Seasonal Spells

Been fighting creative blocks for a while now — I mean, a lot of folks are, I daresay — and it’s been frustrating getting stuck in cycle after cycle of have idea -> ponder idea -> get stuck -> stew in own juices -> get another idea to add to pile -> infinitum.

But this one, I got through the block! Yay!


So here are 48 rules-light-style spells; twelve spells for each season.
(these are the seasons as I think of them; I’m not claiming some season-primacy here yo)
They’re formatted for pocketrpg but it should be pretty easy to suss them out and adapt them to other level-less rules light systems — and if you don’t want to take the seasonal route, just mix em’ up anyway —

Options: Someone who learns from a season cannot learn its “opposite”; someone who learns from a season can learn no other season’s magic, but may acquire non-seasonal magics freely


Winter

01. Coldsleep: The chill of the season falls. Living beings Nearby fall asleep until warmed.
02. Be Still: Sorcerous cold stiffens flesh and unliving matter both, forcing target into frozen stasis for 1d4 hrs. (spend Essence to extend duration; 1/day – week – month)
03. Hoarfrost: Coats an area up to Far Away in glittering frost; reveals illusions, spirits and invisible creatures, and places tests against Winter magic at Disadvantage for 1d6 actions.
04. Icedrop Clarity: Target must still for at least one action; then an actionable answer to one question, decision or puzzle unfolds in mind’s eye. Advantage on next related action.
05. Night Unending: Cloaks area no larger than one farm in cold darkness, as if the sun never rises. 2d4 days. 1 Essence.
06. Shivering Cloak: Wraps subject in silvery white aura, halving all harm from heat, fire, or mental addling for 2 hrs.
07. The Calm Of Snowfall: Beings Nearby are overcome by the still silence of winter and must make Psyche checks at Disadvantage to act. 2d6 actions.
08. Diamond Dust: Flurry of glittering icy particles, sharp as razors, inflict 1d4 damage on 2d4 targets that are Nearby.
09. Icereaver: Conjures a sword or other bladed weapon of steel-strong ice, which deals an extra 1d2 damage from cold in addition to normal damage or stuns a struck target, costing them their next action. 2d6 actions.
10. Frozen Poise: As cool and precise as an ice sculpture, the subject gains +2 for all attributes when testing in social interactions where poise and calm clarity are of value. 2 hrs.
11. Long Cold Winter: Extinguish all sources of heat and light within visual range. They remain extinguished for 24 hrs. 1 Essence.
12. Whiteout: Cloak all in visual range in a blizzard that makes travel impossible and limits vision to 1d6x10′ at any given time. 4d4 hrs. 1 Essence.


Spring

01. Refreshing Flutter: In a rippling breeze, the subject is like new: cleaned, groomed, small blemishes or hurts healed, and energized to boot, with +1 to their next action.
02. Hope Brings Rain: Calls the rains down within visual range for 1d8 hrs; choose the rainfall amount wisely! — with a 1-in6 chance of a destuctive downpour regardless of intent.
03. Awakening: Pale rose-green energies invigorate up to 2d3 allies, granting them an extra action.
04. Verdant Renewal: Cause plants (even seeds) which are Here to gain a month’s growth, or a tree to burst into foliage and blossoms.
05. Brightbolt: Sudden lightning strike deals 1d8 damage to chosen target, even Far Away.
06. Mists Of Springtide: Cloaks an area up to Far Away in gentle mists that grant Advantage on cover and sneaking to all within them. 1d4 hrs.
07. The Sweetest Draught: Draw from a blossom or cluster of blossoms at least the size of one’s fist enough nectar to fill a small waterskin. Becomes alcoholic by the next day.
08. Threads Of Beginnings: Glance at a living creature and divine its place of origin and either two facts about its ancestry or what action it is currently likely to take in the future.
09. Whims Of Life: Cure, or cause, disease in one living being.
10. Cleansing: Immediately discern (by caster’s standards) the subjective and objective value, usage and proper placement of all objects within one room or equivalent area — and have them sorted, if needed.
11. Sprightly Returns: Energize self and up to 2d3 allies to travel twice as far before needing rest. Yes, this cerulean-green enchantment will also affect vehicles. 1 Essence.
12. Flowering Whispers: Whirls of creamy petals and golden dust leave 2d6 targets Nearby coughing and sneezing for 2d4 actions, able only to defend (and they still feel miserable for 2d6 hrs afterward).


Summer

01. Endless Day: Cloaks area no larger than one farm in warm daylight like high noon in summer. 2d4 days. 1 Essence.
02. Wildfire: Choose — either 2d6 Nearby targets take 1d8 damage from fire, or terrain up to house-size ignites. You cannot control the latter once unleashed. 1 Essence.
03. Heatwave: Addle 1d4 targets with warmth, leaving them confused and disoriented for 2d10 minutes or until cooled.
04. Tending Bounty: Designate one discrete location or subject. For the next 24 hrs, be aware of the condition of your chosen subject, and what it might need, whenever you wish.
05. Venomscourge: Burn out a poison or toxin.
06. Castles In The Sky: Create a detailed illusion that covers as much as 50′ cubed, or convince up to 8 subjects of a vague mirage off on the horizon. 1d6 hrs.
07. To Your Health: Subject heals 2d3 Essence.
08. Zenith: Subject impresses all who see them, appearing as in the prime of life; grants +2 to relevant attributes on tests involving raucousness, joyful gatherings, and jocularity in general. 2 hrs.
09. Sunstroke: Inflict fever on a subject, leaving them at Disadvantage for all tests for 2d4 hrs or until sucessfull treated.
10. Raise The Roof: Breath of tawny-green energies infuses up to 8 individuals; work produced is completed in 1/3 of normal rate, if it involves constructing or creating physical objects or the net result could be considered ‘bounty’ in any form. 24 hrs. 1 Essence.
11. Sky-Devouring Swarm: Calls swarm of terrible tiny bitey bugs (blackflies, skeeters, noseeums, midges) which promptly descend, like they do. Designated Nearby targets lose an action and 1d2 Essence, and itch like the blazes afterwards.
12. Sunshiny Day: Create a brightly coloured token reflective of a pleasant memory, which may be shared with or gifted to another to share that memory. Being so reminded eases any mental or emotional malisons for a day.


Autumn

01. Witherblast: Bolt of orange-red energy deals 1d4 Essence to chosen target and halves effective Body until target consumes a day’s worth of sustenance (not necessarily all at once).
02. Hunter’s Thread: Choose a general subject, bunnies to boletes, with token in hand (or make one); for the next 8 hrs, sense the direction of the closest example of that subject.
03. Concealing Brilliance: Clashing enchanted colours paradoxically make the subject effectively invisible. Or, simply change the colour of an inanimate object. (2d10 minutes/permanent)
04. Galeforce: Summon tempest-strong winds to batter and scour up to 10 miles for 1d6 hrs. 1 Essence.
05. Scarlet Wisdom Prudence: Envelop up to 2′ cubed of material in conjured, dull-scarlet stoneware-like material. The contents will remain fresh as the moment they were stored until the seal is broken and the lid lifted, then time proceeds as expected.
06. Knackery: Convert any carcass into 3d6 meals’ worth of portable, completely edible, nondescript “iron rations”. Carcass choice may cause some commentary, depending.
07. Cull The Weak: Determine the most vulnerable of all Nearby being, ranking all present. Learn the exact vulnerability of the weakest.
08. Stitch-In-Time: Divine answer to one question, so long as it involved preparation against the future or future events.
09. Scarecrow: Conjures a phantasm of shadow and broken straw, painted bones and tattered rags; 3d4 Nearby subjects flee or cower in fear.
10. Golden Sacrifice: Blood a willing subject; another subject heals the amount of Essence the subject loses. Willing subject may be the caster.
11. Flicker: Choose up to three general subjects, spirits included; subject becomes a beacon or lure for them for 4 hrs.
12. Harvest Token: Infuse a small object with crimson-gold sorcery, producing one of the following when token is used: sustenance (a full meal); comfort (protection from environment, 12 hrs); blessing (reroll once, or otherwise escape one dire circumstance). 1 Essence. You cannot possess more than one enchanted token at a time.

d66 Wondrous Drafts

Looking for a potion? A strange and curious fluid to pour on your skin or down your throat?

Then look no further ~

d66NameTraitsProperties
11.Calcific Warding ElixirThin; chalky, milky white, definitely not meant to be drunkPoured on the thresholds of a chamber or — if pressed — scattered across the ground (up to 20′ square), will mark any of evil- or ill-intent with terrible stony growths like serpentine coils
12.Potion Of Piercing The VeilColourless; tastes faintly of limes and mintFor the next four hours after consumption, one may see through all illusions and mirages — false visions are known as false, invisible creatures are not, and so forth
13.Serpent-Handler’s BoonTasteless, scentless, watery; often tinted greenish or goldenAny venomous creature that consumes the fluid has its venom nullified for the next 24 hours; watering a plant or fungus with it has the same toxin-nullifying effect
14.Black Terrors ElixirSometimes a failed creation resembling another potion; sometimes deliberately made, like faintly salt waterAny who consume this see the next living creature they encounter as their greatest terror for a week, until the hex is broken, or they consume six pinches of salt, flame-pepper and red wine lees
15.Balm Of One Thousand HuesShimmers in a spectrum of colours; a slightly waxy emulsionUsually found in tiny measures but occasionally enough to slather over a person or even a horse, the balm will permanently change the colour of any object it coats completely — any possible colour or hue imaginable
16.Potion Of Finding The CentreTawny or sandy; syrupy, coolAny who drink this potion find themselves clear-headed and preternaturally calm for the next sun’s cycle (rise or set, as appropriate), unable to be angered or terrified or sorrowful, but neither will they feel joy or triumph; temperance above all
21.Spirit-Chaining OilBlue-white, translucent; faintly luminous, faint scent of myrrhAnointing a corpse with this oil within a day of death will preserve the flesh and call the departed back to animate it; the newly-unliving retain their faculties and free will, and visible wounds are not restored
22.Prime EssenceFizzing, agitated; strongly sweet or bitter, varying in colour by elementDrinking down prime essence infuses one — for six days, with 25% chance of permanency — with an elemental force, granting immunity to that element and ability to move freely through it (as applicable), but also lethal vulnerability to its opposite element and susceptibility to elemental binding and warding
23.Essence Of The BeastThick, opaque; faintly earthy or muskyConsuming this essence grants the ability to manifest physical attributes of the specific creature the essence is tuned to — coat, senses, swift hard hooves, etc — for four hours, one trait at a time. (most are labeled, but not all of them)
24.Pearlscale PotionPearly, opaque; salty-sweetThis potion re-shapes the ingester for eight hours (25% are permanent), opening delicate gill-slits and often growing fins or webbed digits or both; the newly changed can breathe water and maneuver freely in liquids, but tires more quickly on dry land and the gills must be moistened regularly
25.Pain-Softening ElixirViolet-black, cloudy; tastes of apples and almondsNot named for physical pain at all, this elixir, once swallowed, will permanently ease or excise (as desired) the inner turmoil associated with one selected memory; the memory itself is not erased or altered
26.False Darkness ElixirWatery, inky; smells of copperAnything or anyone splashed by this elixir is unaffected by the touch of the sun for a full day-cycle — skin does not burn, snow does not melt, metal does not heat, as if the subject has its own personal sunshade or nighttime
31.Itty-Bitty-BalmOily, reflective, evaporates quicklyAn object doused in this balm shrinks to one-sixth of its size, reversible by a second dousing; living beings may use the balm, but reversal is not guaranteed —
32.All-Things-End ElixirYellow-rust, mottled; smells and tastes sourAnything doused with this elixir rots, fades, corrodes, withers, or otherwise goes to pieces, as rust-riddled metal, dry-rotting wood, and so on; needless to say, drinking or otherwise applying it to the living is not recommended
33.Potion Of Alabaster AegisCreamy white, translucent; thick, tastes of almondsDrinking this transmutes the skin to a dense, supple substance resembling alabaster as strong as steel, offering protection as plate armour and an immunity to surface toxins and acids; the aegis lasts an hour, but deliberately taking blows for another adds 10 minutes of time
34.Flame-Devouring TinctureOrange-gold, swirling; tastes of plums, smells like ashDrinking this grants immunity to flame for an hour and the ability to volley back a dagger-tongue of flame for every incoming injury — but the stored flames will turn against one if not already expelled when the immunity fades
35.Iron Body PotionGreen-grey, syrupy, bitterFor an hour, this potion grants the strength of an ox — lift ridiculous weights, haul a filled wagon, brace immense objects, strike twice as hard — but delicate, precise motions become a disaster half the time during that hour
36.Golden Panacea Of DawnPink-tinged amber, transparent, tastelessA tonic of sacrifice, this draft allows the drinker to touch as many individuals as can be reached and touched within the chanting of an average hymn; at the end of that time all those touched are cursed of illness and wasting, and the drinker takes on their maladies
41.Bridge-Building BalmRosy, translucent; tastes of lemon and butterThis balm must be shared and applied by at least two creatures; once all has been shared, all become aware of what each holds as a dear, driving goal, and how to aid with that. They all may communicate despite any language or other barriers from now on — a gift for opening up
42. Cats’ Night ElixirBlue-black flecked with gold; twinklingWhether swallowed or dropped into the eyes, for the next six hours one may see as if in broad daylight — so long as there is the merest hint of a whisper of light in the dark — and sense the presence of unseen spirits or fae as a prickle along the nerves
43.Blood-Flows-Vicious PotionPurple-tinged crimson; opaque, burningFor two hours after consumption, blood spilled from the quaffer will leave agonizing, flesh-eating lacy patterns of wounds, like a dagger-stab, on any who come into contact with it — by attacking and being splashed, say, or touching a bloodied weapon
44.Labourer’s PossetToasted-cream, opaque, thickFor the six hours following consumption of this draft, one may complete tasks — from reaping grain to copying a manuscript — in a third of the time, but finish a full meal immediately after the effects end or one will collapse for twelve hours
45.Joyous Instant CordialRose-violet, thick, syrupy; overpoweringly sweet scentNot meant to be directly consumed! — poured into any potable liquid, up to a hogshead in volume, will turn that liquid into sweetly floral wine (sometimes even prevents hangovers from it)
46.Seven Devils TinctureBlack, red and gold in layers; effervescent; tastes of roses and bloodThough outwardly there are no changes to be seen (… usually), consuming this allows, for seven days, both passage through hell gates and for one to be accepted and recognized as belonging to the labyrinths of devilish society
51.Elixir Of The FleshRuddy, watery, soil-tastingConsuming this elixir causes the body to cannibalize itself — resulting in lassitude and physical half-effectiveness — as it sprouts meaty brackets of edible fungus through the skin, enough to feed three per day for three days (repeated doses not recommended)
52.Million Forms PotionQuicksilver, heavy, smokyDrinking this potion changes one’s shape permanently, gaining one new trait that one wishes, and one trait that is unpredictable — these may be anything from a change of hair colour to gaining height, to a new limb or patches of iridescent scales, but no change of form will add impediment.
53.Kaleidotropic OilWhirling, prismatic, stickyPoured out on the ground, splashed across a wall, or — poor sod — doused onto a hapless target, the mindbending effect radiating from this oil both fascinates and nauseates, leaving those who can’t tear their eyes away standing stock-still, dizzy and disoriented. The oil dissipates quickly, lasting no more than ten minutes
54.Wind-Wandering DraughtTransparent, mottled grey and colourless; dusty tasteDrinking this makes the body float as if weightless for an hour, a sensation one quickly learns to control after a few moments into smooth hovering — it grants no speed, or maneuverability for that matter, but fans, pinwheels, or even energetic flapping may all provide interesting results
55.Crimson Lily Exhalation ElixirRich red, tingling, floralThree times, within eight hours of drinking this elixir, one may breathe forth a roiling gout of coiling, effervescent crimson energy that burns flesh and dizzies the senses for ten minutes (like being struck by a greatsword laced with hallucinogens)
56.Golden Pearl PotionShimmering, golden, pearly; slightly creamyA blessing and a curse, this potion will add half again to one’s allotted lifespan — but half-way through that span one must find another dose at all costs or face withering and ruin, though live on one will certainly do
61.Greyspirit PotionSparkling, transparent; spicy scentGrants the drinker the ability to send out a translucent (or, if preferred, invisible) avatar of wispy spirit stuff, capable of passing through solid objects, lifting small objects no heavier than a key, and with senses linked to the creator; the spirit-form cannot speak, and may be utilized for any combination of time that adds up to two hours
62.Cordial Of Rose Eternalsilky, opaque; white with a blush, faintly sweetAny who drink this cordial remain in the blush of youth or the prime of their life until the day they die, regardless of attained age (combining this cordial with the Golden Pearl Potion is, alas, instantly lethal)
63.Balm Of Sea’s Touchdark teal, foaming, bitterOne can drink this, but it will bring days of wild marine dreams; applied to brow, throat, heart, pulses, it cools the temper and, while cleansing any curse or corruption, leaves the recipient unable to act as an aggressor
64.Pain-In-Green OilGreen with a purple tint; thin, sour scentAbsolutely intended only to be applied to unliving things — preferably the ground or similar — and capable of covering up to 40′ square, splashing or throwing this oil cause large, dense, bloodthirsty thistles to spring up in a carpet of impenetrable, flesh-puncturing pain high as one’s knees or even waist
65.Rise-From-Ashes BalmSooty, grainy, speckled with red; mustyPouring this fluid over any object destroyed by flame will restore it to wholeness provided its ashes and cinders have not been scattered — it may be used on the dead, but reconstitutes a corpse, not a living soul
66.Elixir Of EververdureWhirling, deep green and pure white, translucent; scent like wineA potion for plant-kind (fungi are also allowed), poured onto a green-growing thing’s roots or into its soil, it bestows immunity to the elements — in the driest desert, in frigid winter, on the barest mountaintop, this plant will endure it all, and beautifully
you have to wonder about some potion-brewers sometimes, don’t you think

Most Precious Beauty

Twinkling and glimmering, shimmering and shining; atop a massy pile of golden coin, perhaps, or the brilliant crowning glory of the head that wears that heavy burden.

Or perhaps that gleaming gem came prized from between a dragonlord’s lyre-curved horns; or drawn from the throat of a frozen phoenix; or

… Whether gathered from a bloodied altar, gifted from a a dying spirit’s grasp, conjured from strange wombs by witchcraft or willpower, some jewels are unique in their oft-strange beauty.


This 4d20 table offers a quick route to generating unusual gemstones. Roll more than once and combine, if desired, for chaotic results.

ColourFormDescriptiveOrigin
01. Lemondrop01. Orb01. Pearlescent 01. Angel’s tears
02. Oxblood02. Pyramid02. Adamantine02. Petrified organ
03. Sooty03. Cabochon – round03. Vitreous03. Unicorn’s brow
04. Ultramarine04. Cabochon – oval04. Oily04. Daemonheart
05. Orange-Violet05. Teardrop05. Iridescent05. Rose’s heart
06. Moonsilver06. Cushion06. Opaque06. Coagulated ichor
07. Bile07. Brilliant-facet07. Twinkling07. Divine breath
08. Osseous08. Lenticular08. Glowing08. Solidified dream
09. Smaragdine09. Eyeball09. Pulsing09. Marrow of the earth
10. Golden10. Spiral10. Waxy10. Last emperor’s soul
11. Heliotrope11. Uncut crystal mass11. Twinned11. Worldfire flashpoint
12. Carmine12. Egg12. Bearing inclusions12. Six overlapping magics
13. Smoky13. Figure – humanoid13. Frosted13. End of the rainbow
14. Starlight14. Figure – bestial14. Chatoyant14. Death’s gift
15. Ember15. Scale15. Starred15. Seven-generation curse
16. Chartreuse16. Amorphous16. Murmuring16. Dragon brain
17. Verdigris17. Cylindrical17. Shivering17. Cobra’s wisdom
18. Bronze18. Shard18. Warm18. Imperial honey
19. Tyrian19. Plume19. Cold19. Witchbond
20. Cerulean20. Cross20. Snowflake-scattered20. Martyr’s fallen blood
of course, since gems can show different colours at different angles (pleochroism), like water sapphire, or sport multiple colours, like rainbow tourmaline or banded agate, the more colours the merrier — and what about some of those other things, aha

Z’shi (Foundation)

A world of endless towers, this.

Towers of purest precious ice, delicate and ethereal, a colourless beauty to steal one’s breath.

A realm of shining latticework minarets, of smoothly bulbous spires and clockwork obelisks, of ever-shifting, ever-growing, ever-branching towers upon towers that build themselves upwards — ever upwards — and onwards, forever towards the glittering white-crystal dome of the heavens above which may be, in turn, yet more growing, splitting, duplicating, fusing, elaborating towers.

As they climb ever higher these fragile structures change, the ice of their structures now glassy, now frosted, now whirled and patched with dead-white milky zones; now a touch of silver, now deepest azure or most royal teal, forms precious and rare; now sharp as razors, now smooth and bulbous.

A new sub-tower branches free; a lacy bridge reaches delicate fringes to cross — to maybe cross — the frigid span of emptiness as countless spans have crisscrossed, above and below. Sometimes a plaza slowly spreads, a dizzying plate of ice, hanging over the endless heights below.

Sometimes there are great curving balconies and balustrades, thick with intricate ornamentation; sometimes the ice grows strange pistons and levers and gears delicate as snowflakes.

Sometimes there are delicate gardens, growing from grains of ice instead of soil, trailing luxuriant vines of a million shining leaves and tiny blossoms over slender rails and down curving tower walls.

And sometimes towers fall.

Oh yes, they fall.

They shatter — losing entire sections, whole spires — under their own weight, under a flawed growth-angle, under the onslaught of would-be conquerors not satisfied with the ephemeral beauty they already possess.

They fall, losing part of themselves, until the ice begins to flow and grow once more towards the glittering silver-white perfection far above.

* ice * fragility * pathways * rejuvenation * patterns * beauty * ephemerality *

Yroon: Foundation

There are mysteries in the deeps; mysteries and secrets and lost things, and the spinning tales and of unfathomable beings to be found nowhere else but in the fathomless deep. And then, there are also those that prefer to keep themselves amongst those lost and secret things —

The darkness of water conceals all: the dead, the dreaming; the seeking, the broken, the pining; the silent and the strange; the hunter and the prey. And Yroon is very dark indeed, a watery darkness of teals and ultramarines, black as emeralds and fathomless in truth, an ocean without beginning, ending, bottom or surface.

But not featureless, no.

Beyond the ripples of great serpentine forms that glide through the depths, just out of reach, beyond what little is to be seen in the wan shimmer that light-sources offer — for all such things brought to Yroon are muted, tinted, lessened — and the ghosts of all finned things, there are yet things that may be touched. Drifting globes of tangled weedery, lacy and plump and violet-green, tawny-rust, blackened bronze, bleached pearl, the size of cities. Communities of the hidden, perhaps cities themselves, in delicate, cherished, carefully pierced and sealed orbs — of bubbles — of silk-thin nacre.

Lesser things: drifts of clinging silt, of melting iridescent jelly, of burning salts, of slicks of clay, that shape and spawn strange wonderful things on fins and ghosts and the blood of the deeps.

And now the currents whisper of something else: something that will unfurl in the deepest darkness, and …

* water * hidden * darkness * infinity * nurture * secret * secrete *

Xenos Philios

That’s right, doing terrible things with other languages now to fit letters —

How about a few interesting folks to meet on your travels? Love and friendship not, alas, guaranteed; but it’s not impossible ~


01. Linet Woodwalker

Born and raised in Rowan’s Cross, a sprawling broch complex in the Shadow, Linet sports both the milky eye-tint common to the locals and their casual unconcern for death and what might come afterward. The latter serves her well when she’s bartering her services as a guide and portal tracker to lost and confused newcomers to her neck of the (metaphorical and literal) woods; maybe not so much when her brashness takes her through the Shadow and into a Corerealm. Linet honours all her contracts regardless. It’s the principle of the thing — and once she reaches one hundred contracts fulfilled, the salt-and-shell curse will be lifted from her sister.

: driven : delver : practical : punctual :


02. Silphil

Most fleshy throats cannot pronounce this scintillant mathemagician’s actual name, so “Silphil” it is. It doesn’t mind; no more than it minds the necessity of simulating fleshy words in eerie tones by vibrating scores of its rapidly rotating light-rings together. Silphil wants the calculations of the afterworlds, and it collects them constantly and eagerly, identifying those calculations by its own inscrutable standards — proofs and poetic stanzas, perfect solids trapped in realm-stuff and intangible integers tangled in thought, it absorbs them all into its chiming form. It’s happy to crack mundane esoteric maths if approached politely, seeing it as a gentle hobby.

: melodic : flighty : acquisitive : enchanter :


03. The Water-Lion

There’s not a trace of actual felinity in this senior Ringwalker’s bearing; but any questions about his name are met with nothing but a faint smile and a shake of his head that sets his mane of silver-shot sooty hair swinging. The Water-Lion’s taught more would-be explorers than he likes to think about, these days, and far too few of those have come back to Guildhouses intact, a fact that gnaws at his innards and dulls his silver-bright eyes — and keeps his prodigious notations private and his riversteel blade in its scabbard. But the right reason, the right cause, could well lure him out; and he knows both many strange magics and the secrets of delving hearts and minds.

: experienced : timeworn : honourable : haunted :


04. Malifleur

He was the heart of a world, once. That’s what Malifleur claims, anyway, to anyone who listens — or finds themselves trapped in his grip, or entranced by the grinding rumble of his broken voice. He’s a sight to behold, certainly, with his titanic stature and his brazen skin, tangled crop of blood-rust ringlets and eyes like blue-green suns. Pay no mind to the wounds of throat, palms, navel, brow, eternally weeping ichor; pay no mind to the ghosts of shattered aureoles that dog him like a faded mockery of peacock-eyed lost glory. Malifleur brings far greater things to be concerned over: the goldshadow echoes of his might; his drive to claim any knowledge, any power that may restore him; and the possibility that his claims may be true.

: prideful : resentful : primordial : lessened :


05. Aatacana

Inquisitive and insightful, with a canny mind behind her lilting tongue, Aatacana has been traveling throughout the realms for a very long time indeed. She can be found throughout the Manifold Palaces — having less interest in the Foundations of the planes — and currently chases down whispers and gossip about the dreaming Mirror, willing to pay in starjewels and honey-dust and even mundane coin. Pay no mind to her great lemon-gold coils, or gleaming silver eyes, or to the simple fact that she is a massive serpent the thickness of a warrior’s thigh, festooned with hovering pouches and two “hands” of magical force.

: wanderer : secretive : dreamer : amused :


06. Master Thea

Oh she’s sharp, is Thea. You don’t wend your way to prominence as the captain of a merchantry that spans six realms without being sharp. Sharp as a blade, and just as likely to cut if crossed the wrong way — as many discover when they think they can pull the wool over the Master Of Fortunes. Thea’s tossed more than one such fool over the rail of an umbraship into the nothing between realms for that, and for less; her temper’s as sharp as her mind, these days, and none know what has her so worked up. Even when tallying up her earnings, her shimmering tail lashes like an angry cats’. Oh and never ask about that appendage, come to think — that will earn a bloodglass blade in the gut instead.

: cunning : vengeful : methodical : betrayed :

Wilusa, City Of Chains

The City of Chains exists everywhere and nowhere, they say — an endlessly unfurling urban maze of black-and-jewels, ancient stone and stranger metals, built upon deeper labyrinths still while the great chains arc and coil far overhead across the glassy dome of the strangely coloured sky.

Few come to Wilusa deliberately, at least at first. Most travelers find themselves in its winding streets by fouling their transit between other worlds entirely; some have been cursed there. It’s a rare wanderer, in comparison, who’s travels lead them directly to this realm …

Many choose never to use the pale ghost-iris, native to the city, to shiver their way back onto a different path, preferring the push-and-pull of the City Of Chains:
to stake their fate on plumbing the Quicksilver Labyrinth;
joining one of Wilusa’s kaleidoscope of guilds, orders and sects;
gathering precious things from uncountable worlds in the City’s dazzling markets;
learning ancient tales from the inhabitants of a catacomb for jeweled saints;
or seeking more dangerous secrets beneath the blade angels’ blank and watchful gazes —

Those who fail quickly find the Keep of Rings and learn the City’s unpredictable pattern, or feed drops of their blood to a ghost-iris and flee back to the world of their home, lest their body and soul feed the ever-widening City and its kaleidoscope of inhabitants.

Wilusa lies outside of the worlds and yet alongside it, and there is none — or, none known — who has ever succeeded in claiming the City for their own.

Those who have tried have left little more trace than whispers and half-remembered poems.

* skulduggery * performance * arcana * *polychrome * cosmopolitan * layers * labyrinths *





while I wouldn’t normally add to a post, Wilusa actually has itself a collection of tables to build out your own City Of Chains over on Itch; pwyw means grab if you want, free and clear ~

Valiance: Manifold Palace

Sand. All around is sand, golden and drifting, broken up by white-gleaming ziggurats and their sprawling cities picked out in azure and jade, by fallen tawny ruins, by precious expanses of pale green growth ringed around pools of sweet water dark as the eternal night above with its rippling sky-vault and great electrum stars. The Sage Princes gather their hosts, raise festivals, bar doors and great white walls against the sable-coated hunting cats that prowl, singing, in the night.

Sea. All is sea, wine-dark, flecked with waves and foam, filled with coiling glass-clear arms of deeply things and the swirling bronze shoals of long-finned swimmers, dotted here and there with islands and island-citadels of pale sandstone spotted with precious orchards from which the fleets of the Reaver Commons sail their uncountable ships beneath the endless day, that golden dome spotted with turquoise moons.

Between, the thinnest wisps of cloud and mist, and the cloud serpents, and the flocks, the bridges of birds, a riotous rainbow of wings that have no care for where they began, the sand or the sea. The messengers who cross that Fulcrum with far more ease than the great speckled wicker-ships, the shimmering fishscale-ships, of the endless battles of day and night as they wing across to clash and contest against each other for glory and for memory.

So it has always been, so it shall always be.

* balance * duality * questing * opposition * heroism * opportunism *

Ushil: Foundation

Welcome to the White Winds, traveller:

with its endless skies churning gently through all the shades of blue and twilight to the deepest violet-darkness and back again;
with the namesakes of the plane, the white winds that etch elaborate scrolls and spirals and twisting knots into the masses of pearly cloud that form and drift, break and re-form anew;
with its silver storms — spun up when the white winds whirl through their dances too fervently — that race through the realm and leave rain like silk and shimmering hailstones in their wake.

All in the boundless, bottomless, endless skies.

But the realm is not without its anchors.

There are great mountains within the Wind; massive, twinned peaks, craggy, and chiseled by the storms, translucently dense honey-tinted cloud cores garlanded top and tail with their insubstantial brethren — and each such peak hosts in its depths, clinging to its crags, and carved into the valleys of its knotted spirals a blossoming of hermitages and hidden palaces, strange graven echoes of histories long ended, and slowly growing, ever-expanding crypts and grottoes of, not the dead, but those who wait.

Not even the rain saints and the luminous torrents disturb such sleepers. They shy away from the grotto mouths, prowl silently at the mausoleum portals before being carried off by wind and rain and storm, and choose their prey from amongst the denizens of amber palaces and unwary gatherers of mist.

* air * serenity * dormancy * cycles * concentration * distillation * endlessness *

Trinkets, Trifles and Treasures

You can pick up all sorts of oddments as you wind your way around, across and through the worlds, really ~


d100
01psychopomp’s lantern, a staff of black heartwood hung with lantern-cage and
soul-pyxes
02double handful of solaurum and lilyglass clockworks, eternally moving and
softly chiming
03shard of ivory-like substance shot through with silvery paeans to infinity
in delicate script
04six bluestone tablets inscribed with invokations to a comet-crowned exarch
saint
05slender sword of ruby-rust wood, sharp as the wind and hard as steel
06mantle of soft cloud that shifts in subtle hues of grey
07packet of waxed parchment tied with string, inscribed on the inner surface
with a ring-pattern
08three bangles of blue-silver, eternal ice, slender and gleaming
09choker and pendant of red gold and sapphire in the most baroque of
Cerulean Hell styling
10a rune, viridian, luminescent and undecipherable, that floats idly around
the flesh
11fractal censer of a dozen metals, smoking with honey myrrh kneaded with
souldust
12the black iron Blade That Sunders Oaths, with two strikes remaining before
shattering
13a sprig of radiantly luminous eternal asphodel
14a memory pearl large as one’s palm, translucent like a feather-engraved egg
15hundred hell-jade coins, waxily golden and ruby, sealed in a sculpted,
fang-jawed coffer
16tattered fragments of an ancient cerulean scroll naming seven Cores and
their imperial desires
17ledger of translucent silk paper recording the exchange of souls between
several afterlives
18violet-and-rose torc shaped from fragments of Wilusan sky-shards
19scaly saddlebag filled with thirst-quench-stones, smooth and inviting
20brace of corpse shadows knotted together for transport
21porcelain and bronze swanbolt caster with a dozen charges of cygnine
22flower-embossed crystalline box containing nine cubes of delicate
dream-marrow
23diary of a long-lost ringwalker, bound in copperscale and sealed with Iron
Judge’s solder
24petrified reptilian skull, long of jaw and of a deep tyrian hue, and still
quite chatty
25a string of minuscule suns in the colours of the visible spectrum
26a robe of stardust, glimmering softly
27a skin-tight full-covering suit of bony chitin, with a spore-body filter
in its snarling mask
28delicate crystal globe filled with pale rainbow flames
29a perfectly matched pair of void sapphires the size of a thumbnail
30personal cutlery set carved in delicate lacework from a death’s black bones
31three arrows formed of fire-omen shards
32cake of crumbling ambrosia, soft, sweet and sticky, wrapped in godskin
33nearly complete collection (7/10!) of pearl-bound volumes of Deific
Battle-Lands Reclaimed
34half-melted sheet of crumpled copper with the lion’s share of a
“bounteous” ring-pattern scratched on it
35two cobalt blue stoneware bottles, sealed, of finest crimson garden sweetwine
36drinking bowl carved, with delicate fluting, from a hollowed out firepearl
37delicate woolen blouse embroidered with shadow prayer in faithglass seed
beads and gold thread
38matched bronze daggers inlaid with calligraphy praising the largesse of
the cerulean host
39folding starshell writing tablet and stylus, its wax impressed with
angel’s sigils
40paired flutes, transparent and cool to the touch, carved from a
songwraith’s core
41five glass-smooth sparkling orbs, palm-sized, that orbit one slowly and
randomly
42a single massive, peach-like pit, head-sized and silvery, wrapped in heavy
waxed cloth
43a roughly bound folio, bloodily fingerprinted, supposedly copied from an
Iron Court archive
44a fluttering, singing nightingale of animate, rosy crystal
45twelve skyjade death masks belonging to a lineage of sphinx-kings
46a halo, a thin semi-tangible ring of brilliant ruby-gold light
47full set of long voidstone nails, black and glittering, to cover or
replace one’s own
48a leather satchel containing a loaf of sweetbread, a horn of nectar, and four
sable peaches
49two bundles of porcelain and steel limbs shorn from Eternal Forge workers
50a titan-brass blightcaster, slim and spiraled, needing only to be recharged in balefire
51painstakingly dyed cloth scroll detailing half a dozen incursions into one
single realm
52a slender necklace forged of tiny herringbone links of bleak carbuncle
53four thick, plush furs, deeply violet-bronze in colour and trimmed to be
blankets
54three bolts of gossamer woven from midnight whispers
55Pakrathi’s Joy, a luminous blood emerald, pendaloque-cut and the size of
one’s eye
56an elaborately engraved adamantine flask containing a great lord’s
soulstuff
57paired finger rings of an impossibly hard, matte black substance,
strangely cool
58a gelatinous, faintly lavender voidmask for nose and mouth, good for
twelve hours
59six palm-sized tablets of pink glass whose cinnabar etchings describe the
Caul-Render’s Seventh Cycle
60a gnarled teardrop ingot of of orange-violet metal, tears forged from a
wailing sun
61rough crystal prism, a blunted shaft of greenish gold, imprinted with
scenes of flame-winged glory
62a net large enough to catch an ox knotted from coarse, green and white hair
63a water-heart, fist-sized, teal and aqua and azure, translucent and cool
and soothing
64string of a dozen smoked angel-faced trout, tied up neatly for storage
65bluelight sword blade, with finished frosting, ready for mounting
66the tangled silvery maze drawn with difficulty from an elder monolith’s
mind
67a well-worn folio sporting battered brown leather covers, scores of
unknown flowers pressed between its pages
68a single deep indigo horn, recurved, etched with a trail of scarlet
glyphs, hollowed for drinking
69a chaplet of briar canes insubstantial as milky shadow
70set of snakestone aegis jewels meant for implanting into the skin at the
pulse points
71a palm-sized aloes box containing a rosy-orange sliver of bone that
murmurs prophecy
72multi-stranded necklace of pressed-petal beads, green-black with age and
still headily aromatic
73creamy brow-stone, rippled with patterns of flame-and-waves, filled with
lost dreams
74a riding cat of smoky spun glass, harnessed with bright bronze lace
75six bales of mistgrass basketry, wrapped up in speckled olivine oxhides
76a collection of teeth of many and varied shapes, all of glittering
ruby-red metal
77arm-length ribbonsnake of blue-gold flame that coils slowly along the body
to warm one
78an apple green lens, palm-sized, that reveals ringwalkers and other such
travellers
79plans for a ten-crew umbraship, metallic bone-ink on battered starfilm
80six silverglass amphorae of plasmic wine from a Corerealm afterlife
81mummified arm sporting two forearms with taloned paws, studded with
flesh-pearls
82seven turquoise foam-leather scrolls, a portion of the Ooailaen Theurgy
83a delicate finger ring woven of a dozen different hair-fine jewel filaments
84fist-sized, shivering black jewel drawn from the brow of a nightmaster
85a fragment of the abyss, quivering, suspended in a tiny solaurum cage
86a changestone, lenticular and rippling chromatically, wrapped in rough wool
87a warrior’s panoply fashioned by a master’s hand from black scaled leather and
pale cherry-pink, milky metal
88a cutting from a golden sugar plum tree, heavy with roughly glistening fruit and carefully
trimmed
89pair of heavy torc-like armbands of lunargent, finials filled with stars
90four cloak-lengths of finest cloth-of-moonrise
91twisted staff of gnarled wood, its ashy bark cracking to reveal black wood
veined with still-wet blood
92dice set carved of nightmare amber, warm and concerningly inviting to the touch
93wanderer’s astrolabe of smoky adamantine, set with delicate needles ready
to inscribe the patterns it finds
94a spare shadow folded in a limewood box
95an IOU on silver tissue for two units of soulstuff from a sage of the
graven heavens
96a frozen note, its ancient sound lost to the planes for now
97diviner’s stones in a dragonsaint’s crop, sundrops and glassy shards and
ovals of strange greenish metal
98tucked in a worn linen pouch, ten silver coins, a wooden toy frog, and a
folding knife of bloodiron
99a glassy ampoule filled with the breath of the elder sun
100a radiant lacquer case of hundreds of pigments, a dazzling array of
impossible colours all tied up in squares of voidskin
where did all these come from?
who can say for some of them?
why not try to find out?