil lamp is his most important tool, but it's far from the only one. You see, catching a ghost is pretty simple: point the nozzle at the djinn and rub the lamp's body until the ghost is sucked inside.

Of course, first you'll need to find the bloody thing (I dare you to find an invisible djinn in the vast al-Musahhar desert).

Then, you'll need to prepare it. Preparing a ghost is what weakens it, and as all good djinnbusters know (e.g. all four of them), you can only catch a weakened ghost.
Some things known to weaken ghosts are:

  1. Burning incense
  2. Reciting poetry, telling jokes but leaving out the pun, crying
  3. Dancing, clapping hands, spinning around
  4. The sheer sight of wealth (and plenty of it)
  5. Anointing, smearing it with fat mixtures
  6. Chewing on your beard
Note: one djinn's weakness is another one's strength. The late djinnbuster Hadar abd al-Makul used to smear his body with almond oil to weaken ghosts (most djinns are allergic to nuts for some reason). That is, until he met the marid Halaba, who swallowed him whole thanks to the lubricant.

Learning the weaknesses of a ghost is what makes a good djinnbuster, and takes time, especially if you need to recite a special piece of poetry that the djinn hates, or burn a particular type of flower in its presence.
Or, you could gamble, and just throw a handful of dates at it and hope for the best.

After you weakened the ghost, rub your lamp and stay close to the ghost. If all goes well, the ghost is captured inside the lamp, immediately turned into fuel.

It's not the size of the oil lamp that determines how much fuel (e.g. captured ghosts) it can hold, but its quality in terms of material (clay, stone, bronze, gold, etc.), embellishment (carvings, gemstones) and sentimental value.

The most standard, lowest quality djinnbustin' oil lamp can hold roughly 4 units of fuel (+1d4 units/decoration that raises its quality).

The amount of fuel a djinnbuster can get out of a captured ghost is likewise determined by the quality of the djinn. Start with a base value of 1d4, and then add accordingly:
  • Size:
    • Capturing anything smaller than the size of an human adult is like pouring flour in your fuel chamber; it will just turn to a thick dough and you'll have to throw away the lamp.
    • Other than that, add 1 unit of fuel per wow-factor regarding its size
  •  Abilities (flying, shape shifting, invisibility, etc.):
    • Add 1 unit of fuel per ability
  • Age:
    • Juvenile: these ghosts are more trouble than they're worth (no extra fuel)
    • Old djinns: for every wow-factor regarding their age, divide the total amount of fuel by two. This is because their ectoplasm is going stale
    • Other than that: 1 unit of fuel

If a djinnbuster captures a ghost whose total amount of fuel exceeds the capacity of the oil lamp, one of several things may happen:
  1. The djinnbuster is possessed a number of days equal to the excess (e.g. capturing a 5 fuel djinn in a lamp with only room for 2 more units causes the djinnbuster to become possessed for 3 days)
  2. (If the lamp isn't empty) Fuel equal to the ghost's value is sucked out of the lamp, creating another djinn of equal strength on the spot
  3. The excess is stored in the djinnbuster's body: during the next couple of days (equal to the excess value), a new minor mutation occurs
  4. Lamp explodes, spreading fuel everywhere. Stained objects become animated

To empty the lamp, the djinnbuster must burn the fuel during the night time (1 unit of fuel/hour). You may also do like the legendary Fatima al-Sabiha and drink the contents; to this day, people still claim to see her drifting across the sky.

Mar 8, 2014

One man's loss is another man's gain

The ectoplasm of some ghost goes stale over the years, turning them into white, opaque, motionless objects. Giants sometimes use these as replacements for missing teeth.

Dec 28, 2013

Non-physical swords

Ethereal swords that harms spirit and mind, but leaves the body untouched.

Roll to hit as normal, but for target AC use the attribute that the sword targets. 

To create a sword, roll for appearance (two rolls), attribute and effect table (depends on attribute).

Appearance (roll twice; start with a standard sword)
1. S-shaped blade
2. Blade is like a wedge
3. Jagged
4. Blade is swirly, and engraved with a moral story
5. Blade is composed of stacked V:s (e.g. no pointy end)
6. Two thin, parallel blades
7. Filled with letter-shaped holes
8. Blade always seems to be pointing at the viewer, no matter the angle
9. Hilt is a living rodent
10. In windy places, the sword whistles
11. Blade is the length of a dagger, but the hilt is the size of that of a two-handed sword
12. Blade is impossible to sheathe


Targets this attribute (look up exact effect on its table below)
1-2. Intelligence
3-4. Wisdom
5-6. Charisma


Effects on hit: Intelligence
1. Releases one random spell (if applicable; otherwise nothing happens)
2. Target may only speak in verbs
3. Target's next move will be irrational and not very well planned
4. The common tongue is no longer understood by the target
5. Bleeds intelligence points; one point is lost per round (save ends; can't go below 3)
6. Target gets lost in an old riddle s/he suddenly remembers (save ends; unable to speak/react/move unless struck physically)


Effects on hit: Wisdom
1. Target gets a false memory about his/her current whereabouts; s/he will feel very strongly about it
2. Will only notice every other person in his/her vicinity (save ends)
3. Attacker shares one slice of his/her own wisdom, that is diametrically opposite of what the target believes in
4. Lose faith; start crying (save ends)
5. Lacunar amnesia:

  1. Memorized spells are forgotten
  2. Attacker is forgotten
  3. Current objective is forgotten
  4. Own name is forgotten

6. Everyone's a stranger; every new face is a possible friend


Effects on hit: Charisma
1. The next person the target talks to believes s/he is lying
2. One random hireling/henchman of the target suddenly feels disgusted by his/her presence; will leave next night (50 % chance will steal something as well)
3. Turn undead will attract instead of repent
4. Target's party believes him/her to be a traitor of their current cause
5. 1 point of Charisma is spilled on the floor; it materializes into a ghastly rat and runs away unless the target manages to catch it (which will restore the lost Charisma point)
6. Every word that leaves target's mouth annoys the receiver (save ends; annoyance may build up to violence if going on for too long)




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