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

Wednesday, 31 July 2013

I love everything about this article.

Ken Hite has written an article that shakes every one of my mythos fantasy bells, and it makes me immediately want to throw down everything I'm doing (work, breathing, etc,) and go run a weird tales fantasy game. Since I backed 13th Age, it would be unforgivable to do it in anything but that. The article is just littered with idea seeds any one of which would spawn into a twisted bean stalk whose pods bear horrible fruit and that leads to a non-euclidean realm, home to a giant both octopus and bat.  

http://www.pelgranepress.com/?p=12008

Tuesday, 21 February 2012

Last Temple Of The Spider God

Before the rise of demon goddess of the dark elves there was a great primal spider god beast called Aranith. Ancient humans worshiped Aranith and built underground temples to it, to gain favour and protection from spiders.

The cultures that followed the spider god dwindled, while the demon goddess grew in power and sent her minions to destroy all traces of Aranith. However the god beast managed to protect and hide it's high temple, deep within the jungles of the south. An ancient clay map has somehow ended up in possession of the adventurers, that speaks of the location of the temple as well as the treasures and dangers that lurk within. Unknown to the adventurers dark elves have managed to open a magical gateway into the inner temple and are also in the process of exploring the temple from within.

The temple is a dungeon built vertically rather than not horizontally, and the party must contend with immortal guardians, mummified spiders, traps and the deadly mystic wells that are found throughout temple. Bring rope, a lot of rope.

Last Temple Of The Spider God is a high level OSRIC adventure.

Wednesday, 15 February 2012

History Of The Star Trap Dungeon

Smulhahoozin The Cowled, a primeval wizard of near godlike powers, was fighting a war against the great aberrant race in the dim depths of the past. During one of her forays into the underdark, she came across a wall of something that reeked of madness and the powers of the Far Realm. Her insatiable curiosity caused her to pause awhile to study the discovery. During this time she found the outsiders avoided the locale around the wall and because of this she built an underground fort at the site. Summoning her elemental servants to carve out much of the the rock around the wall she found it rose up further than she imagined, so she sent earth spirits out to detail the size of the barrier while she studied it further. Notorious for her impatience she never the less took her time and was careful to not let the radiant madness infect her. She summoned about her mind-mages, who were greatly disturbed by the object she now named The Obelisk Of Insanity. Some of these psionists died, went insane or were killed in mysterious circumstances while in study of the huge edifice. Eventually she gave custody of the Obelisk over to one of her thirteen daughters, Toolizith. Determined to win notoriety, Toolizith pressed ahead quickly and wantonly with further research, finally coming to the conclusion that the Obelisk could be used as some sort of cage and was built from the very stuff of the Far Realm. During this period her attendants fought battles with terrible beings that seem to slip into reality unnoticed near the Obelisk and the growing halls took on a more martial and defensive nature. Never the less Toolizith pondered what great entity she could catch and bargain with using the Obelisk. Eventually she decided to entice and capture a star being of immense power. It took a century for her preparations to unfold, during which she became more and more secretive and obsessive. It is even rumoured that she took to talking to the Obelisk alone for days at a time. Eventually her rituals were complete and as the stars aligned themselves as predicted, she rang a silver bell that called great Zhulbluhb'Tck'Nere, known as The One Who Gathers Whispers to astrologists. Surrounded by both arcane and psychic adepts, she fought a tremendous battle, both in the world and beyond but after much destruction on many planes, she willed Zhulbluhb into the Obelisk. Before she could recover her wounds and powers the soon to be god of secrets appeared with his then faithful servant and together they attacked and slew Toolizith, so that she might not learn the long forgotten whispers the star being could reveal. Events so mythically tremendous caused warps in reality and these two battles in such short periods of time created patches of magical and elemental oddity throughout the region.

Toolizith's followers were broken and fled, burying their leader in her own dungeon, setting traps and leaving immortal guards behind them as then left. Over the centuries that followed the dungeon has grown, both by those wishing to learn the secrets of it's deepest vaults and by others who use it as a home, a tomb or a hunting ground.

The Gatherer is still bound to the Obelisk Of Insanity, whispering promises to those that will listen, while the undead Toolizith rages in her tomb, waiting too to be freed.

Thursday, 22 September 2011

The Chained God's Tabernacle

In a hidden oubliette layer of Star Trap, many levels down lies a temple to the Chained God. It sits suspended in a huge cave above a black sea. Vast taut chains keep the inverted pyramid held in place. A long straight passage leads to the cave and ends where one of the chains is fastened to the rock wall. The links are twenty feet wide and where the vertical meet horizontal links odd, oversized steps are etched into the cold metal. The upper surface of the stone pyramid is bare, save for a large circular plug that must lead to the interior.     

Friday, 16 September 2011

Day Zero, mythic places, the Old Road

A great forest runs north to south much of which acts as a border between the coastal kingdoms and the empire of the sun. Rumours that the forest is haunted, plagued by goblins, spiders or woodfolk are always leveled at it. Woodsmen steer clear of it'd depths and nobody can say of anyone who ever returned after venturing into it's interior.

The forest would cause anyone wishing to travel between the north and east to the south and west a huge inconvenience, adding months onto the journey time was it not for the Old Road that runs through it, linking east with west. The Old Road is not for the faint-hearted though, as it plunges straight into the deepest parts of the forest and travellers report of strange goings on and even attacks from monstrous forest beasts and unseen foes.

The road has been there for as long as records of the region can be found. It is a single lane track, never overgrown or muddy and it avoids all but the most minor hillocks and dells. All along the route are way stones, ancient and carved into the shape of forest creature both renown and unknown. The 3ft tall stones appear neither weathered or new and are placed about a fifty paces apart. In several places the road descends underground briefly, for no more than three or four hundred paces and an eerie luminescent green moss coats the ceilings of the tunnels. 

Experienced travellers sleep on the road itself, and the journey across is a week on foot. Guards should be posted and it is best to flee any attacks that might occur, as the fauna seem reluctant to travel along the road themselves. Some say that lone travellers are blessed by ancient spirit and need never fear the inhabitants of forest. Unfortunately robbers do sometimes pray on less guarded merchants and individuals.