Showing posts with label Velvet Horizons. Show all posts
Showing posts with label Velvet Horizons. Show all posts

Monday, 19 July 2021

The Shadow Speaks

 LATEST IN THE LONG-RUNNING SLOW-RUNNING SERIES

(I lost track of whatever our format was meant to be and have started just rambling about these guys)





THE UMBRA-TECHNICAL ELEMENTAL




God damn this was a good entry. Old Patrick, how do I get that energy back?

Honestly this reads more like a Neil Gaiman story or an eldritch episode of Cadfael than something you could put in a proper adventurer. Nevertheless- all of this is related to huge buildings, specifically; ancient buildings, which are places we might expect adventurers to spend a lot of time. So there must be something I can do with it.




Agnes Miler-Parker



TOP OF THE HEAD IDEAS

A umbra-technical of ruins who remembers the old building and tries to re-create it through seduction and shadow powers - assembling lesser spirits in mimicry of old ways, maybe even a relatively safe space for small beings of less power as being part of this mummery brings you under the aegis of that potent but disordered spirit - could easily imagine a fey seduction situation where moony individuals summoned away to the ruins.

To be in love with the shadow of a place is something we would expect from poets, in fact probably a fashion - but what would it be like if the shadow of a place was in love with you? Would it try to trap you there? Maybe it doesn't care if you live or die since time means little to it and it can love your bones just as well.

(Trying to remove bones from an ancient place angers the shadow of the place which then sets its shadowy history against you).

Powers - so begin with shapechanging - a huge raptorial creature, perhaps as big and dangerous as a dragon or a wyvern, but capable of melding in and out of space according to the umbral nature of it, but add to this a kind of power of illusion, an ability to warp the vision - but let’s say also to warp the mind - to bring scenes and elements of the past to life, but only those bound to this place, and not directly from life but from their description in stone - a replication of a record of history, rather than a fresh re-creation. So perhaps the character and nature of the *artist" and the _age_ will show through in these illusions. Do you need an art historian to decipher/fight them?




Franz Schwimbeck


THEY DON'T KNOW THEY ARE ILLUSIONS

The not-knowing of self could be extended to the elemental and all its creations. Like there is something shadowy about its consciousness as well as its powers, not just a ghost or entity lurking in a place but a power that does not know it is a power - that does not know it *is* at all, with each expression believing that it is what it seems to be and is doing whatever it does for its own imagined reasons, and all of this is influenced by the contents and nature of the building - its record in stone and what the elemental knows about that record.

This perhaps explains why it can be such a seductive lover for some people, it almost has no "self" or no awareness of such, so it is totally focused on, absorbed by, the object of its attention. 



Richard Tennant-Cooper


SOME IDEAS

> Ruin the Relationship!. Hot poetic heiress "in love" with the Elemental - they want to be together so to break up the relationship you need to make them no longer in love with the building.

> Seduce that Shadow!. Someone looking for ruins or has already fond them, says they want to study the ancient carvings, paintings etc. These are long-gone but if they can find a way to summon out the elemental of that place they hope to seduce it - but it is fractured and a bit nuts.

> The Lover Without a Self. Most shadow believes it is light - is there an adventure in that? It runs towards the sun and dies. The idea of a shadow that wants to die - lets say someone either is in love with the shadow or wants it to be more stable and needs to find a way to stop it running towards the sun each morning, so you have to persuade the shadow that it is not light, but it has no name or selfhood and takes on different forms depending on the situation. Ok this was a difficult idea to put in an adventure.

> Skeletons Up To Something. There are ghostly undead knocking around the cathedral at night, walking corpses and liches doing dark rituals, but hat disappear to nothing, but it turns out that its just the elemental, but then it turns out that there are actually evil undead doing conspiracies in the crypts and the elemental was inchoately trying to let people know.

> Rambo vs the Protestants. Have to defend a Cathedral or ancient temple from religious radicals who want to smash up its images for being heretical - PCs are massively outnumbered but if they are clever they can gain the aid of the elemental which inhabits this place and it will aid them with shadowy illusions drawn from its deep memories (but they can't communicate directly, and must do so by inference with its conjured selves).

> Its a cult!. A group charmed to the service of the elemental but they think its something else (and so does it) like a mysterious goth cult or something.

> Child of Stone - or more really child of the memory of stone. Some.one born of the union between an elemental and a woman - they have nebulous but highly situational shadow abilities, are massively drawn towards this particular place and strange dream-memories of being a building for 5,000 years. They actually know quite a lot of history though they don't understand it. The Hook? Maybe they are a noble, a future King or Queen and them being a massive wierdo is going to cause problems for the Nation. Can the PCs do something about it?

> There's a ghost of some old dude, we can't banish it, please investigate. [It’s the Elemental who in that form, _thinks_ it is the man, or even the ghost of the man], to get rid of it will you play along or do something else?

> The shadow that fled to the night and returned. The Shadow elemental of a place suffered somehow, or its building was changed, so it fled into the night and changed, becoming something more aggressive, savage, consuming and powerful, now it returns to the bones of the place that was changed and this now-modernised building is draped in the shadows of its ancient past, even silhouettes of things that are no longer there - people being taken in the half-dark, others being seduced and compelled, epidemics of blindness, only the undead in the walled-off crypt actually remember or understand what the threat is.

> Art Crime. The shadows that loved beauty - some building or place where its said to favour the beautiful and make them even more so, like if you are a hotty then if you go there you will be well-favoured, a fashion for high status women to be painted in this place, even though its not really for that - whole deal where you have to break into this cathedral, get this fancy woman and the artist in (maintaining their dignity, you can't just cart her over the wall), and distract the guardians of the building for as long as it takes the artist to paint her face at least - but you have to do all this non lethally, harming no-one, not offending the spirit of the place and also not irritating or annoying the principal, a kind of highly specific art-crime if you will.

> The Invisible Man - they want cycles of things repeated - perhaps one actually has a formal role within the maintenance of a great temple, and the hierarchy even knows they are a shadow elemental, though they do not - there is an office, an expected series of responses and interactions with others during certain hours but the rest of the time they simply 'don't exist' - in fact they become, and are, the shadows of the place and so in a sense know all that the shadows see - the enemy of the PCS is an "invisible man" who isn't even real and doesn't know that - or maybe that's the quest giver and the rest of the clergy know but they themselves don't - the missions are all about preserving the cathedral but "in disguise" so that’s not always obvious.


Thursday, 10 June 2021

The Ungulix!

What are these posts even? They started out as Scrap doing reasonably sensible hooks and have decayed into me just ranting about the monster in question...





Never mind, whatever I am doing, I shall do. let us move on to... the;


hre




What qualities are mentioned in their description;

- No-one believes they are real, (only the writer of the text, Juglangsing Leptoblast, believes in them).
- There is no record of them anywhere.
- They are compressible winding creatures, tractomorphic, about a wolfhounds size in strength.
- Like a big lizard plus a rabid dog.
- Sharp spines, but these also bend.
- They have clawed feet - these extend and rasp when hungry, they also grasp the ground to keep the Ungulix attached.
- The Ungulix has a maddening crazed head, its eyes are oddly coloured pearls.
- They are coloured like a diseased dirty dove.
- Their presence brings a ruined air blotchiness or spattering of space, with inversions of light/
- THEY COME FROM BELOW. Specifically, from under beds and wardrobes, bookcases, things like that. Reading into it, it seems like there needs to be at least some space for them to come from, its not clear they could come from beneath a carpet or a dropped sheet of paper. And the thing they are coming below seems to need to be some kind of discreet object, or at least not something utterly huge, amorphous or super-small.
- They exist under inverted gravity, their up is our down etc. If they fall up into the sky they disappear.
- They come when you are drunk (or perhaps otherwise disordered).
- "imagine secret wolves"
- If they miss you once, they come back.








Whatever reality powers they have, they know when and how to attack only those who will not be believed, (maybe this is a quantum entanglement attention thing). They need prey, and they can go anywhere, so long as they come "from below".


so the qualities they need to "find" are


1. Prey, (preferably human it seems though who knows)
2. Plenty of accessible 'below spaces'.
3. A roof or something to stop them falling into the sky.
4. A "lack of attention". This could mean drink or drugs or witlessness
could it mean sleep, this is a difficult question. Maybe they need some specific brain activity - so if you fall dead asleep, into REM sleep, they can't do anything, they need you in the "in-between" world.
5. A clear fate line. As they are outside time and space, maybe they can only enter timelines or fate lines, strands of causality where they can be certain they are never confirmed to exist... (Yet if they can perceive timelines from the outside its clearly not well enough to be certain they will catch their prey, unless they are playing very five-dimensional chess every time they hunt.



BEARING THIS IN MIND


- Taming the Ungluix

What properties might a captured, tamed ungulix have? Could they even be tamed in any way which make sense to us? Trapped in a glass sphere perhaps? If they can't be known to exist what does a "Tame Ungluix" even mean? An imaginary hunting dog "owned" by a half-mad drunk who wanders the roads, and no-one has ever seen his "dog" but anyone who messes with him tends to go missing.


- The Parts of the Ungulix

What if you get a tooth, some bones, those strange eyes - they are wonderous things. By their very nature the world cannot accept that they are pieces of 'The Ungluix' because the Ungluix cannot be known to certainly exist) - so perhaps they are permanent zeros in the world, JOKERS IN THE PACK, and if you get your hands on some you can almost force them to be what you need, so long as it makes sense. I'm imagining here something like a PT Barnum Exhibit, but its actually from a real impossible interdimensional predator but it seems to be almost anything, or everything else, including a ginned-up fake, but perhaps whatever you can persuade people it is.


- Those being Hunted by the Ungulix

What could be done with someone being hunted by the Unglulix? The only way to save them is to get them off the sauce - or drug they are on, or heal their mind, in which case they may well decide that they were imagining the Ungluix all along.

People don't believe the Unglulix is real. That doesn't necessarily mean they don't know about the Ungulix at all. Perhaps the culture has adapted and regurgitated the Unglulix concept, the idea of them was immediately absorbed from Leptoblast and turned into a 'meme', being - the Unglix is the monster that old drunks think they are being hunted by when they fall over or go into rages - like a version of 'pink elephants', so that if someone turns up and says they encountered the Ungulix, well its ridiculous, sad and a little pitiful and look at the mess they made of their walls.


There are a range of ways the PCs might encounter them;

> They guard an old drunk, but stay aware, they never encounter the Unglix themselves but hear the sounds of crashing and banging and see the old fool running from the house - very sad!

> They are guarding an old drunk but they do *not* stay aware, they get drunk or high and... THE UNGULIX ATTACK! a battle is on and if the old fool gets dragged away then the PCs have to answer for it, all they can say is that the Unglix took them, so they are arraigned for murder and conspiracy. (Also they themselves are not really sure what really happened. Strange wolves? Bandits wearing masks?

> The PCs are hired to protect an old drunk but get them off the sauce and behold - the Unglix is gone.

> The very sad and horrible idea of the Ungulix hunting old people with dementia - is there even a way to permanently defeat or ward against it? 


> Can you get real wasted and follow the Unglix into the topsy turvy world - I mean that sounds utterly reasonable to me, maybe you can make some kind of drunk bargain with the Unglulix toothed goddess 


- The Wards of the Ungulix

Lets say that, like sharks, getting bits and pieces of the Ungulix can ward against them, they don't want t go too near the bodies of their own kin. Of course no-one really knows what these strange doodads are and they seem like the leavings of a carnival curio cabinet or the back room of a shop that sells incense. But the effect is good, fill your house with bonkers curious and mad taxidermy and the Ungulix will stay away.


Building models or fetishes of them - and leaving them upside down in the ceiling or under furniture - if the Ungluix sees another Ungluix from a different pack it will assume they are already hunting here. 


- Treasures of the Ungulix

- The knobbly scaled skin. Make leather of this and you won't be see, and if you are see, you won't be believed. Write your conspiracy theory on this and you will be believed, at least from those who read it from your own hand.

- The funky teeth. A necklace of these delirious fangs would be good protection from Witches and madmen. You won't lose your head in dreams or astral projections and your memories cannot be read.

- The terrible eyes. Children using these as marbles will give correct divinations, but only if the questions are phrased in terms that make sense to the childs world-view. Children lose interest quickly and once given an Ungulix eye cannot be repossessed. If one rolls a bunch of Ungulix eyes down stairs they continue past the lowest floor and if you chase them you can gain access to the "other floors".

- The warped spines. More like most of its bendy skeleton. Baffle audiences! Use it as an 'Oddity Hook' - a pseudo-grapple that gives you access to unlikely spaces. Use it to escape those guards chasing you! Where will you end up? Anywhere in the Multiverse! It’s worth a try maybe?


- Post-Ungulix Comedown

Even after you have an adventure with the Ungulix you are so fucked up from it that you can't really decide if it was real or not - was that a drunken dream you had, were you all wandering around wasted and not really knowing what you were doing? 

An ungulix adventure should be like strange violent dream, things should fade into each other, you don't quite know how you got places - rapid scene changes, things cutting out in the middle, not saying or doing quite what you intend the way you intend it - roll a fumble - scene change! roll a crit? flashback?


- Ungulix City

A place where everywhere is nowhere, where the Ungulix live and eat people with knives and forks, here they are fine fine gentlemen and we are beasts who crawl upon the walls. Why would you go there and can anyone ever get back?

Monday, 3 May 2021

Velvet Hooks: Vore Bull & Vitillary

Previously in this series;

Abhorrer & Aeskithetes
Anemone Men & Ants Of Neutrality
Atrocious Crows & Azul
Bedlam Birds & The Blathering Bird
Boa Boy & Boa Constructor
Brainstormer & Capitualtors
Colour Monster & Corbeau
Crimson Contrarodron & Cryptospider
Xaxavraznazak
Yam-Man
Zen Beast
Zug-Zug

and now...

Vore Bull 


- Hecatomb empire - endlessly sacrificed
- kingdom obsessed with justice revenge and sacrifice
- nothing is forgotten
- deep secreted places, passions in stone
-  army of bulls 
- long darkness 
- hints of rebirth
- bull required
- entering the skinned bull
- slight frame
- virtually indestructible
- some lethal violence
- ferocity into the small beast
- spirit, mind and engine

Cow Country - you just need Bulls for the ritual and that means pastureland, specifically, cattle country. Either the pasture of river valleys or the cowboy-inhabited vast plains of waving grass. The Vore Bull will almost always be a monster of the farmlands or the Plains.

HOOKS
1. The Cult of the Long Darkness - a hidden Mithratic semi-faiths is actually what it thinks it is; the last relic of a long-dead empire, holding a few half-remembered scattered secrets of its magic. They will kill to defend their secrets but what strange memories of the dead empire lie hidden in the caves nearby?
2. The Bull Demon - one, or a series of attacks by a nightmare demon of skinless flesh in the outlands. Whole settlements laid waste and nothing seems able to stop it.  Big surprise the destroyed settlements all have a dark secret in that they ignored or took part in the destruction of an isolated minority community, the survivors of that event are now taking terrible revenge.
3. The Fierce Wee Beasts - a plague or eruption of insanely angry small animals, voles mice etc, which seem possessed by some disease of hyper-wrath. 
4. The Peaceful Ones. A group of abused and maltreated people seek peace in a ranch-like cult out in the valleys. They seem to have found it but their secret is that they are actually forcing their rage into small creatures and disposing of them that way. Like a drug which wears off, the rage re-grows each time, more rapidly and more totally and the surges of wrath are starting to become noticeable.
5. The Foolish Academic. A relatively innocent historical researcher is accidentally finding out stuff about the rituals and nearly making them workable but is being manipulated by a Dickensian grotesque who wants revenge on the world
6. Race for the Ritual. Some evil person heading a cult or org full of damaged people has the last part of the ritual - the Bull part, their own ranch and tbh pretty much everything you need to start up your own army of unkillable monsters and wreck the nation, but they don't know the first part, and the answer is... in a dungeon! Which you need to get to before they do and either control or destroy the info.

Could I go deep on this one? Most of the depth comes not from the circumstances of the origins of the rage - did I write a a .. STORY GAME MOSNTER?? NOOOOO. Yes I probably did. This one is more about people, alienation, societal cruelty victimhood and rage. And access to cows. The bull just makes the rage a physical thing that the culture needs to actually deal with.
OK ON TO THE NEXT ONE







Vitellary
The horror of an insect on your flesh which you can't get off. It feeds off tears, mates then injects eggs  which cause a highly specific disease with some odd upsides but which is always lethal. Vitillary Blindness makes you see the world 'as text', but text which is always 'true'. Essentially you are reading the code of the Matrix, or it seems like you are. But then your head bursts open and Glyphapillars climb out.
here



So I seem to have STACKED this one with possibilities. Insects and Multiple stage life growth patterns seem perfect for D&D somehow, the distinctness and uniqueness of each form, with different dangers, utility and cultural significance and the fact that it transmutes into useful but obscure "lore" as well, ahhh yeahhh baby.

Pretty much in the text:
1. Glyphapillar forest fire! There are known to be Glyphapillars in the woods. A fire has started in the woodlands, which wouldn't be that big of a problem, but its known that burnt Glyphapillars produce Vitillaries and now everyone is too scared to fight the fire. But if the fire goes on, Vitillaries will be everywhere..
2. FUCK THERE ARE VITILLARIES WHAT DO WE DO??? Jump in the fire? Ok does anyone have flour I can roll my kid in and then set them alight? Anyone have acid? How far to the nearest water I can jump in? Can someone hypnotise me or get a dumb monkey to pick them off?
3. Vitiallry suicide armour - you should never have fucked with those swamp drunks because now their shaman or main berserker has gone mental and is rampaging through town covered in fucking vitillaries which means nothing physical can touch them!
4. Bring me the Blindness! A shaman, magic user, maybe someone terminally ill, or a fanatic, wants to be infected with the Vitiallay Blindness so they can see the world "as it truly is". But for that to happen, they will need Vitillaries. Yes its another "find and transport an insanely dangerous animal" mission!
5. Vitillary Detective. Some deadly crimes are going on and the guilty parties have some super-technique or subtle magic to keep the law off their backs. Last resort - *someone* must be infected with the Vitillary Blindness to help them 'read the scene' and catch the baddies. The PCs need to either do this or find and protect someone who can. 
6. Vitillary Conspiracy. Some crime gang or evil conspiracy has a way of inducing and slightly controlling the rate of Vitillary Blindness, they use those infected as guardians and inquisitors to prevent infiltrators. The PCs need to find some way to infiltrate the gang without being discovered....




NOT IN THE DESCRIPTION ARGUABLY
1. Human Testing!. Someone thinks they have found a way to slow, or even put into stasis the vitillary blindness so its non-lethal across the course of a normal human life and is offering money (or freedom, or forgiveness) to test it (this is illegal). Its getting you out of debt/legal trouble etc at least!
2. Search for a Cure! You get the blindness somehow and need to search for some way to end it before it kills you.
3. Glyphapillar Bombers! - some nutter has managed to somehow grab a bunch of them and plans to lock the doors on the longhouse and throw them into the fire - now EVERYONE will see the world 'as it really is'.
4. Aiding the Detective. Someone hires you or you pledge to help them look for a cure and they follow you about - however, their blindness does turn out to be veeeery useful while they have it, do you *really* want them to be cured?
5. Tombs of the Aurulent Empire. Are they a weapon, a tool that got out of control? It would be strange for the Aurulent Empire to leave a 'pure' weapon hanging around. If they are part of a larger, forgotten process, could there be systematically ways to control their effects? Perhaps incorporating them into a larger process? Maybe tomb raiding the Empires leavings will explain things.
6. The Sketchy Treasure. PCs get frozen of amber-held Vitillaires as treasure and/or payment, or an amberised glyphapillar. Its the ultimate in illegal hard currency! Do you try and trade them or do the honourable thing and search for a way to destroy them safely?

The Vore Bull, a giant meat-suit powered by rage and ancient rituals from a forgotten empire.




Lets see what we have here..



















Monday, 19 April 2021

The Tube That Kills!

 Yes its another 'Velvet Hooks' post. Here are the others;

Today, another sad and lonely mistake of creation...


The Whirlwind Würm!


Why can't you love meeeeeeee?


"What mystery lies beyond the würm,
many seek it out, yet few return."

As true now as it was then. 

But what of the Würm? Pitiful, desperate for friends, sore mouth, infinite teeth, a weightless balloon. Within the würm; a limbo land. It is the avatar of a hungry grey plain questing listlessly for matter and meaning. The pencil sketch world, a sky of teeth and the sound of ceramic knives. 

If it lets go of the earth it just floats away sadly!!! Clearly the Würm is the victim here. It has a lair of sorts, and can speak, in a way. Lonely, all they can do is consume things utterly. They want to sleep but are awoken by their own teeth. When they die, the teeth eject like a bomb, and are scattered around knee-deep.

The Würm is "probably" about five miles deep, (though how can we know?).

Unusually clear and straightforward for one of my monsters.



Missions for Pay



EXPEDITION TO THE WÜRM 

Don't you want to know what lies within? Well someone with too much money does, and they have a bunch of suits of armour, some super long chain and a captive würm. What could go wrong?? THE PAY IS GREAT. Side-missions include this being cover to free someone very good or very bad from within the Würm.



THE TOOTH-BOMB TERORIST. 

Some radical has got hold of a bunch of Würms and found a way to explode them on command. Insane and impractical? Yes. But DEADLY. Now you must hunt down the Würm-Bomb Bomber and apprehend them, without being either dumped down a Würm or exploded by teeth.



BRING ME ITS TEETH!

A high bounty on the manifold teeth of a Whirlwind Würm, but how do you even kill one without being caught in the tooth-blast? And isn't this murder?



THE DANGEROUSLY FRIENDLY WÜRM. 

A Würm wanders into a village or town looking for friendship, (they must do this a lot), and everyone just fucking runs for it. How to get rid of the poor thing?



TEETH GALORE!! 

After a terrible disaster an isolated settlement finds itself rich in Würm teeth, but is besieged by gold-rush bandits who want those teeth to make knives, dentures and various other speciality products. They need someone to defend them while they harvest the sharp teeth and set up their sale. Tooth bandits might bribe you to turn on the villagers, and did something unspeakable also come forth from the exploding Würm????


THE BODY-BAG GANG. 

A dangerous group are waxing the wheels of the underworld, offering foolproof body (and anything else) disposal services for a price. People disappear without trace or evidence! Not even a ghost! Someone needs to track the gang and shut this conspiracy down!







Worm Paperbacks Found Abandoned




THE DOMAIN OF DEAD GODS??? 

Conspiratal text arguing that the Würms are in effect a 'slow apocalypse'. They seem sad, slow, listless and ridiculous as a defensive tactic, in reality they are portals to a reality which wishes to consume ours. If the danger of the Würms is ignored then eventually they will hit a tipping point and will be impossible to stop. WE MUST ACT NOW!!!



STATE AND CRIME - THE WÜRM TRADE AND ITS DISCONTENTS. 

Cutting edge reportage analysing the 'hidden trade' in Whirlwing Würms. Though they are illegal in all polities, the utility of the Würms for permanent disposal of undesired "things" makes them so useful that a shadow trade exists which links hidden crime syndicates and governmental figures. Careful analysis of text can form some strong inferences about who the author is talking about. A proscribed text!



THE LANGUAGE OF WÜRMS. 

By Vetch-Net Ashkott. Pretty much what it says on the tin. Study shows how to understand and converse with the creatures. A dry text.



THE WÜRM WAS MY WITNESS. LEARNING TO LOVE IN A CIRCULAR WORLD. 

Portside trash bought by those waiting for the tide to turn. Claims to be  'based on real events'. About a murder witnessed only by a würm but it floated away, can it be found and placed on the stand before the trail ends????? (may contain vestigial details of a real crime and real worm).



DANCES WITH WÜRMS. 

Jane Goodall type wildlife/psychological analysis of the sad isolation of the Würms, "the most alone of all sentient species", writer disappeared mysteriously not long after publication. Can tell you a lot about Würm behaviour though it might be wise to use more precautions than the author thought necessary.



THE GREY ZONE!! GOING IN DEEP WITH THE WORLDS MOST LETHAL TUBE! 

Purports to be the story of a (partly) successful expedition into a Würm and the disaster that took place within. May be fictional and/or embroidered but the story of a grey world where reality can be reshaped by the strong of will and where the flotsam of a thousand years lies scattered in the murk, and its strange ghostly yet lissom inhabitants, has inflamed the minds of conspirital teenagers for a generation.




Friday, 9 April 2021

Velvet Hooks; Wound Whisp

Our attempt to provide useful adventure hooks for the Velvet Horison Monter manual continues;


Previous entries here;






Background

  •  created by magical healing
  • there is a place full of timeless living wounds
  • without healing or rest they go mad
  • cant be hurt with harmful things 
  • grows with blows
  • knows where its mother and father are (dealer and sufferer)
  • so it will search for those first and only start hunting others if it can't find them
  • death and decomposition and healing the same to it
  • You bear the wound but you may also learn what wisdom that wound knows
  • can rest in rocks and trees - possibly useful
  • almost impossible to keep out - since it can inhabit any solid object
  • IT STAYS AWAKE AND ALIVE IN YOUR FLEEEEESH
  • but its friendly towards its bearer - can even become a useful scar




Hooks;


1. Someone threatens to open a gateway to the Wound Dimension and to release a blizzard of wounds into the earth. Are they super-evil or just trying to release what are essentially sentient creatures from endless captivity?

2. A wound haunts the forests, drifting through trees, inhabiting rocks and sometimes trying to nest in small animals, which it invariably kills. Getting rid of it involves either banishing it with healing magic, accepting it into your own body, or unweaving the mystery of its creation, probably involving speaking to it and finding out who made and who suffered it.

3. Someone is using deluded or manipulated wounds as assassins, sending them burrowing after their target and leaping upon them as-one,  they die quickly of a dozen different wounds, none of which were ever theirs. Finding the wound weaver will be a challenge, defeating them worse and then what to do with the wounds?

4. A group or cult of people have willingly accepted minor wounds over a long period of time - either for personal advantage or due to religious/philosophical reasons - they are now heavily scarred but these scars are 'allies' which will pulse when danger threatens, given them a kind of spider-sense. 

5. Someone afflicted with a 'speaking wound' desperately wants to get rid of it but the only way to do that is to let the wound lead them to its mother or father, and then transfer the wound. Neither of those two people are going to be thrilled to see it.

6. A mighty hero pursued by a flock of wounds, some of which he caused and some he suffered, now racing forever to escape them lest they settle into his skin and kill him




The Merchant of Wounds



Hooded and ragged, perhaps able to bilocate, perhaps one of many, appearing in midnight markets or hidden alcoves for a day or two. Seekers are lead to their parlour by crooked passages. A sinister figure who has shelf-lined rooms or rickety wagons filled with jars containing living wounds.


A weapon wound. This wound too stupid or desperate to try anything other than leaping into the nearest body (so the merchant claims). Hurl it at your foe like a grenade.

A friendly wound. The merchant claims this wound is very small and only looking for a place to rest. If you accept it, it will prove a useful ally, a scar, for instance, in your back, can warn you of hidden dangers. "Or perhaps you are a penitent?"

A trained Utility Wound. the merchant claims this wound will serve like a hunting animal, of a sort, and can be used to crack open doors, walls, stones, and to break other things. "You must keep very careful control of course.... very  careful.."

A particular wound. One suffered or caused by, particular people or in particular circumstances. These go up in price relative to the particularity of the request, and can take several days to "acquire", but their uses are manifold;

- A 'seeker' which can lead you to its 'mother' or 'father'.

- A 'wise wound' which can tell you of a particular fight, or the place it was made, or the people who made it.

(Only wounds healed by magic can be found….)

Books on Healing.  The Merchant (merchants?) of Wounds are very keen on expanding the knowledge of magical healing. They collect, reproduce and disperse texts on the matter, keep a track of who knows the techniques and will receive and sell on any ‘healing artefacts’ for a very reasonable price. “After all, its good for business.”



Wound Views


There is essentially a kind of moral politics over the use of magical healing to treat wounds, though it takes place almost entirely through the letters and journals of those concerned with the strange and abstruse.

Heling those on the brink of death where no other cure will do is surely a good thing?

But the creation of living wounds in a distant dimension is surely both evil and, ultimately, very dangerous?

Are these living wounds the result only of Thaumaturgy or does divine magical also produce them? If so, which gods do or do not produce them? Lots of room for argument on this one.

Should we entirely stop healing wounds with magic, and if so, how might this be enforced? How far are would-be enforcers willing to go?

Thursday, 25 March 2021

Velvet Hooks: Xaxavraznazak

  • fast and back
  • long body like a seahorse
  • galloping legs
  • it is LATE
  • it has a schedule planned
  • worried, afraid, talking to itself about its thoughts
  • recurseively
  • does not feel inertia (hw?)
  • often goes the wrong way
  • wants to be faster
  • has multiple schemes
  • a horde of enchanted objects related to movement, flying shoes, any-door-key, teleport spell, magic horse
  • does not use them, just ponders them
  • it thinks it is a scientist
  • tends to destroy its subjects, especially those which are alive
  • hates magic, steals spellbooks
  • a materialist
  • turns the spells into equations and those into little men and eats those
  • no ecology, no reason for being, simply IS
  • eats spells baked into little men and only this NOTHING ELSE
  • breathes prismatic fire
  • breaks things into miniature versions of themselves
  • (there are multiples of this thing?????)
  • puts tiny people in huge mazes
  • sometimes the tiny people escape
  • it might know how to reverse the breath
  • it says the breath thing is simply a technique (because magic isn't real)
  • sometimes shamefully uses magic items to steal other magic items (relating to speed, travel especially)







SO


The Xaxavraznaak, a Beast Inconceivable. 

Onieric, thaumaturgic, exotic, Extra-Cosmic (perhaps), interruptive, its method of generation unknown, its method of subsistence known, but inconceivable. Is it a passenger from some other Realm, or a product of this one? does it have a soul? Does it have a name, other than 'Xaxavraznazak'? Is it a creature of natural science, unnatural science, impossible science or inconceivable knowledge?
Like an interruption in reality, madness given form.

Clearly a solid and coherent living thing, and one that can be encountered in a way regular enough that its worthwhile finding out facts about it.

It doesn't seem to be a devil, demon or angel. At least it doesn't go around persistently doing super good or super-evil things, and has no known relationship to any particular god or faith, its not the only Xaxavraznazak ever, (unlike say, the Eno@ian Wyrm, a singular and legendary entity), there are rumours, stories and records of Xaxavraznazaks in distant places and long ago times.

Neither is it entirely a natural creature, like the Zug-Zug, (a Beast Material, yet Rare,) for it can move faster than most things bound to physical laws, feels no inertia, has a strange power of breath. Its only food is magical books, though we do not know how many it needs and when.

It is also self-aware, intelligent and has long-term goals, though its not clear if it is a Named Person. 'Xaxavraznazak' may be a title.

What makes sense of this insane being? We have only theories.

Most suppose that magic is the cause. Perhaps a certain spell that all magicians inevitably try to perform, or the result of circmventing the laws of speed too much and getting bonked by Reality. Another theory; this is what happens when a High Level magician goes totally nuts. Or; this is what crawls out of the corpse of a high-level magician, (or its a spell given form, which is why it needs to eat spells).

is the Xaxavraznazak a self-closing wound in reality? Something left behind when a great mage ascends, dies, or simply exits this world? Or a long-term plot or tool left by powerful mages specifically as a spell-collector and destroyer, something to make sure no other mage ever follows in their path, or at least, that only the subtlest ever do...



ITS MEANS OF PROPIGATION


There is the possibility of a curse. Perhaps the creatures bite. Or perhaps the killer of the creature takes on its aspect. Perhaps some artefact in the creatures collection is the true source of the curse, or some particular _form of knowledge_, there are rumours of a pattern of knowledge which is itself infections and transformative, and the inference that the Xaxavraznazak is a kind of container for this knowledge, making sure it does not spread, and that this is the source of its neuroses





ITS EFFECT ON SOCIETY


By collecting these things, it is slowing down the world, and likewise, by collecting spellbooks, it acts as a limiter on magic.

This is one reason magicians hide the fact that they are magicians, and why those with spell books will always lie about the fact that they have them. 

That might be one reason why society, cities, kings and tribes, don't really mind the fact that it is around. Simply by existing the Xaxavraznazak limits the explicit power of magicians, limits the buildup of magical knowledge, forces them underground and likewise it prevents the breaking of boundaries, the crossing of spaces at impossible speeds, the breaking into well-guarded zones, the breaching of borders, the entry into prisons, towers, etc. In some ways this is a limit on human ambition but it also strongly shifts power away from classical spellcasters and towards governments and societies which wield material power. Its strange aversion to using magic itself, or even admitting to its use, also helps. 

So, we imagine the minister or Vizier might think; let this child of chaos, itself limit chaos.






KILLING THE XAXAVRAZNAZAK


On the OTHER hand, if one WERE to ... incapacitate, perhaps kill the Xaxavraznazak, then all of its collected artefacts would fall to the posessor, and with such tools and wonders the posessor would be perhaps akin to a kind of demi-god, able to travel wherever they wished, as fast as they liked, (surely), so it is a wonder, really, that no-one has managed it so far, (that we know of).

Really, most state groups are more likely to be trying to defend the Xaxavraznazak. Or at least to limit the ablity of others to grab its treasure.

Its fine if they (the government) grab those treasures. But since that can't be absolutely guarunteed, you would have to work through intermediaries and whomever actually gets their hands on the stuff first would actually have it, and by having it, be eaily able to escape with it, then it might be better not to even try.

Honestly, the only people with something against the Xaxavraznazak would be those it steals from, and those trying to steal from it.


THINGS IN ITS HORDE


  1. the worlds fastest horse
  2. other fast animals - cages full of birds
  3. road-runners, emus, kangeroos
  4. imagined steam engines
  5. da-vinci flying machines
  6. new forms of ship, say an entire tea-clipper
  7. ten mile boots
  8. door to anywhere
  9. key to any door
  10. rideable cloud (trapped in a jar)
  11. moon cannon
  12. ancient von danekin class condor-style solar airplane
  13. flying sandals
  14. mirror of journeys
  15. actual time-sand (time-travel being the ultimate travel accelerator)




POSSIBLE HOOKS


- "I was robbed by the Xaxavraznazak - get my book back before it eats it." A simple task from a simple magician, but there is nothing wrong with the classics.


- "I was blasted by its breath and made tiny by the Xaxavraznazak, get me its guts!" - The Raging Mage Swarm. This would actually be a pretty horrific thing to encounter, a person-shaped swarm made up if identical and individually-tiny people. Worse still if they are a magician, what happens if they all try to cast the same spell? Do you get a swarm of smaller spell effects? Impossible to nullify them all.
With some gigantifying magic, this swarm of mini-wizards could become simply a colony of identical wizards..

The whole 'colony-swarm mage' thing is more a potential villain or major setting element that could possibly be resolved by killing the Xaxavraznazak.


- "I am the Grand Vizier, someone is trying to rob or kill the Xaxavraznazak, we want you to stop them, or at least, make sure they don't succeed (without leaving a trace)."

The idea of the PCs playing potentially traitorous hirelings to a super high-level party is a so-far unexplored possibility in D&D I think.


- "I am the High Chancellor, we want you to rob the Xaxavraznazak of this very specific item but you have to switch out the items so that it doesn't know it has been robbed."

(Only stealing one thing hopefully won't trigger the intervention of other states and hiding the theft hopefully won't trigger the Xaxavraznazak.)



- "We are trying to trap the Xaxavraznazak so we need to assemble a library of magical books, or, more likely, create the impression that we have assembled one. Then we need to find a way to trap and contain the creature when it comes.


- "I am a secret master of magicians and we already have a super-secret library of magical books and/or speed-imbuing magical items for study and we are afraid the Xaxavraznazak has found out about them, or is about to. We need someone to defend the collection!






FLAWS


Gotta say I wrote a pretty weird monster. I have no idea where this stands in the system of adventure. The closest thing to it in other games is maybe something like the Jabberocky? A creature of near-dragon power, but very highly conditional, and with a highly specific range of threats and flaws.


It really is more like a Lewis Carrol monster than anything else. I wonder how many of these I made?

I also feel like I didn't do a great job on the Hooks, despite all the verbiage above. Sigh, things were simpler in the Yam Lands. Perhaps you sweet souls can do better.

Thursday, 18 March 2021

The mystery of the YAM LANDS

The latest in the multi-blog VELVET HOOKS series, where Scrap and I do a deep dive on monsters from our book 'Fire on the Velvet Horizon' and work out hooks to make them workable in adventures.



Today we have the noble

Yam Man




Desert and dry scrub, live singly, waiting buried, listening, symbiotic owls, muttering in the language of the owls, VERY PROTECTIVE. WALKS AT NIGHT, MUTTERING, combative, fatalist, irregular rains, years without a drop, people try to tap the yam. Starlit boxing matches, very formal, big on weight classes, in a hooting ring of owls, yam man slam, absolute hatred of edged weapons, blunt weapons ok, fighting with fists - very good. The hand of the yam.


-------------------------------------------------------


Like many of these creatures, once everything is known about them, dealing with them becomes largely a matter of attention and resources.

So making them 'more interesting' means creating a context of discovery, highlighting what is not know and then suggesting interesting paths by which to know it. So; we begin with the idea that the PCs know little or nothing of the Yam, and must discover more


Context


1. YAM LANDS on a map, what could it mean?

2. 'Spiky Jack' the wise old boxer with a face full of spines that won't come out. What are his secrets and where did he learn is slow but deceptively powerful boxing style?

3. The lost Aurulent Empire allegedly knew the language of the birds and the writing of its golden books can teach such. The Language of Owls, it is said, was never forgotten in the margins of the empire.

4. These are largely untraveled lands by outsiders. Each pueblo or nomad camp is about a days journey from another. Locals move during the day, but almost never at night. "Explorers" and merchants tend to disappear on the Plains when they move without guides. Locals just shrug. Its sad, they say. 

5. Camels get knocked out in the night.

6. The people of the Plains have a taboo against edged weapons, even edged tools. They will avoid them if at all possible, and hide them beneath ritual veils if not. Even the old girls working with machetes in the fields will look around carefully before swinging and stow them beneath their hanging belt covering after each use. Almost never is anyone killed with a blade.

7. These pueblos and nomads always seem to know a huge amount about what is happening everywhere on the plain, even incredibly distantly. It seems as if news travels across the plain faster than a horse could ride, though it’s not clear how. Your arrival is almost never a surprise and you can hear chatter of events from very distant villages commonly.

8. In foreign lands there are rumours of huge monsters moving by night, muttering like massive owls.
They may not use knives but they are a very pugilistic culture, ready to fist-fight over any argument. Everyone does it, even the cute village girls have broken noses, old people will roustabout with each other. They are obsessive over the idea of a 'fair fight' though. Only fighting someone in your 'class' is legitimate. People who brawl outside their class are shameful. No tricky business either, cheating is for scum.

9. Harming an Owl is also Taboo on the Plains. Don't do it!




General Adventure Stuff


1. Fight the yam, it’s in the way of progress! Maybe a water source is too dangerous to access due to the yam man presence, that’s good for the environment, possibly, but limits human ambitions.

2. A notable person was lost "exploring" or just moving across the plains. Either they have some important info on them or the family just wants the body back fast. (Turns out they were killed by a Yam Man and the corpse is still stuck to their spikes.)

3. Similar - An imperishable magical sword or spear has been lost on the plains and no-one knows where. (Its in a Yam Man still sticking out of their yam skin, a good nesting spot for its owls.)

4. PORTECT the Yam, it plays a part in the local culture and some ill devils are poisoning it!

5. MISSION - Learn the Hand of the Yam, this means a lot of learning their culture, owl-based level grinding (finding mice etc) and getting punched in the tits by a spiked cactus man.

6. The Mouse King has the McGuffin you need but he wants you to protect his desert tribes who are being preyed on by owls, who are in turn, protected by the Yam.

7. We keep sending people to these ancient ruins to gain valuable historical research materials but they keep not coming back. Find out why. The ruins are dangerous, but also a Yam Man Slam is taking place above them every night until a champion is found. In the day the place is ringed with slumbering and angry yams which causes its own problems.

8. Somebody wants to eat one of them yams, they might be evil but they are offering a lot.

9. YAM-MAN MEN need a Plains Witch to commentate on their Yam Man slam, but don't know where to find one, so now they are stumbling into pueblos causing all kinds of shit - will someone just find them a fucking witch! (The witches are incredibly dangerous).

10. A Pueblo was destroyed by raiders but the bodies of the children were never found. The relatives from other villages and those who were away at the time want the kids back, but where are they? (They are dressed as Owls and living with a group of Yam Man Men - they went there to hide when the raiders came and the remaining baddies have not been able to get them out.)

11. An Owl-obsessed bird enthusiast from the City has survived in the desert and learnt some of the language of Owls, to the surprise of the locals who view them with a half-wary respect. But ill-doers are using the ornithologists knowledge to hook into the owl-mail networks to do crimes on the Plains, even feeding in false information, something no-one has done before. The Ornithologist themself is innocent of how they are being used.





Monday, 8 March 2021

Velvet Hooks; Zen Beast

 So, this is an omni, and all-destructive monster, like a giant evil cartoon. Only comes at night, kills and destroys randomly, whatever goes into its mouth disappears forever (where?)

But – it’s actually the psychic projection of a Tenebrous Monk inside it, and the creature is trying to provoke the monk to stop it, i.e. to stop meditating, by doing TERRIBLE THINGS.

If the monk stops meditating then the beast evaporates but the monk believes that by facing this temptation and overcoming it, they achieve true enlightenment. So it’s a bit of the buddha underneath the tree plus the ID beast from Forbidden planet plus a bit of Grendel.







SIMPLE ADVENTURE FUEL

This monster has a religious conspiracy backing it up, protecting it and hiding its rampages, or at least hiding the cause of the rampages. 

Which you would think would be quite difficult as who would suspect a group of black-clad fanatics called 'The Tenebrous Monks' of being behind anything shady.

But maybe;
a - they don't call themselves that and
b - they are just *that good* at conspiracy



SOME BASIC ADVENTURE/HOOK IDEAS

1. A strange series of seemingly unconnected disasters, killings and disappearances, luckily the local monastery of extremely helpful monks is there to help people recover. EXCEPT, a local malcontent nobody likes has grown suspicious and hired the PCs to find out what is going on..

2. A Knight of the Cognitive Sun dies or gets disappeared on the hunt for ... something. The Order of the Cognitive Sun want to know what happened to him.

3. A PC gets tagged by the Monks as possibly being the next Ascended One. They offer resources, information help and training, but don't say exactly why, only when the PC is in too deep to they start bringing out the really dark stuff

4 The PCs are hired by the Monks to find a sacred text about the 'opposing self' but its guarded by an 'evil cult' - shock twist (eyeroll) the evil cult was actually good and the 'good' monks were actually at least neutral evil.

5. The PCs know about the monks, somehow, but no-one else will believe them. And as they speak about it, the likelihood of them being targeted by the monks, or the Zen Beast itself, grows.

6. The Ascended one becomes friends with, and particularly good allies of the PCs - at the same time that they become targets of the Zen beast. Of course the Ascended one genuinely does like the PCs, its for that reason the Beast attacks, it is the greatest possible provocation. The greatest threat to the PCs is actually the deepening, and genuine, friendship.



WAYS TO SET UP THE TENBEROUS MONKS

A lot of this depends on setting up the monks as 'good guys', or at least hiding their evil in an interesting way. So I should dedicate some time to thinking about that.

> Have the monks help the PCs against the worst evils they encounter.

> Have the monks being attacked by someone or something the PCs already hate.

> Have the monks them be charming and funny in a way unlike most 'good guy' factions (maybe a bit 'absurd' with it - hey it’s always a fun time at the slightly comedic monastery).

> Clearly they don't call themselves the Tenebrous Monks, so what other names and declared theologies might they have?


1. THE MONKS OF THE COGNITIVE DAWN

Great collectors of ideas and news, though staunchly apolitical, they believe reason and learning can uplift mankind, and so do what they can to absorb, replicate and share whatever information possible. Famous for their printing press, their maps and their library as well as their records of explorations and their histories. Exactly the place adventurers would wish to go before an expedition, and they are happy to share any information they have, with the only price being a full report of your own adventure and the chance to copy any (non-magical) books.


2. THE MONKS OF ABSURDITY

Great entertainers, riddlers and playful absurdists, the monks still take time to offer free healing and a bed for the night to those without one. Made up of thinkers and acters who have abandoned ambition, they are a very frugal and simple order who find meaning in absurdity. Though often a little sad, they put on great entertainments and are wonderful jugglers, acrobats etc. Wherever there is sadness and despair, they are present to bring joy and the ridiculous with a sympathetic yet ridiculous performance.


3. THE SEEKERS OF ENLIGHTNEMENT

A group known for being very good men, workers in charity and supporters of the poor and the weak, but very dull indeed. Doctrinaire, grey and full of received wisdom and tiresome aphorisms, droning on and on and on. Though they seem to bore everyone they meet, this mild tiresomeness makes them somehow more tolerable and even more liked by the general population. They are such evidently good men, if they were purely good they might be a little hard to take, but as they are so very dull, everyone who experiences them feels more virtuous for putting up with them, then may roll their eyes at each other as if to say "yes I had a monk over droning at me for an hour too".


4. THE TIRED OLD MEN

That isn't their official name but one they somewhat gave themselves. Known for being a kind of retirement house for political operators, kingmakers and powerful uncles and grandfathers who have retired, or been pushed out. Now they hang out in their library/monastery/beer room/apiary etc, basically cosplaying as monks, living the simple life, selling honey and illuminated books, getting mildly sloshed on mead and doing good works every now and again. They are liked the way once-powerful, once-dangerous men are liked when they are no longer powerful and dangerous. Now old and slow, they are genial, and a bit cheeky, a font of sound advice and often sought out for that reason (though they stay out of current politics). They are not really very religious and everyone knows it and winks at it, probably a common joke in the ale houses - after all the whole place is really a kind of retirement home.


5. THE FOOLISH PHILOSOPHERS

A silent order made up entirely of philosophers and intellectuals who have given up on thinking for a living, either alienated from the whole mess or simply grown to indifference. Now they live simple monkish lives, instead of regular prayers they meditate together in groups at regular times. Healing and safety are free to all who may reach their distant monastery. They also maybe operate a free ferry service over a dangerous river and guide people through the sometimes-lethal mountain passes. They have even rescued a few lost people. (They have very competent rescue dogs, and rescue ravens who circle the land and report back. Everyone feels safer when they see a raven overhead. – Probably the Foolish Philosophers out looking for that lost girl.) Everything is cool but they do indicate that they desire you to respect their vow of silence in it spirits as well as in details, so no writing things down or elaborate hand signs please.


6. THE WILD STYLITES

A slightly laughable order of those who intended to be, or attempted to be, stylites, but for one reason or another, couldn't hack it. So they became "stylites together" - so basically just monks. They are actually of different faiths - unified by their life stories rather than absolute doctrine - and are known to be very tolerant of all faiths and views, curious and willing to learn and discourse on them. The stylites are known to be peacemakers amongst all men and whenever there is trouble or discord, often they will be sent for, and will always bring calm, of course they are liked because they are holy, but you know, not too holy, not so much they get weird about it.


-----------------------


Another table idea was for a list of possible patsies, as no good conspiracy starts doing crazy shit without one, or more, 'bad guys' prepped to take the fall once the whole thing has shaken out.
But we are out of time so PEACE OUT.






Friday, 5 March 2021

Velvet Hooks; Zug-Zug

Aye the content-mines have ruined many a man..

BUT NOT ME!! 

For behold, after consulting with my Art Director, I/we now continue and enhance our long-running additional content series for out book 'Fire on the Velvet Horizon' (see right side bar for copies), in which we add adventure hooks for the monsters, hopefully making them slightly more workable for an actual game.

So now we will attack this alphabet of creatures from both ends. Scrap from the front and I from the rear.

Here are Scraps already done posts;





The Zug-Zug, a creature with the scaled physical capacities of a giant man-sized Honey Badger. Dangerous enough if it were simply an intelligent beast, but the Zug-Zug is not only incredibly hardy and physically dangerous, but very long-lived, and measurably more intelligent than a man, though still with the instincts and priorities of a solitary beast.


Hooks that are pretty much in the text already:

1. Bring Me Its Skin. A depraved (and stupid) ruler demands a Zug-Zug skin, offering an astonishing price. Finding and killing a Zug-Zug will be hard enough but if the tribes local to its area discover your intentions their responses will vary from unhelpful to outright hostile.

2. Bring Me The Beast. A deranged Thaumaturge has built the worlds ultimate prison and wants a live Zug-Zug to test it on. Something never before achieved.

3. Avenge My Balls. A great hero and leader defeated many terrible monsters in the area and was beloved by all the tribes. he seemed set to unify them into a nation until he was semi-castrated by the Zug-Zug in the night. Now, crazed and embittered, yet still wealthy from his adventures, he seeks a fresh source of testosterone and revenge against the Zug-Zug.

4. Find The Child. The only child of a high-status tribal leader has wandered off into the bush and disappeared. The evidence suggests they may have encountered The Zug-Zug. They have been known to "adopt" lone children and defend them relentlessly. The chief wants their kid back.

5. The Zug-Zug War. A wandering shaman has declared a great vision quest against the Zug-Zug! No longer will human communities act as passive cattle for the creature but unify, break it dominion and become great themselves. Some groups favour this loudly, others quietly, and some are against it. Many are split. The cultural shift has lead to internecine strife, group-on-group violence, and more Zug-Zug attacks. If you enter this territory, you better be prepared to take a side in the developing Zug-Zug war. Some thing the Shaman is protected by his magic, others think the Zug-Zug has allowed him to preach to further divide the tribes.


OTHER WEIRD STUFF I CAME UP WITH...

6. Nothing but a Soulless Man. Some wacko wants to turn into a Zug-Zug and believes they can do it if they can only find a way to remove their soul. The religious authorities are dead-set on stopping this person, mainly due to the soul thing, but also because they are quietly worried he may be right. What does the Zug-Zug think? 

7. Caverns of the Zug. The Zug-Zug has disappeared and a hunter claims they have stumbled upon its abandoned lair. Most of their party were killed by simple but cunningly arranged traps of various kinds, or the less-dangerous creatures which have also taken up living there, but they did come back with some strange and rare items. (The Zug-Zug is breeding in another territory but will be back).

8. Invasion of the Zug-Zug. A young new Zug-Zug has broken away to form its own territory. This intersects with the expanding satellite settlements of a growing frontier town. Now its a brawl; human society vs The Zug-Zug. A battle across every level, tactical, strategic and logistical.

9. The Too-Wise Girl. A much-loved local healer has begun having complex thoughts about her communities relationship to the Zug-Zug; "Do we belong to the Zug-Zug?" "Are we its pets, or its food?". The locals, who all like her a lot, desperately want someone to find a way to get her to stop thinking these things.

10. You Are Expected. The PCs are hired to protect a researcher travelling the plains interviewing people about the Zug-Zug. But as they go on it emerges that many of those who chose to speak to the researcher are killed shortly after they leave. Is the Zug-Zug  using you to indicate potential future threats, or is something else going on?

11. A Sacrifice Too Far. The villagers make regular sacrifices to appease the Zug-Zug. Its not clear this is really necessary, other local tribes don't do it, but they are all convinced they have a special relationship with the creature. They now believe they have to sacrifice one of their own or the Zug-Zug will be enraged.

12. Voice in the Night, Words in the Dust. A local tribal poet gains some fame abroad after their verses are transmitted by a traveller from Jukai. But are they real or did the traveller make them up Ossian-style? Investigation reveals there is a Poet, but local rumours say they only transcribe words in the night and signs in the dust from secret encounters with the Zug-Zug. What is the real truth?