Saturday, April 13, 2013

Index: Friday Flash Fiction by Garrisonjames

Friday Flash
by Garrisonjames


The goal is to post a brand new piece of flash fiction every Friday. Most flash fiction clocks in at under 1,000 or 2,000 words, but can be as brief as 365 words, 101 words, 140 words, five or six sentences, even just six words. There's a lot of room for experimentation and exploration.

The Friday Flash meme is hosted by the nice people at the Friday Flash website.
You can find out more about the challenge, and what stories are available each Friday by clicking over to their site: Fridayflash.org.

The following index will be updated weekly for your convenience.
Stories are listed from Newest to Oldest.
Thanks for taking a look.



Of A Feather...
Posted: 4/12/13
A girl out to avenge her brother's untimely death discovers that not everything is as she assumed or believed. Sometimes the greatest challenge one can face is the lies that blind us to a particularly painful truth.
This story is a spin-off from the on-going Bujilli serial set in Wermspittle featuring Gudrun (whom we haven't seen since Bujilli: Episode 21), and Sharisse (last seen in Episode 33), and taking place sometime after the events of Series Two.


Forbidden (001)
Posted: 4/12/13
Gabrielle is cut of from her group by a freak gritstorm on Alshain-4. She discovers an Obelisk. Then the ground collapses. At least she's out of the storm...

This may or may not develop into another serial.


Counterfeit
Posted: 12/7/12
A quick little bit of robot SciFi dealing with identity, mythology and mob violence. Always a winning combination...


Extractive
Posted: 11/30/12
A Wermspittle story, this time dealing with the creation of the Jewel of Souls...


Better Than Worms
Posted: 11/9/12
Valg is out hunting worms in the midst of a blasted wasteland when he discovers something far more interesting than just a few scraps of wriggly-meat...

Valg first appeared in Option 3 of our second Scenario Seeds: Obelisks post. He may show up again.


Gruekiller
Posted: 11/2/12
There are monsters. This guy deals with them on a regular basis.


Empress of Wastelands
Posted: 3/22/12
This isn't strictly part of the Flash Fiction Friday thing, but it is one of my first forays into writing Flash, and it may well be the piece that caused Wermspittle to come all together, at least in part.

Friday, April 12, 2013

Of A Feather... (Friday Flash)

Of A Feather...
by Garrisonjames

Slish! The third cut split the farm-girl's cuirass. Ruined. The cheap leather gave way as she tried to turn away. Too late. Her armor was not only worthless now, it would be a hindrance. Gudrun sneered. Spun. Drove her bodkin into the girl's abdomen. Then she twisted it. Tore it loose. Blood sprayed from the wound. The girl collapsed with a heavy grunt.

“Stupid cow.” Gudrun watched the girl thrash about on the cold sand. It didn't satisfy her. It wasn't anything to brag about. She easily outmatched the heavy-boned low-land girl. That had to have been plain to see. It hadn't been much of a contest. Certainly not any sort of challenge. What was Mistress Eberhard thinking?

Gudrun wiped the blood off of her blade. The girl stopped kicking. Lay still. Unconscious or dead. Neither mattered to Gudrun. She was done for the night. Three wins. No losses. As usual.

She stepped over the prone, still form of her opponent. It was time to leave this place. She headed to the locker rooms. A long hot shower sounded lovely.

“You have a fine way with a blade.”

Gudrun stopped. Glared at the interloper before her. She wasn't interested in making friends. Not here. Maybe never. She had a brother to avenge before she would even consider such things. She had taken a vow and sealed it with blood and fore and salt in the old way. There was no room in her for anything but her hatred, her mission. She lived for revenge.

The Corbin—no this wasn't a Corbin, it was a Prushain, one of the blue-plumes. He, she?--it was a long way from home. They didn't normally come this far West. It stood there. Stared at her.

“You'll get a personal demonstration of my 'fine way with my blade' if you don't get out of my way.” She scowled at the Prushain. The black, blue and white feathers forming it's head-crest looked dusty, but unruffled. She could swear that the damned thing was restraining itself from laughing. Her face flushed in rage.

It nodded once.

“Perhaps another time. I have been instructed to give you this...” The Prushain held out a vellum card delicately balanced between two sleek, black talons, “...and I am to return with your response.”

She took the card. The bird-thing bowed ever so slightly. For a moment it was impossible to tell who was mocking whom. The card had one word scrawled on it in deep violet ink, done an elegant hand:

Bujilli

Gudrun crumpled the card in her fist. The Prushain stared at her. Waiting for an answer.

“Who sent you?” She felt her blood go cold. This could be a trick. A trap. There were rumors that Bujilli had made quite an impression on Mistress Eberhard and others. Even that old hag Hedrard seemed to take an interest in him. As if it wasn't already bad enough that he was personally sponsored by Gnosiomandus.

“Your response?”

“I would like to meet with your employer.”

“Excellent.”

“But first I need to take a shower. Make myself presentable. You can wait for me here. I'll only need a few minutes.”

The Prushain nodded once. It would wait.

Gudrun forced herself to walk to her locker. Her hands were shaking when she tried to open the lock. The shower calmed her down. She barely got dry before she pulled on her clothes and her leathers. She considered suiting-up in her white fighting gown, but decided to go with denims and a lacy blouse instead. She took the new armor, not the nicked and notched-up stuff she wore in the arena. The extra blades slipped perfectly into place up her sleeves and down her boots. There wasn't time to brush her hair, so she twisted it up in a knot using the pen-stilletto she had received from Sprague. Bujilli wasn't the only one with sponsors or a mentor.

The Prushain regarded her coldly as she approached. It nodded once. Turned. Strode off down the rampway towards the Pens. But that was Hedrard's area. She didn't like going down there. They kept wild animals and twisted beasts there. Things that might catch her scent. Things that she might have to face in the Arena.

The Prushain turned down one of the side hallways, away from the pens and Hedrard's menagerie. They passed numerous glass cases displaying samples and examples of things from various countries and worlds. The crowd parted before the tall, sharp-beaked Prushain. Students gawked. Some of the staff and instructors stared. Gudrun reveled in their attention.

They stopped. A door opened. She was ushered into a courtyard. The door slammed shut behind her.

“What?” Gudrun was startled. She had been so caught-up in the reactions of those she had passed that she did not pay attention to where they were going. She had no idea where she was. The hallways were notoriously mutable. Ten steps could take you a lot farther than you'd ever know, especially if you weren't focused on a particular destination.

“Mirik is dead.”

“So what?”

“Lijji is dead.”

Gudrun drew out her bodkin. There was no sign of whomever was speaking. But the voice...she thought she recognized the voice.

“Kalfer, Rombur and Glus are all dead as well.”

“Who are you?” hissed Gudrun.

“”In fact, I'm the only one who is still alive. Even Unfred is dead, I think. I didn't have a chance to check into that just yet.”

“What do you want?”

“You hired us, remember?”

“You! I know who you are! Sharisse. You stupid whore--”

Clack! Snap. Gudrun whirled out of the way of Sharisse's scalpel only to turn into the follow-up by her cleaver. It was precisely the same trick she had used in the last two matches earlier today. She pushed Sharisse away, drew her off-hand knife. The one with blood-threads embedded in the blade.

Sharisse laughed. Pushed back. Slashed Gudrun's cheek. Blood. Gudrun's blood. She slashed at Sharisse in a frenzy of attacks. The bitch had cut her.

No one cut her.

Ever.

“Recognize this?” Sharisse flipped the cleaver at her feet. It clattered on the paving stones of the path. Gudrun glanced at it. She froze.

“Gabreel--”

“He gave it to me right before he went into the Arena that last time.”

“But--” Gudrun reeled. Her brother had been with this...this...

“We were lovers.”

Gudrun screamed. Reckless in her fury she hacked, cut and stabbed, twisted, lunged and relentlessly assaulted her tormenter. Both were wounded. Bloodied. Sweaty. Gudrun's clothes were slashed, her armor scored and scratched, no longer pristine and perfect. Sharisse wasn't much better off. They were too evenly matched. But Gudrun had already fought three matches this night. She was tiring more quickly than Sharisse. It was a clever ambush.

Feint. Thrust. Back-hand cut. Parry. Jab. They fought with a grim determination neither had ever brought to bear in the Arena before. Sharisse slipped. Went to her knee. Gudrun stabbed. The bodkin slid across Sharisse's side. Twisted. It bit deep.

“Ha! I'll carve your heart out--”

Sharisse stood up quickly. Too quickly. It had been a trap. Gudrun's arm was caught. The Bodkin clattered to the stones. The scalpel was at her throat.

“Go ahead. Kill me.” Gudrun glared at the other girl.

“You'd like that, wouldn't you? Idiot. I beat you. Now you will listen to me.”

“I'm listening.”

“Good. You hired us to kill the new student. The foreigner. Bujilli. You said that he killed Gabreel.”

“He did!”

“He did not. He never even met Gabreel. They never crossed paths, let alone blades. Gabrell was cold and dead on the sand before Bujilli even arrived in Wermspittle.”

“You're lying.”

“No. I'm not. And you know it. You just won't face the truth. You've let his lies twist you.”

“Who? Who's lies?”

“Sprague. Your precious mentor and master. He was the one who brought the Muck Raker into the pens. He's the one who sent Gabreel into the Arena as part of the second group to face the thing.”

“no...”

“Yes.”

“But...” Gudrun twitched. Her hands shook. Not in rage but from something else. Something was making her hands move without her volition.

“See—you're little better than a puppet.”

“Stop it!” Gudrun screamed. Sharisse released her. Stepped back.

Gudrun fell to her knees. Her hands shook. Scrabbled at the blades hidden in her sleeves. Tears ran from her eyes. She was fighting to reclaim control of her own body. Her hands were being directed to kill her. She could feel it. She knew it.

Her mentor had manipulated her. Used her. Like she was disposable. Inconsequential.

But Gudrun had taken a vow in the old way. She knew now that the person she blamed for her bother's death was not to blame. She had been set against Bujilli as though she were some mindless pawn in a sick and twisted game. She felt betrayed . Used. The subtle distortions that had been worked upon her mind collapsed. The dreams evaporated. Gudrun stood up. Her hands curled into fists.

She looked at Sharisse.

They stared at one another.

Silently. They stared into each others eyes.

Bleeding. Ragged. Betrayed.

A cold spring rain began to fall.

It washed away the blood. Most of it.

“I intend to kill him.”

“I know.”

“Will you help me?”

“Yes.”

Thursday, April 11, 2013

Bujilli: Episode 60


Previously...
Bujilli has been summoned to a cave in the Yaddivar Highlands. He has been brought back to a place he spent a lot of time during his difficult childhood. The Cave of the Centipedes. There his Uncle confronts Bujilli with news that his father is dead. Killed by rival sorcerers. At first this sounds like good news, but it isn't. Before his Uncle can elaborate any further the person who called Bujilli back to this place enters the cave...

"YOU!" growled Bujilli. He could smell the all-too-familiar scent of sweet damnation approaching him from the cave mouth. He didn't need to see her to know who it was. Ahtrishka. The demon-bitch his Uncle used to keep penned-up in a seven-metal cage. She had been a dirty little secret to both of them; a source of knowledge and gossip for his Uncle and something...a bit more personal to him. Her kiss-mark had scarred his soul.

His hands flew through several antagonistic mudras and vicious violet light began to seep from the fractals embedded in his hairless left hand. It had been her wheedling, pleading and cajoling that had tricked him into casting his first spell. That had gone badly. He was lucky that his Uncle had come home early and dispelled the mess he had made. Surly violet fractals still swirled through the flesh of his permanently hairless left-hand because he botched that spell. He'd never forgiven her for playing that cruel trick upon him.

"Hold!" barked his Uncle.

They locked eyes. For the first time his Uncle looked away first.

"You bastard--"

"Ha! Look whose talking! Here; this is yours."

Something landed at Bujilli's feet. The old table knife. The one he had stolen from his Uncle to defend himself with after his first trip down in the basket as a dangler. It was badly tarnished and poorly sharpened by a young child's inexpert scraping of the blade against rocks in the darkness to give it whatever edge he could manage.

Bujilli picked the knife up. The handle fit his hand perfectly. He'd used it for a long time, until he had won his father's tulwar and taken-up Stril's axe...

The woman-form came closer. She wore a much-patched and poorly fitting cloak with the cowl pulled up and over her head. She approached empty-handed.

His Uncle flicked a Gloomlight glyph into place over head.

That wasn't a cloak. It was a blanket. His old blanket. The one his mother had made for him while she was still carrying him in her belly. His Uncle had never taken away that blanket, no matter how badly he beat him or screamed at him. The blanket was his. It was the only thing Bujilli could come back to. a last tenuous connection to his murdered mother.

Now it was being worn by this thing.

"Is this how you greet an old lover?" hissed the woman-thing.

Bujilli spat in disgust; "You never loved anything in your entire existence. Demon-bitch."

"True. I have never loved. But you have. You used to love me." She pointed to his heart with a filthy finger on a slightly decayed hand. Maggots wriggled in the gaping wounds.

"You preyed upon a vulnerable child, misled and beguiled and lied, lied, lied at every turn."

"Of course. I am a demon." She bowed mockingly.

Bujilli was grateful he had only consented to a single kiss from this foul thing, that he had not succumbed to her whiles and allowed things to go any further. But it had been close.

"I hate you."

"But you loved me. Once." She declared.

"I was a stupid child."

"And now you're a stupid man." the demoness laughed. But she came no farther.

She let the blanket slide from her head, pulled it around her shoulder like a shawl.

Bujilli stared in disbelief, in growing horror. It was his mother standing before him. Talking to him in a demon's voice. Her body, dragged out from under its cairn and made to serve this bitch like a puppet.

He looked at his Uncle in rapidly escalating fury. The old sorcerer nodded then turned away. This was not his doing. Or so he had claimed earlier.

"It was you who called me back to this place?" Bujilli demanded confirmation.

"Like I said; stupid. Of course it was I who summoned you here. Surely you didn't think that this old fraud had done such a thing." She giggled in six softly warbling voices at once.

"Why?"

"Because I can, you stupid little jackass. I summoned you using your own hair, your precious blanket, all the things you left behind when you ran away. I summoned you just the way your kind calls upon mine. I intend to make you my slave. I will devour your soul. but first I desire to taste your despair--"

The silver table knife protruded from her forehead.

"Stupid bitch. My Uncle taught me better than that."

"Yes. I did. So finish this. Now. While you still can!"

Bujilli snarled, his eyes filled with golden light and he shouted the Words to that first spell. This time the violet fractals surged forth to do his bidding. The cave echoed with a terrible thunder. A storm billowed out from Bujilli's left hand. It swarmed and swirled all about the three of them, lashing out and licking the stones with flickering lightnings. Then it all came crashing down upon the transfixed form of Ahtrishka who was trapped in the corpse of his mother. The violet fractals seethed and screamed and struck out at their designated target again and again and again, speeding up with each flash, every slash. The long-constrained weirdstorm quickly reached a crescendo and then all was silence.

Atrishka was gone.

Annihilated.

So was the blanket. The knife. his mother's reanimated cadaver.

There wasn't so much as a violet smudge.

"Well, you finally learned how to cast that spell. Hmmph. took you long enough."

Bujilli stared at his Uncle.

Then they both began to laugh...



Previous                                                                          Next

Series Indexes
One | Two | Three | Four | Five | Six


About Bujilli (What is This?) | Who is Bujilli? | How to Play

Bujilli's Spells | Little Brown Journals | Loot Tally | House Rules

Episode Guides
Series One (Episodes 1-19)
Series Two (Episode 20-36)
Series Three (Episodes 37-49)
Series Four (Episodes 50-68)
Series Five (Episodes 69-99)
Series Six(Episodes 100-ongoing)

Labyrinth Lord   |   Advanced Edition Companion

Wednesday, April 10, 2013

Ten Arrivistes (A Random Table for Wermspittle)

Despite being such a horrid place in the Winter, there is no shortage of new-comers in Wermspittle...

Arrivistes Table One (D10)
  1. Skongra Malebolger: Short, shriveled and incredibly wrinkled little stump of a former soldier in the service to some unpronounceable foreign queen, Skongra carries dozens of badly-healed scars to go with the battered and poorly repaired half-plate armor he wears everywhere. His eyes are never the same two colors twice, nor his teeth the same number, but always his breath is foul, reeking and noxious. He has a number of forged documents granting him various titles and privileges. He may or may not realize that they are spurious. He wishes to settle down and raise onions, but for some reason he cannot locate the plot of land that was promised to him. He is getting quite upset.
  2. Yulinthe: Fair complexioned and lithe to the point of embarrassing swans, Yulinthe claims kinship to some obscure line of nobles that she read about in a children's book. It is a conceit she adopted in order to obscure her rather plain origins. she has always dreamed of being a princess trapped in a peasant's body. Unfortunately she does not realize the full extent of the crimes attributed to the scions of this particular lineage, nor that the locals felt compelled to behead and burn every last one of the wretched, poxy fiends last winter. So far no one has had the heart to tell the oh so pretty, but oh so naive girl the truth. Some wonder if she really could be connected to those rotten abdead things that only masqueraded as human. Others avoid her precisely because they believe she is bound to find out the truth of the matter and it won't be such a pretty sight at all.
  3. Litanj Umarri rode into Wermspittle from off of the Cold Roads. Her horse was killed and eaten by a mob of starving Unfortunates during her first Winter in this place. She has determined that she will not spend another Winter here. She does not like her chances on the Cold Roads without a good horse and there are few horses available,even  to be stolen, in this wretched place. She has heard of Weak Points, but most of those tend to lead to ruins and even less desirable places. It is as though this isolated city were somehow surrounded by dead worlds. Perhaps she'll take her chances. any place has to be better than this one. Right?
  4. Gradha is a brutish lout with appalling manners and worse hygiene. But she gets results. Now she's been assigned the task of whipping a cadre of the Street Patrol into shape. Unfortunately for those under her supervision, Gradha is a bit literal in her approach to this task. Her unit is very close to mutinying on account of her high-handed manner, incomprehensible orders and reliance upon flogging to establish discipline. This isn't the Aerial Navy. At least two officers under her command are conspiring to arrange an 'accident' for Gradha.
  5. Waeru tends to keep to the side-lines as much as possible. They dislike the hustle and bustle of fame, but their new-found good fortune has propelled them onto the local political stage. Every day brings them one step closer to being found-out and all those monks that died might finally be avenged. But all in good time. And who knows--perhaps they can acquire the title to the crappy old chapter house and no one need ever know what really happened there all those months ago...
  6. Zushille smiles. She may not be pretty any more, not after the long trek through the Plateaus and especially not after what the tribe that tortured and killed the rest of her party did to her. But she escaped. She made it out of the 'Drifts. Too bad she had to wind up here. But still, Zushille has been in worse places, under worse conditions. So she smiles.
  7. Undreevio is getting too old for most things. His body is failing. His money is running out. He came here looking for a solution, an alternative to the unhallowed rites he could not afford in Nagrothea. Did he come all this way, endure so very much, only to spend his final days as a test-subject in some mad man's insane experiment?
  8. Ledra was a Forager for close to a year, a really lean and difficult year, Then he found Jakub's Door and learned about Amber-Gathering in the Purple Forest. In a few weeks he collected a great deal of the stuff, having lucked into a substantial deposit. There had to be hundreds of pounds of Purple Amber there, ripe for the taking. But it was more than he could easily carry. He didn't trust the mercenaries on the Logging Roads, or any of the other amber-gatherers, so he buried it and came back with a sackful of choice specimens. He's on his way to King Clovine Court to find a buyer. Then he needs to start looking for a few decent partners to go back for his secret cache before someone else stumbles upon it.
  9. Jurig Dalm is not just any Refugee. He used to be a Baron back in the old country. But the plague ended all that. He has lost his estates, his family, his station and fortune. The plague even took his right eye and left hand. He came to Wermspittle looking for a way to rebuild his fortune. To start a new life. The Surgeons and their clinics expect some form of payment. Nothing comes for free. He has heard that there are Medical Students looking for test-subjects, but he has also heard that little good ever comes from such things. The underground Arenas might be an option. He has heard that sometimes a stable-owner will stake a competitor, allowing them to acquire some prosthetics or grafts. That might be a way to get back on his feet. Leave the Low Streets. Regain his pride and reclaim some measure of power. But it is risky. Very risky. Perhaps he should reconsider becoming a host. He has seen Kilijji regrow her feet after losing them to frostbite. But he has also listened to Sharisse and he has serious misgivings about the true intentions of the werms.
  10. Klimus was abandoned by his caravan during an attack by some group of brigands. He walked through the Low Marshes to get to Wermspittle. Alone. He was a mediocre merchant's apprentice when he started his journey. He's a Geist-Killer now. And a good one.








Tuesday, April 9, 2013

Kthoim: A Servitor for Petty Gods

It Is Said...
...The Ancient Witch Queens of Amatradigor took their elite palace-guard from the ranks of the Kthoim. Of course, they also knew the secrets of the Mauve Trapezoid and how to bind these entities to their service with various runes and unsavory pacts. Such knowledge has since been long lost or forgotten, but occasionally there are unsubstantiated reports of spell-bound Kthoim standing guard over strange tombs or certain unhallowed palaces within long-dead cities, but so far nothing has come of any such traveler's tales. So far...

From The Third Azure Scroll of Parlavak



Kthoim
Keepers of the Wyrd
Minor Servitor Species Devoted to Various Unnameable Powers Probably Best Left Unnamed

No. Enc.: 1 (1d4)
Alignment: Chaotic Evil
Movement: 90' (30')
Armor Class: -2
Hit Dice: 10
Attacks: 2 (weapon/special)
Damage: 3d6/special
Save: F10
Morale: 10
Hoard Class: IV,VI...
XP: 120

The Kthoim are void-warped humanoid molluscs who serve a host of ruthless alien masters with unpronounceable names. They wait deep within the interstitial voids between the Known Planes for the Call of those who would open the way for them. 

In combat a Kthoim wields a terrible +2 bastard sword that inflicts 3d6 damage and on any modified attack roll of 20 the target must Save or have one random limb severed (can include the head).

A Kthoim will sometimes forgo an attack with their dread sword in order to spew a viscous green phlegm upon any severed limbs within 15' of them. After 1d4 turns, Kthoim-phlegm will have reduced the severed limb so treated into a shapeless protoplasmic mass that takes on a life of its own as a 1HD Blobling (Al CE, Move 30' (10'), AC 8, HD 1, ATK 1, DMG 1d4, SV F1, MRLE 5, Hoard Class: nil, XP 6). This amorphous mass is mindless, ravenous and autonomous, and the limb so lost is non-recoverable, though it could possibly be replaced. Bloblings created in this manner are under the mental control of their Kthoim masters, but they are only capable of obeying very simple commands.

Unlike many otherplanar beings, Holy/Unholy Word does not send them back to their unnamed realm in-between the planes. Instead these types of spells inflict damage upon the Kthoim at a rate of 1 point of damage per level of the caster.

Summon Brethren: All Kthoim possess the ability to Summon one additional Kthoim after successfully inflicting 60 hit points of damage in battle. The Kthoim's attempt to summon reinforcement is automatically disrupted if they take damage before they can complete the elaborate summoning process (2d4 turns). They reduce that time by 1 turn for every Kthoim already successfully summoned...so things can get out of hand quickly if they are not stopped soon enough.



The Eighth Contingent
Certain ancient scrolls warn that every eighth Kthoim summoned forth is a Fighter/Magic-User wielding both a sword and a staff that blasts minds or withers flesh. [Stats as above, except 12 HD (Fighter 6th/Magic User 6th), Save as 12 HD Cleric, Morale 11, and spell-casting capabilities as 6th level magic user with 18 INT, XP 1200. The Kthoim-Staff is a Chaotically-aligned +2 weapon, has 3d6 charges, and functions either as a Staff of Striking or a Staff of Withering, depending on the whims of the Kthoim wielding it. These staves are often very intelligent and will always attack any non-Kthoim that tries to wield them without first ascertaining the stave's name, usually through some form of divination or identification spell.]

They Make Wastelands of Worlds...
On those worlds where the Kthoim have successfully conquered large domains, as soon as the Kthoim consolidate their hold over their new territories, they enslave any survivors and set them to work erecting a suitably huge and powerfully fortified tomb-redoubt for the Lich-Lord whom their Unnameable Masters have selected to oversee these blasted and ruined places. Each Lich-Lord is progressively more insane than the others, but few non-Kthoim could ever hope to tell the difference.

To Call Forth These Beings...

The Kthoim are summoned by way of the Mauve Trapezoid or by use of the spell 'Calling Forth the Kthoim' (an uncommon variant of a VIth level Summoning Monsters spell that opens the way for only one of these creatures...which is often more than enough). This spell has been banned and stricken from most reputable spell-books, but every now and then an archaic copy of it surfaces on some tattered old scroll some adventurer recovered from a dismal delve.

Mauve Trapezoid
Cold, oily mauve stone faceted into an irregular trapezoid and set to levitate above an ornate bronze bowl cast or carved with a spiraling pattern of overlapping waves or ridges that seem to move slowly of their own accord. The Mauve Trapezoid radiates Fear in a 30' radius and has an INT, Willpower, Ego equivalent to a +2 magic sword. It has 2d4 random magical powers in addition to its primary power which is to serve as the focus for opening a Gate into the Interstitial Void between universes. This gate function can be operated by anyone willing to sacrifice 3d6 hit points to the eldritch mechanisms within the bowl. Such a Gate will only remain open for 1d4 turns, after which there is a 30% chance of the item teleporting away. The ancient words of power for commanding and controlling this item have been lost, but if it is true that the Tombs of the Witch Queens have been found, then it may be possible to barter with one of the mummified rulers of ancient Amatradigor for the secret knowledge necessary to operate the Mauve Trapezoid...if one were foolish enough to trust such a being in the first place.

Monday, April 8, 2013

A Challenging Petty God: Hlinjassa

Since I created the image for Hlinjassa as part of a challenge, I thought it entirely appropriate to make this weird deity available to Gorgonmilk's revived and expanded Petty Gods project, as a challenge to see what someone else would write-up about this being. Gorgonmilk has accepted Hlinjassa's challenge and posted the image HERE, and now we're looking forward to seeing what Simon Forster from The Sky Full of Dust blog will will have to tell us about this entity.Thanks for accepting the challenge Simon!

Friday, April 5, 2013

The Thing That Watches (Petty God from Bujilli)

"There was a very large object in the center of this room. It was set upon a dais of corroded metal and a shimmering field of criss-crossing slow-motion lightning bolts arced all around the bloated figure of some larval-like mass of glutinous folds and many, many limbs surmounted by a greenish orb. It was extremely silent, but then such things usually were, when they had a pocket of absolute vacuum surrounding them...He had the disconcerting impression that the large green orb was some kind of ocular organ and that it was looking right at him..."

Bujilli, Episode 9


The Thing That Watches
A Petty God from Bujilli: Episodes 9 and 10

Name: Thing That Watches
Symbol: Iridescent Pearl
Alignment: Unknown
Movement: n/a
Armor Class: -5
Hit Points (Hit Dice): 122/89* (20 HD)
Attacks: n/a
Damage: n/a
Save: M20
Morale: n/a
Hoard Class: Random
XP: n/a

Bloated and inscrutable, it squats sullenly behind intense sorcerous wards, watching. Always watching. It has been a witness to many things, but never once has it spoken or shared any of what it has learned. It is a selfish, minor godling, this Thing That Watches. Whatever it sees, it keeps to itself. It hordes knowledge. Keeps secrets it never shares. Knows much that others can only ever guess.

Anyone attempting to use Telepathy, ESP, or other such forms of mental communication with this entity must Save or be afflicted with a Feeblemind spell for 1d4 hours. Attempting to use Contact Other Plane or Commune to reach this entity will result in the caster losing the ability to cast that spell for 1d4 weeks, no Save. The Thing That Watches does not speak, it lacks the ability and has no inclination to communicate if it even could. It watches. Apparently, that is enough.

According to the Xenosage Balgramire, there are only 346 of these beings left in existence. But of course everyone knows that the old fool was only half-right about this, as with most everything else. There are in fact 346 instances of this collective organism scattered across congruent space-time. There could be more of the thing's serial-bodies spread out into the past or future, but no one has ever bothered to look into the matter.

For some unexplained reason, the Thing that Watches is most often encountered in close proximity to various Transition Mechanisms, such as Synchronocitors and the like. They also tend to be reported by nearly every person who bonds with one of the Gems of Muktra.

It is alleged in certain ancient texts that it is possible to open a channel of communication with this deity once one has possession of an operational Synchronocitor, but the details are a bit vague, not the least of which would be why anyone would bother and/or just what good it would be to anyone with the means to attempt such a thing. Other sources indicate that the Thing will only ever communicate with one who bears the Gem of Muktra, but so far this has not been verified.

There is a great deal no one knows about these things.

*The first value is for the force-field surrounding the Thing That Watches, the second value is for the serial-body. Destroying one or more of this Pettty God's serial-bodies will only mildly inconvenience it, and since it does not attack, there's no XP to gain from harming it.



Wednesday, April 3, 2013

Bloodseers of Wermspittle



Whispers echo softly from the damp walls of alleys even the ragged, leprous Refugees from Kerinam avoid. Soft, sibilant and insistent, few heed these minor nuisances. They are easy to ignore in a place rife with real threats and worse perils prowling about the streets freely. But occasionally, for whatever reason,  someone leans a little closer, takes that one little step further... 


The Blodseers are not creatures of the flesh to be hacked or shot. They are subtle, insidious projections from some distant plane*. Their presence is barely felt, rarely recognized in Wermspittle. But every now and again some unfortunate soul wanders into contact with them, almost always by accident. More often than not such encounters appear to be random in nature, much like stepping on a land-mine in one of the cordoned-off ares of Greenflower Street Park. And always--always--the Bloodseers are only ever encountered in certain alleys well away from the abbatoirs and Killing Floors of the Butchers. No one knows why.

What is Known
The epithet 'Bloodseer' was first given to these beings when it was ascertained that they saw all living beings in terms of their circulatory systems--they literally only saw the blood coursing through veins and arteries. Aside from this bit of trivia, little else is actually known or confirmed regarding them. Very few people have any dealings with these entities, and those who have encountered them are loathe to repeat the experience.


Encountering Bloodseers
Coming into contact with the Bloodseers results in the contactee experiencing slight discomfort, typically a brief sensation of nausea or disorientation. The majority of documented reports insist on the experience having a 'strange sense of pressure that fluctuated throughout their bloodstream.' Most victims retain little, if any memory of what exactly occurred during their contact with these entities, a fact that has stymied many a would-be researcher.


Bloodseer Encounter After-Effects
  1. Victim suffers effects of Fear (as spell) for 1d6 minutes. They suffer a permanent -1 penalty to Saves regarding all Fear-related effects henceforth.
  2. The contactee's blood-flow has completely reversed itself. There seems to be no ill effect, but they now can Detect Mirrors at will and have to re-learn how to read again as 'all the writing appears backwards'.
  3. Victim experiences Confusion (as spell) for 1d4 turns upon taking damage. They are also 'contagious' and inflict Confusion upon anyone they touch or come into contact with during the duration of their own confusion. This contagious form of hysteria fades over time, and the effect will be all but eradicated after 2d4 episodes. Those 'infected' with the confusion are not contagious. Usually.
  4. Whenever the victim suffers damage they must Save or experience the effects of a Ventriloquism spell. they also harbor an unreasonable fear that the effect might become permanent.
  5. After taking more than 3 points of damage through bloodloss, the Contactee experiences a period of ESP (as spell). This effect is extended by 1d4 additional turns per each point of damage by bloodloss they suffer while under the effects of the spell.
  6. The victim's blood is now invisible.
  7. Subject suffers effects of Feeblemind (as spell). The condition may be permanent, however, when they take damage, they come out of the spell's influence. Possibly, if they were to take enough damage, a little at a time, they would be able to throw off the Feeblemind effect, perhaps even permanently.
  8. When exposed to blood, the victim must now Save or else enter into a trance and undergo a limited form of Contact Other Plane. They will be asked 1d4 questions in some incomprehensible language that gives them a lingering headache. If they do not respond, they suffer 1d4 damage. If they attempt to understand or to communicate with the entities impinging upon their awareness, they must Save or collapse into a stupor for 1d4 hours, after which time they will gain the ability to understand the language being used by these entities.

All who are 'contacted' by the Bloodseers suffer a permanent penalty of -8 to Morale whenever they contemplate re-entering the particular alley where they encountered these entities.


Rumors, Suspicions, and Peculiar Circumstances
  1. There are never any Bloodseer encounters near any of the Butcher's Shops, Delicatessens, or processing facilities. Many believe this has something to do with the Butchers. Perhaps they know some way to ward off the Bloodseers. Or perhaps the act of exsanguination is distasteful, possibly even damaging to the Bloodseers? Inquiring busy-bodies want to find out, so they have kidnapped a few Refugess and/or Unfortunates and dragged them through various alleys in search of the Bloodseers in order to find out just what happens when they cause their victims to bleed out.
  2. Eramikus Jarl, a minor academician of little standing, has put forth a mostly ignored hypothesis that the Bloodseers arein fact performing a highly esoteric form of divination, that they are in actuality 'reading people's circulatory systems in order to glean some meaningful information from the currents, eddies and flow of the blood.' So far Jarl's work has been silently ignored by the mainstream, which has forced him to go to outside established academic channels. His weekly column is now featured in several of the less reputable Low-Street Gazettes and other such scandal sheets and tabloids. His work in this area has also resulted in a rash of would-be test-subjects and others fleeing from the alleys. If this continues, it might spark riots as those exposed to the Bloodseers will not willingly return to the alleys.
  3. A fragment of a document referred to 'X11-J' was recently recovered from a boarded-up old private archive by a small group of Foragers. This document seems to have something to say about the Bloodseers, but none of them can decipher or translate it. The Foragers are divided over whether to sell the thing, or to bring it to the Academy, possibly in hopes of a reward.
  4. Ujjonima, an Expatriate Merchant-Duke from Androvia has given away all his prize possessions to a group of Refugees and taken-up the role of an eremite. Normally this sort of mental breakdown wouldn't merit more than a brief mention in one of the papers, but this is something more than just a rich man's collapse into some form of mania or madness. It is rumored that Ujjonima encountered a Bloodseer, and that he has now devoted his life to understanding the mystical implications of the communication that took place. He intends to leave Wermspittle and go out into the Plateaus and find a cave to spend the rest of his days in contemplation. So far he has not found a Guide willing to deal with a crazy, destitute beggar-prophet.
  5. Junikor of Galeph, a defrocked surgeon reputedly involved in some sort of unnatural experiment or relationship with an albino penguin he keeps penned in his attic (the gossip gets ugly and crude fast), has just published a report of his recent effort to remove a particular gland from the brain tissue of a cadaver and by employing a combination of galvanic and other techniques, to make a sort of 'blood detector' from the lump of distressed tissue. In the course of his work, he claims to have stumbled upon a means to detect Bloodseers. With a bit of experiment and refinement, Juniko expects to be able to establish some form of communication with the Bloodseers. There are those who greet this news with some curiosity. There are others who are grimly determined not to let this happen at any cost. Some of those opposed to this line of research are cultists and their ilk, but not all of them. some sort of well-funded cabal is very determined to prevent any such effort to succeed.
  6. A group of Butcher Boys have been spotted prowling along alleys known to be places where Bloodseer encounters have been reported. They are out hunting. They intend to capture a Bloodseer. they want to know how these things perform their divinations through skrying people's bloodstreams. such a trick would be very valuable to their masters.









* Maundrey's Crypto-Apothecarium (First, Prijja Edition), carried a forty-six page appendix that covered the Bloodseers in extensive, some would say exhaustive detail. Sadly this section was removed by the editors for all subsequent editions. It was in this appendix that the plane of the Bloodseers was identified as Gulkaddra. A set of seven glyphs were also provided for contacting, binding, repelling, and warding against the Bloodseers, but it is rare indeed to find all seven glyphs intact any more, since the Great Library Purge under Commandant Montag. This expurgated 'Appendix M' has become a notorious bit of spurious apocrypha, with many forgeries and very few actual surviving versions available even to the most discriminating, and wealthy collectors. Copies of the First Edition that still retain the appendix intact go for considerable sums when they reach auction, though few ever make it that far. Agents representing various interested parties have been known to make discrete offers or even more convincing threats prior to any such public sale. Still and all, given all that, no one ever seems to ask what such a thing is doing in a medical treatise concerning banned formulas, contraband serums and the like. 

Tuesday, April 2, 2013

Spell: Summon Weird Machine

Summon Weird Machine
Level: 6
Duration: Depends on Machine Summoned
Range: Touch

Caster constructs the appropriate geometrical figure corresponding to a particular Weird Machine and then invests the Attractor Pattern at the center of the design with the designated sacrifice in order to call forth the Weird Machine they have decided to summon.

See the Weird Machine Table for options and requirements.