Lexi of A Blasted, Cratered Land and I (of this blog, which you all know and love) collaborated on an academic dungeon a few months ago. It has suspicious professors and plenty of ways to lose yourself in your studies.
I am Sir Launcelot du Lake, King Ban's son of Benwick, N. C. Wyeth, 1922
Arms and Amores! The two hearts of Chivalry, the code of the chevalier. The knight with a right hand raised to do good, a soul bemoaning the wounds of Christ and delighting in the joys of Mary! Passionate for the pontiff, loyal at the side of his liege, conquering while on campaign, most faithful to his fair maiden! But no body can fit two hearts. Lust overflows the limits of Christianity. The bloodrush of violence makes courtliness shrink in fear. To kiss and to kill. To be like an animal on the hunt and a saint in a fine lady's chamber. The knight contorts in the confusion, being pulled in each direction, only held together by the knot of the virtue that binds him.
Don't pity the horseman. His literature paints him too well. He's a marauder, a politician, a lord of land. He brings entrails to his mouth with his left hand. Just the word of him, the lais and prose, is a poison that felled Paolo and Francesca. A high-class thug half-saved by a faith half-sincere.
And a word for the faris, a southern equal to the northerly knight. He knows no French so his code is adab, the courtly refinement of a foreign land. His way is older but just bold as the upstart virtue of the Christian kind. Like cavalier he kills, like courtier he spies, engages in intrigue, and lies. No less an angel, no less a foe, he and the knight go toe to toe.
Galahad Discovers the Grail, Edwin Austin Abbey, 1895
50 Chevaliers
Call a known rider from the list below, or bring a composite knight into existence.
1. Sir Gawain: A brilliant shield, Pentangle emblazoned. Armor as shiny as virtue.
Seeks: The Green Chapel, where he is to be decapitated, but he seems lost…
Wields: A green girdle that prevents dismemberment.
2. Sir Patrick Spens: Dripping wet, drowned. Admirably dressed as admiralty.
Seeks: Revenge on the king who ordered him out to sea in the season of storms.
Wields: Ghost sailor boy, climbs high in the sky to survey the land, sees bad weather and omens.
3. The Bacheler: Despondent, desperate, disheveled. He’s out of his depth.
Seeks: The answer to a question: What do women most desire?
Wields: A letter of high authority ordering execution, no victim’s name yet written.
4. The Knight with the Rowan Shield: Deeply wounded, rides with hawk and hound at heel.
Seeks: The lake of the witch who can clean and heal his wound.
Wields: A golden rod. When immersed in a river or lake, it summons the water spirits.
5. Herr Olof: Courtly garments, a beautiful saddle. Dripping and drowned from the mermaid’s lair.
Seeks: His wedding. He got lost on the way there. Has it really been so long?
Wields: A fine goblet, a gift from a maiden. Drinking from it makes you forget yourself.
6. Herr Holger: Wealthy, thin, ghoulish in aspect. His head has been stitched back on.
Seeks: To warn mortals of the torments of hell, to make thieves and tax collectors repent.
Wields: A sack of gold coins from hell’s coffers. Each can pay a devil to do an evil deed.
7. Sir Tamlin: Misty in figure, too human to be fairy. Yearns to return to our world.
Seeks: To keep trespassers from the fey places, to punish them if they do pass.
Wields: A pure rose, eating it will purge the body of all curses, illness, pregnancies.
8. Redcrosse Knight: Heavily armed, the crimson cross on his breast. A dragon killer.
Seeks: The castle of Arthur, where his wedding will be held.
Wields: His wife-to-be, the maiden matchless in virtue, Una.
9. Sir Bedivere: Beyond distraught, weeping as he rides. He is lost without his liege. One handed.
Seeks: The lake where he might let go the royal blade and fulfil his king’s last wish
Wields: Excalibur, the mighty brand of Arthur.
10. The Green Knight: Entirely Emerald Green from forehead to foot. Carries a heavy axe.
Seeks: To challenge the virtue of proud nobility by beating them in a beheading contest.
Wields: His own head. If deprived of it, he’d do a lot to get it back.
11. Sir Guiomar: Prefers talking to fighting, struggles with his lust.
Seeks: To protect a newborn child delivered to his care. It may have a great destiny.
Wields: A token of love from a fairy most high.
12. Sir Britomart: A lady-knight of perfect chastity. Fair and courteous and a lover of jousts.
Seeks: Her destiny, a man worthy of her hand in marriage.
Wields: An enchanted promise ring. The wearer must keep the bond their swear on it.
13. Sir Bors the Younger: A scar on his forehead marks him. Takes his chastity most seriously.
Seeks: The way home. He has fulfilled his quest and lived.
Wields: A communion wafer, consecrated at the mass of the holy Grail.
14. Sir Brunor: An upstart, his coat covered in ghastly gore. Very used to being laughed at.
Seeks: Revenge for his father’s death.
Wields: A heart shaped stone. Beats violently when a murderer is near.
15. Sir Satyrane: Strangely chivalrous for a hairy, lusty satyr. Prone to wildness.
Seeks: An instructor, preferably a fair maiden, to teach him better chivalry
Wields: The girdle of a notable lady, how did he get that?
16. Sir Marinell: A watery, slippery, amphibian fellow. Fears women because one is fated to kill him.
Seeks: He’s trying to drown himself, a wizard has convinced him to, but it doesn’t work.
Wields: A string of sea-pearls. Each can be turned into a large, rubbery, floating bubble.
17. Sir Artegall: A sore loser, a great champion. Dressed in the armor Achilles wore, how old school.
Seeks: To resolve conflicts between arguing parties fairly and justly.
Wields: A blade that can cut through any material.
18. Sir Pelleas: A stammering, pathetic young knight. Gentle and undeceiving.
Seeks: Solace from his grief, his one true love has slept with another knight.
Wields: A beautiful gold arm ring. It is worth a lot. How hard would it be to take?
19. Sir Sagramore: Hot tempered and good. Prone to fits.
Seeks: To find a quest worthy of his knighthood, to prove himself.
Wields: A deed to land in a faraway kingdom.
20. Sir Galehaut: Gigantic heritage. Appears fierce at first but hides a most honorable soul.
Seeks: To rescue his dearest friend, captured nearby.
Wields: A turbid, passionate letter of love to an unnamed beloved.
21. Sir Dinadan: An extrovert of cynical humor. He smiles, he cajoles, he coaxes.
Seeks: A bard who is willing to play an insulting ballad in the king’s court.
Wields: A most slanderous tract, a fantastic insult written on parchment.
22. Sir Perceval: Ignorant of the world, he wants to fit in, he wants to do his best.
Seeks: The unicorn. He doesn’t know if he should kill it.
Wields: A witch’s token of affection. If people turn jealous of the wielder, they become frogs.
23. Sir Kay: A mocking, opportunistic, mean knight. He doesn’t realize the harm he does.
Seeks: A tournament worthy of his knightly prowess.
Wields: A sharp squire, the best one could hope for. Loyal and clever and perfect in measure.
24. Sir Lionel: A vengeful character, eager to resent. He’s constantly preening his mustache.
Seeks: A huge wild boar which killed the family of a noble lady.
Wields: A fine hunting hound, with a top-notch sense of smell and greater speed.
25. Sir Turquine: Obviously villainous, roughish, uncourtly and cruel.
Seeks: To delight his appetite for torture, to cause pain in others and pleasure in himself.
Wields: A whip of brairs. Does little damage but strings like no tomorrow.
8 Stages of the Chansom de Roland, Simon Marmion, 15th century
26. Sir Daniel: Determined beyond sense, unable to surrender.
Seeks: An enemy king, with an inventible army of giants and mechanical horrors, to slay.
Wields: An enchanted net that can be thrown far, a magic sword, a camel.
27. Sir Moriaen: A dark skinned knight in Moorish attire. Dispossessed, needing allies.
Seeks: To be reunited with his father and reclaim his mother’s lands.
Wields: A round shield, perfectly black. It absorbs light like nothing else.
28. Sir Palamedes: Not a knight but a faris, converted and comedic.
Seeks: A way to his homeland, to visit his family.
Wields: A finest raiment of foreign fashion, a trained singing bird that can talk like a child.
29. Sir Tor: Born as shepherd, revealed to have courtly blood. No manners but a good heart.
Seeks: A strange dog, a hound mysteriously, purely white.
Wields: A fine shepherd’s crook, it won’t let go what it latches.
30. Sir Calogrenant: Eloquent beyond measure, courtly as ever.
Seeks: To escape a rogue knight, who is chasing him down.
Wields: A bladder of water from an enchanted spring, pouring it out will summon a rainstorm.
31. Sir Roland: A haughty paladin. His head is very clearly exploded. Yet he continues on.
Seeks: The gate of heaven, which he so rightly deserves to enter.
Wields: A frightfully loud war horn. Its sound resounds across plains and valleys.
32. Sir Oliver: A calculating, wise paladin. How surprising.
Seeks: A true emperor who can unite the world.
Wields: A holy of holies, a relic most dear. Should he keep it for himself or return it?
33. Sir Fierabras: A gigantic faris. He seems imposing but weak willed, easily convinced.
Seeks: Temples to wreck, clergy to kill, reliquaries to pillage.
Wields: A huge riding horse. It could carry 4 riders in heavy arms, tons of baggage.
34. The Fause Knight: Armor forehead to foot, the Devil riding is dis-guise.
Seeks: To web fools in words. Turn your back and you’re done for. Stand and answer to survive.
Wields: A satanic fiddle. Its sound drive mortals to mad dancing.
35. Sir Hoel: Virtuous and far seeing, a saint in the making.
Seeks: A cure to the poison coursing through his veins, a bane to his bane.
Wields: A bottle of fine wine that never empties.
36. Sir Launfal: A generous, jolly knight. He loves to host and adores a good boast.
Seeks: A new court to call home. He’s lost favor, been ejected, from his old castle.
Wields: An invisible butler. It serves its master perfectly but cannot commit violence.
37. Sir Astolfo: An experienced knight wielding sorcerous powers. A bit wooden due to a curse.
Seeks: A chariot that can carry him to the moon, where the wits of his comrade are hidden
Wields: A magic lance which throws opponents with the slightest touch.
38. Sir Ruggiero: A conflicted soul, torn between two faiths, between two bloods in his veins.
Seeks: An oracle who will tell him his destiny. Surely he will find two conflicting fates.
Wields: A mighty hippogriff from far off lands.
39. Sir Lancelot: Handsome, high status, high stature, a heroic kind. A love like no other lurks inside.
Seeks: A shoulder to cry on, he was tricked into sleeping with a maid who is not his true love.
Wields: A stone from a holy grave, it repels the undead and devils from the holder.
40. Sir Ganelon: His pride leads easily to treachery, his worst crimes are committed already.
Seeks: To find a place to hide, to lay low for a time or forever, whichever comes first.
Wields: Thirty pieces of silver, which the devil can smell, track perfectly.
41. Sir Renaud: Haphazard and foolish. Beloved by his brothers, unfortunately separated.
Seeks: To avoid punishment for a murder he accidentally committed.
Wields: The last dregs of a love potion soaked into his kerchief, dripping til tis drunk.
42. Sir Galahad: Most perfect, most pure, as if a halo surrounds him. He fights, he wins, he spares.
Seeks: The Holy Grail.
Wields: Nothing but what chivalry demands.
43. Sir Dagonet: A hilarious jester but an unrepentant coward. He’s a buffoon but he’s kept around.
Seeks: To convince someone that he’s prevailed in a fight, he’s even battered his own shield.
Wields: A magic sword. It’s not actually magic, someone was just humoring this knight.
44. Sir Pellinore: An aged old man who rambles easily. Strokes his beard and gazes off into space.
Seeks: The Questing Beast, which he is destined to chase but never catch.
Wields: A sword that will break any blade it crosses it with.
45. Sir Erec: He’s getting older, the hair turning grey. Yearns for domestic life, the little things.
Seeks: To court the maid he has fallen for, however he is neglecting an important quest.
Wields: A sack of infinite silver coins. If he tells of the sack’s magic, it will cease to work.
46. Herr Karl: A clever young man, he yearns badly to get his way.
Seeks: To free his true love from a covenant, he plans to fake his own death.
Wields: A most elegant burial shroud, a tray of fine funeral meats.
47. Sir Aldingar: A cagey character, histories of mistakes trial behind.
Seeks: A cure for the leprosy which has afflicted him as punishment for his sins.
Wields: A curative ointment, it eases pain incredibly but does nothing more.
48. Sir Cawline: Proud but he can back it up, boasts but he can prove it.
Seeks: To slay the Elven King, a deed to win his lady’s love.
Wields: A giant’s thigh bone, an unbreakable beater, a bludgeon bar-none.
49. Herr Peder: An expert evader, honest to none. He looks disheveled, unraveled.
Seeks: A soul to confess his sins to. He has done disgusting things, but can he admit it?
Wields: A charter from the highest authority, to force any captain to make any journey.
50. Sir Gornemant: He’s seen many a squire grow to a good knight, hopeful at heart.
Seeks: A squire with potential to tutor in proper chivalry.
Wields: Almace, a time-honored blade. Totally mundane, but its name is feared.
The Arming and Departure of the Knights, Edward Burne-Jones, William Morris, and John Henry Dearle, 19th cent
Further Reading
Though all the figures on this list are drawn from real traditions of poetry, prose, and balladry I have not been completely faithful to my sources. This is some of the fun of the chivalric romance. All the authors writing in the genre love to tweak it and remold it. Familiar characters emerge, evolve, and merge. These are my knights, but consider reading the works below to learn what deviations I've made.
The works of Thomas Malory
Gawain and the Green Knight (this is the best chivalric poem, read it.)
Orlando Innamorato by Matteo Maria Boiardo
Orlando Furioso
The Faerie Queene by Edmund Spencer
The works of Chrétien de Troyes
The Canterbury Tales by Chaucer
Chanson de Roland
Don Quixote by Cervantes
The Child Ballads (particularly 3, 39, 58, and 61)
Swedish Ballads (particularly Herr Holger, Herr Olof, Herr Karl, and Herr Peder)
The moon shone that night, its disk complete, like polished horn or dulled ivory. There Marwan stood. He was one of the pale people, tall and gaunt, and so the fullmoon rays shone through him, revealing the contours of his bones, the colour of his liver and kidneys. But more was unveiled. The new lobes bulged, beating as hearts in the old flesh of Marwan. From them flowed ichors, hormones, and types of cells found in no being born from a womb. These too were made brilliant in the silver light. The bodies shuddered, they convulsed. They squirmed with their strength and lent it to their host.
Marwan leaped from roof to roof like a cat. His pursuers tried to follow suit, making fools of themselves in the process. He turned to laugh at his enemies fumbling over themselves. Seeing Marwan pause, Yasmin raised her arms to cast a harmless light charm. Marwan felt a sudden tightening of all the muscles in his body. His implanted organs failed for a second. He lost his balance. His feet slipped from the lip of a roof. His skull cracked open when he struck the earth.
The Anatomy of the eye according to Hunayn Ibn Ishaq, from 13th century manuscript
A History
From the Primordial Flesh, from some unknown source in antiquity, came Exquisite Organs and surgeons who know how to bind them in new flesh. They kept the old flesh too, they preserved it, they cherished it. But the mind is eager to tinker, even with perfection. The flesh was mingled with geomancy and devilry and alchemy and necromancy and the blood of rulers.
Make Me One With Unclean Meat
The new lineages are much blunter, cleverer tools. The organs are distinctive, active. They will slip into any gaping wound and integrate themselves, no surgeon required. They are eccentric, each lineage blessed and cursed with a particular side effect. How they reproduce is largely mysterious but they can be found in just about the same situations as normal Exquisite Organs.
Organ Spells: Found in dubious medical treatises and scrolls of made of skin
Birth Organ, R: 15ft T: A Living Body D: Permanent
You cause an organ of a random adulterated lineage to be born in a body. The target may attempt a Con save to stop the birth. Normally, the organs produced by this spell provide no stat bonuses but if you expend 500GP in alchemical regeants and sacrifice an animal while casting the spell, the organ provides +1d6 to a random ability score.
You touch 2 bodies and select 2 organs within them. The organs flow through you, swapping hosts. Each target body may make a Con save to resist this effect.
20 Corrupt Lineages
All organs give a permanent bonus to a stat, usually +2 or greater
1. Strength - Increased Muscle Mass, Tertiary Lung, Increased Adrenaline
2. Dexterity - Improved Neural Sheathing, Faster Metabolism, Improved Fine Motor Skills
3. Constitution - Secondary Liver, Secondary Heart, Increased Bone Mass
4. Intelligence - Secondary Hippocampus, Increased Neural Density (not always in the brain)
5. Wisdom - Improved Vision, Increased Neural Plasticity
6. Charisma - Pheromone Glands, Improved Social Awareness
1. Lineage of the Esoteric Tongue
Organs of this lineage are incredibly light, almost weightless, and a light blue or turquoise color.
Once implanted with an organ of this lineage, you develop an allergy to magic. You get an itch when in the presence of magical places or beings. Whenever a spell is cast within 60ft of you, you undergo a spasm and drop what you're holding. You cannot wield or wear magical equipment, you burst out in hives if you try.
2. Linage of the Midnight Lodge
Organs of this lineage are dark in color, produce a pitch black oily substance, and are prone to failure. If you roll a 1 on a check or save associated with the organ, it fails completely, you lose the stat bonus the organs provides and you will go into septic shock and die in 1d10 days if the organ is not removed. The defective organ can be made into a potent poison by a chemist.
3. Lineage of the Blood of the Warping Wood
Organs of this lineage look a fetus gestated in a tree stump, they have sightless eyes wound with thin roots, little arms with woody talons. Once implanted with an organ of this linage, you develop a terrible bloodlust. When you see and smell fresh blood, you are driven into a frenzy like a barbarian's rage. The rage can only be ended if you ingest a pound of blood and flesh.
4. Lineage of the Chthonic Star
Organs of this lineage are bulbous and rubbery, like big water balloons full of slushy ice, and highly bioluminescent. When you are in darkness, the organ glows a pale red in your body. Without taking major measures to hide your luminescence, you cannot hide in darkness.
6. Lineage of the Archon's Sons
Organs of this lineage are a dull yellow color and produce fluids that look like mercury but are sour to the tongue. Once implanted with an organ of this lineage you lose the ability to lie, directly and indirectly. You cannot lie by omission or even refuse to answers questions directed at you.
7. Lineage of the Limestone Shaws
Organs of this lineage are always warm and have cracks in them like a heated coal. Once implanted with an organ of this lineage your body temperature rises greatly as if you have a bad fever. If you overheat any further, perhaps because of being in a hot climate or wearing heavy clothing in sunny weather, you will fall unconscious from heat stroke.
8. Lineage of the Hive Lords
Organs of this lineage look like bits of white chewing gum, all chewed up and spat out. Once implanted with an organ of this lineage, all your pores begin to produce a sticky mucus. It takes double the amount of time for you to remove equipped armor or drop held items.
9. Lineage of the Tide Walker
Organs of this lineage have a tough exterior that looks like mother of pearl. Interfacing tubes poke through cracks in the shell. Once implanted with an organ of this lineage, you become slightly amphibian. If you don't keep your skin moist you begin to wither. You constitution score lowers by 1 for each day you go without moistening, you die when it reaches 0.
10. Lineage of the Grey-Bearded Emperors
Organs of this lineage are slightly hairy, sometimes fine as dander or bristly as a bear. Organs of this lineage have latent personalities trapped inside them, such as a (1. Bigoted Senator 2. Blustering Sophist 3. Brilliant Sycophant 4. Beautiful Courtesan 5. Bold Tactician 6. Bespoken Politician 7. Bashful Priest 8. Beneficent Governor). The personality is confused, a pagan, and used to being extremely privileged. The personality has a 1 in 8 chance of asserting itself over yours when you wake from sleep or any other unconsciousness. Increase this chance to 6 in 8 if you are under the effect of mind altering drugs.
11. Linage of the Eternal Academy of the Love of Understanding
Organs of this lineage are pocked like meteors and porous as a sponge. Once implanted with an organ of this lineage, your body begins to slowly turn to marble. You will be completely immobilized in 2d6 months. You get +4 to your AC and you speed is divided in half when your are halfway to being fully frozen. Basilisk stomach acid is one of the compounds which can reverse this effect.
12. Lineage of the Divided King
Organs of this lineage are desiccated, deposits of salt and calcium cling to them. Once implanted with an organ of this lineage, you begin to mummify. After 1d4 weeks you will be technically dead but cling to unholy life until you are destroyed or the organ is removed. In this state, you are vulnerable to water. For every round you are in contact with water, you take 1d8 damage.
13. Lineage of the Twisting Hermit
Organs of this lineage look like crushed beer cans but darker, more muscled. Once implanted with an organ of this lineage, your limbs become incredibly easy to slice. Whenever you are hit by a slicing attack, there is a 1 in 8 chance that one of your limbs will be severed from your body.
14. Lineage of the Sun Horned Bull
Organs of this lineage are a rich orange, like a brilliant egg yolk, and almost perfectly, uncomfortably, round. Once implanted with an organ of this lineage, you must wake and sleep with the sun. When the sun sets you fall to sleep and when it rises you awake.
15. Lineage of the Unfortunate Weaver
Organs of this lineage are dark purple, web-like threads hang from them. Once implanted with an organ of this lineage, you become a locus for evil, as if tied to it by invisible threads. The Undead, devils, demons, and all other abominations and ne'er do wells can detect your presence up to 6 miles away. They will be drawn to you.
16. Lineage of the Angelic Viscera
Organs of this lineage sprout thorn-like spikes, make a dull moaning sound, and have a sense of moral duty. If an organ of this lineage is in the presence of a subject who acts more righteously than its current host, it will bust from the host's body and implant itself in the new subject.
17. Lineage of the Reborn Garden of Paradise
Organs of this lineage have a pair of small wings sprouting from them, always flashy with gorgeous feathers. Once implanted with an organ of this lineage, your body begins to weight much less. Strong gusts of wind will lift you off your feet unless you are weighted down.
18. Lineage of the Triumphant Temple
Organs of this lineage are slightly architectural. Cartilage structures like roofs, columns. Arteries like elaborate doorways. They also smell like incense. Once implanted with an organ of this lineage, you become the seed of a dungeon. Whenever you level up, you have a level in 20 chance of running off into the wilderness and assuming the fetal position. You sink into the earth, you expand, you deepen, monsters are drawn to you. Once the process is fully completed you are a dungeon with a number of floors equal to your level. The hazards and creatures have personalities similar to yours. Your own treasure and items and more can be retrieved from within.
19. Lineage of the Barren Legion
Organs of this lineage have a metallic smell. They are covered in lesions the shape of a shield boss.
Once implanted with an organ of this lineage, you cannot help but stand at attention when you hear trumpets, drums, or any other bombastic martial instruments being played.
20. Lineage of the Tyrant's Banquet
Organs of this lineage are covered with little lips, closed tight. From a few of them beaks poke out. Once implanted with an organ of this lineage, you develop strange cravings. Each week you crave (1. Fine Olive Oil 2. Caviar 3. Mollusks 4. Honey 5. Quail Eggs 6. Spiced Dates 7. Oranges 8. Sheep Eyes 9. Crow Guts 10. Octopus). If you cannot satisfy your craving within the week, the organ dies. You lose the stat bonus the organs provides and you will go into septic shock and die in 1d10 days if the organ is not removed.
This post is dedicated to Muhammad ibn Zakariya al-Razi, the falasuf and physician
Illustration from a transcript of Muhammed ibn Umail al-Tamimi's book Al-mâ' al-waraqî (The Silvery Water)
Count yourself lucky to live in this day and age. In antiquity there were many marvels, but much was lost. There was great glory, but it faded and fell away. There was much knowledge, but it was mixed with falsehood. Today we have the Way. As we step from the past into the future, we search for what embers of the old are worth salvaging.
In 690, following the civil war, ancient treatises on light and the shape of the world and the workings of the organs were brought to the court of the Successor. 719 saw the secret of glass working rediscovered, recovered from the Women who protected it. Now, the Pale Folk study their bodies under the light of the full moon. Blood vessels and nerve endings are mapped, like rivers in a foreign country. Every city has a new hospital and every governor is advised by astronomers and mathematicians, whose fields did not exist a few decades before. Engineers invent luxurious fountains and pump black oil from the earth. The chemists distill tinctures or serums and pass them to physicians for experimentation. Just last year, a cataract was plucked from an old woman's eye, as if by magic. Today I saw a man with an astrolabe, and he taught me to understand the sky.
There is light and conversation and music in the Successor's house. In libraries and schools creed and sect mean nothing, as all are brought together in the pursuit of what is good and what is true. Barren hills become observations, opening the pages of the heavens. The scribes labor over books and copies of books. They translate from papyrus to paper, from the old languages to the tongue of today. But don't just take my word for it, take a closer look.
Linger after prayers, hear the dialogue among the congregants. They talk of infinity and space, eternal or finite. Buy sherbet and flavored ice in the market. It is sweet and cold and your tongue has never known its like. And look at these, 12 marvels of our modern knowledge, each an ingenious and extraordinary fruit, plucked from the orchard of the Way, growing in antique soil.
Each would make a splendid gift, each would fetch a mighty price, each is unlikely to be found or even understood outside the Successor's domain.
1. The Spy Glass: A brass tube with several lenses fitted inside. The tube is beautifully engraved with images of (1. Birds 2. Stars 3. Flowers 4. Horses). When held to the eye, the Spy Glass makes far away objects appear closer. The lenses can be removed and used as magnifying glasses.
2. The Water Clock: An unwieldy brass and lacquered wood box with the numbers 1-12 written on it and a small arm set into it. When water is poured into a spout in top of the clock, the arm moves across the face of the clock, from one numeral to the next in the course of an hour, resetting to 1 once reaching 12. The clock must be refilled and recalibrated once a month and can’t function in the cold.
3. The Hydraulic Servant: A small metal automaton dressed like a nomad from the north. It has a control panel on its back and is powered by water. The automaton can be programmed to do simple tasks, such as carrying things, opening doors, or grabbing things but it can only be programmed to do one task at a time. A liter of water is enough to power the automaton for a day, it cannot be operated in the cold. Secretly, the automaton has a little magic within, it cannot be detected as magical but will be effected by dispel magic, anti-magic zones, ect.
4. The Perpetual Flute: A contraption powered by water consisting of two flutes, two water reservoirs, and a tilting pipe into which water is poured. The flue can be programmed to play any tune or even make sounds like speech but quickly repeats itself. A liter of water is enough power the flute for a day, it cannot operate in the cold.
5. The King’s Water: An incredible acid which can dissolve anything but glass. A vial of the King’s Water can dissolve a 5x5ft cube of material over the course of 30 minutes.
6. The Hurricane Lantern: An oil burning lantern made of a wick held in a brass body protected by a glass dome. Its flame cannot be extinguished by winds and it trims its own wick via an ingenious mechanism.
7. The Nostril of Bahamut: A heavy weapon that uses a handpump and tube to cover enemies in sticky, burning oil. The Nostril’s maximum range is 20ft. The oil burns for 2d4 damage a round and cannot be extinguished by water. A burning target can smother the flames by taking a round to stop, drop, and roll. If the Nostril’s pilot wick is not ignited before being fired, it just covers targets in oil. Liquids other than oil can be propelled using the Nostril.
8. 1d6 Naptha Pots: Clay jars full of oil, sulphur, and nitrates plugged with a wick. Several seconds after ignition, the jars explode, dealing 2d8 damage to everything within 10ft of it.
9. The Compass: A magnetized piece of metal suspended in water and laid over the four cardinal directions. It always points north.
10. Physician’s Kit: A box the size of a suitcase containing the latest innovations in medicine. It is full of herbs to treat different ailments and infirmities, smelling salts, acid for cleaning wounds, and soap for cleanliness. A kit has 2d4 charges. Each charge can be used to restore 1 point to a damaged ability score, let a person reroll a save against disease, or restore a creature to consciousness. Additionally, the kit’s charges may have other uses. The herbs are good for cooking, for example.
11. 1d6 Lightning Bombs: Like a naptha pot but filled with pyrotechnic compounds. Explodes in a blinding flash which disorients sighted beings within 10ft of it.
12. The Hollow Needle: A metal tube with a plunger at the back and a sharp piecing tip. The needle creates suction. It can be used to carefully and precisely extract fluids or small objects, such as parasites or contaminants, from the body or just suck up liquid. The effects of potions administered via the needle last 2 rounds longer.
Further Reading: This post is inspired by the Golden Age of Science in the Islamic world, but the inventions on this list are not all accurate to the period. The telescope, for example, was invented in the 17th century in the Netherlands. If you'd like to know more about this period, I'd suggest watching Jim al Khalili's Science in a Golden Age series or just reading "List of inventions in the medieval Islamic world" on wikipedia as a start.
The world according to Ibn Sahl al Balkhi, 9th century
So, I've been readingIbn Fadlan and the Land of Darkness again and thinking more about what an adventurer is exactly. Adventurers acquire things, that's how they level up in traditional D&D, but Ibn Fadlan starts with wealth and loses it. The basic pattern of the D&D adventuring life, starting with not much and working your way up, doesn't fit. Though Ibn Fadlan and Abu Hamid's accounts have been held up as great resources for RPGs, I haven't heard of any other attempts to make campaigns based on their journeys. This is probably because they just aren't adventurers. They are diplomats, travelers. They witness and negotiate and educate instead of taking, overcoming, and ruling.
I don't just want to run a game in a setting inspired by the sources in The Land of Darkness. I want players to act like Ibn Fadlan and Abu Hamid, to be driven to see things and meet people. To that end, I've written new xp rules for travelers instead of adventurers. The rules make a lot of assumptions about the party and their loyalties, but I think that goes hand in hand with the subject matter.
The Arrival of Ibn Fadlan in Bulgary, Urmanche Baky, 1973
To level up, the party must collect Marks equal to their current level + 1. When you level up, the party’s Marks are erased and you start again from zero.
You get Marks for 3 activities: finding wonders, uncovering information which is useful to the postal agency/intelligence service, and diplomacy.
Wonders: The world is full of wonders, aja’ib, mirabilia. Indeed, the stars themselves are wondrous, proof of the infinite variability and glory of the Lord’s creation. There is always a great thirst in court and in houses of learning to hear of new wonders from abroad. We live in age of reason, all wonders must be verified by proper methods. Each wonder found and verified is worth one Mark.
Places: Strange locations in the natural world or significant ruins left by antique civilizations. To verify your discovery, you must determine its exact position and relation to other landmarks using astronomical tools.
Examples: An island inhabited entirely by snakes, a huge dome of lead constructed by giants, an enchanted temple which no mortal can enter, a cave where ice turns to crystal, a sea of pure darkness
Creatures: Unusual or rare animals. To verify your find, you must be able to accurately measure the animal (preferably in cubits) and describe its features in detail from a living or dead specimen. Demons, the undead, and other abominations do not count as wonders. People are also not wonders.
Examples: Mundane animals of unusual size, a hypnotic lizard with crystal flesh, a furry rhino with a huge horn, chimeras of all sorts, huge oozes which blend into the water, ravens with iron talons
Phenomenon: Inexplicable and recurring events which dazzle the mind. To verify your discovery, you must witness the phenomenon thrice in full with your own eyes.
Examples: Armies of jinn who fight in the night sky, a river that turns bright blue when the moon is full, stone elephant tusks that grow in the earth, a huge fish that beaches itself to be eaten daily
Spying: These are uncertain times and eyes loyal to the court are always needed in places far from the Commander of the Faithful’s influence. You must gather information, on both the Successorate's subjects and potential allies.
Governors, Shaws, Amirs: Power must be delegated to keep the Successorate running, but those trusted with that power often have their own ends in mind.
The party will gain a Mark for discovering that:
A Governor, Shaw, or Amir practices a heretical religion
A Governor, Shaw, or Amir has committed an act of treason or plans to (e.g. failing to recite the Successor’s name in communal prayers, failing to enforce the Successor’s edicts, or working with her enemies)
A group of rebels operates in the territory of a Governor, Shaw, or Amir
Major Factions: Not every tribe of idolaters is of interest to the Commander of the Faithful. Major factions control trade routes, cities, or have access to important trade goods. Be warned, khagans are not above misrepresenting their influence to win foreign favor.
The party will gain a Mark for discovering that:
A major faction is trading with a rival of the Successorate (Whose goods do they have?)
A major faction has adopted a religion which rivals the Besharan Way (Who advises them, where do they pray?)
Diplomacy: The party represents the Successorate, the Commander of the Faithful, and Besharan Way itself. Adopting the faith and forming an alliance with the Successorate are inextricably linked. Keep in mind that all reasoning creatures, not just people, can follow The Way and may be converted.
The party will receive a Mark for:
Opening formal diplomatic relations with a faction and inviting their conversion to the Besharan Way, they will expect gifts from Beshara
Correcting the practice of converts to the Besharan Way, converts often continue to practice idolatry
The party will receive two Marks for:
Converting a faction's leaders the Besharan Way, they will expect a large gift from the Successor himself, but a lesser religious figurehead can be petitioned to provide the gift
Mark Bounties: Certain objectives have Mark bounties assigned to them, which the party will be made aware of at the start of their journey. Here are some examples:
There is a reliable rumor that a Governor has secretly claimed the title of Successor, finding out who will be rewarded with 3 Marks
Finding the Iron Wall of The Two Horned Shaw is worth 4 Marks
The greatest state under heaven. Ruled by the Successor of the Prophetess' favorite assistant, Idris. Rashida adopted Idris into the Besharan people and named him the Commander of the Faithful before she ascended the sacred mountain. For three centuries Idris dwelt in occultation before reemerging to unite the followers of the Way and restore the faith to its roots, founding the tradition we know as the Besharan Way. All the Successor's have been descendants of Idris. The current dynasty are the Nourids, the family of Idris' middle daughter.
Who opposes the Successorate? (the following list is not exhaustive)
The False Successorate: A rogue faction of Besharan nobility who lay claim to the titles of Idris. They control most of Tamania, but the true Successor maintains rule west of them.
The Way-Universal: A tradition of the Way founded by the Prophetess' favorite companion, Hallaj. There are many streams of the Hallajite tradition, but none is as powerful as the Way-Universal. It is probably headed by the Pontifex Maximus in the Eternal City, or perhaps by the Basilinna in the City of the Constant Emperors. Many kings and rulers follow the Way-Universal and oppose the Besharan Way. Many are interested in the Meager Country.
The Cult of Fire: A left over religion from antiquity. Their practice is not banned but it is heavily discouraged. Lingering loyalty to this old tradition sometimes grips of hearts of non-Besharan Shaws and Governors and its dying influence is still enough to spark troublesome rebellions.
The thing came in a jar. Maybe the jar was copper, textured like snake scale. Maybe the jar was clay, painted with black figures of surgeons and their heroes. The jar was full of liquid. The thing sat in the sludge like an embryo in the yoke. It was inert, perfectly so.
You kept the jar in your saddle bag, it bounced with the bolts of linen and the sacks of spices. Your camel didn't seem to mind, it was just a few more pounds to carry. Later, when you had the time, once you had eaten the camel and the spices and sold the linen, when you lived in a house with clay walls right near the temple, you kept the jar on a shelf. A curiosity from the old days, you told guests.
That much was true. You were still quite curious. You didn't tell guests about the other jars. The growths that covered the wall, like tumors turned to stone with age. The vaulted ceiling from which the desiccated bodies hung, tubes pouring from their dry orifices. All that you neglected to mention. But you were still curious.
Cane in hand, you went to the temple. The initiates had no clue. They reminded you to seek fullness with the Lord and washed your feet and meekly speculated about what the words of the Prophetess had really meant.
With your finest robes, you went to the house of wisdom. The historians were full of clues. The jar certainly had telling but strange designs. The anatomists were confused, they took a sample of the fluid. You declined to give them any more. The astronomer did your horoscope and you left.
Putting a veil over your face, you went to the back of a house near the bazaar of irregularities, closed by an agent of the Commander of the Faithful when you were still nimble in the saddle. The Surgeon was pleased. She smiled wide. She brushed the dust from the Codex Universae Medicus and read. She read with a fervor, greater than reciting priests or debating scholars.The tantalizing words flowed down, forming summary and quotation. You could only grasp the important bits.
"The flesh and spirit have always been at odds." You heard "Their method was flawed, they looked out instead of in for the answer... The Complete Supremacy of Flesh... the mystery in ligament and spinal fluid... The flesh will prove to be the cure to itself...to bring about its own perfection.... I cannot imagine any way but the through the Exquisite Organs... there will be a great and primal healing."
She took the Exquisite Organ from the jar, the inheritance of the Primordial Flesh, the glory of the unbroken lineage of Sublime Surgeons dripping in its carefully synthesized amniotic fluid. She counted the lobes, tested the membrane, she saw that it was ready to live again. It was time to operate.
Illustration from a 15-16th century edition of Mansur's Anatomy
Find Me the Primordial Flesh
The genesis of the Exquisite Organs is unknown. They have may have been fabricated by the Surgeon-Priests of antiquity, torn from the carcasses of mythical giants, bred over generations for greater and greater perfection. They can be found in specialized jars or preserved in mummified corpses or harvested from the bodies of living hosts. Each is worth its weight in gold to anyone who knows what they're buying.
Find Me a Doctor
We live in a time of great medical marvels but Sublime Surgeons are hard to come by. They may be found in the halls of schools of medicine and anatomy, or as practicing doctors in slums and border towns, or as the personal physicians of amirs and aristocrats. Most surgeons could attempt to implant the Exquisite Organs if able to educate themselves about the proper procedure by reading the Codex Universae Medicus. Realistically, the chance of rejection is quite high but we can waive that for player characters.
20 Exquisite Organs
1. The Intercession Gland (Emergency Petrification Gland - inserted at the brain stem)
When you are reduced to 0 hitpoints, your body (but not your equipment) rapidly turns to stone. In this form you remain alive and regain hitpoints as if you were resting. When you receive magical healing of any kind, your body becomes unpetrified. A trained magic user can tell how to reverse the petrification process by examining you for a few minutes.
2. The Dragon's Tongue (Noxious Parotid Gland - inserted in the cheek)
Your saliva is highly acidic. 10 minutes of sustained spitting is enough to melt a fist sized amount of any material as or less durable than metal. If your spit gets in somebody's eyes, it blinds them for a minute (but does no damage). Additionally, you can digest most organic materials, including bone and tough chitin. Food loses all its flavor to you.
3. The Mighty Cord (Fibrous Colonic Reinforcement Complex - inserted in abdomen)
You have a cable made of your calcified and extended large intestinal tract which comes out from your belly button. The cable is about as flexible as rope and as strong as steel, it is 20ft long. If the cable is tugged with a great deal of force, it will be pulled out and take most of your internal organs with it, killing you almost instantly.
4. The Blood Furnace (Energetic Myeloid Stem Cell Sack - inserted in the chest)
Your blood is highly nutritious and about as flammable as lamp oil. 1 hp worth of blood is equivalent to one ration or a flask of lamp oil. You smell absolutely delicious.
5. The Sanguine Mind (Aggressive Lymphoid Stem Cell Sack - inserted in the chest)
Your blood is independent and semi-sentient. When outside your body, you can command your blood to flow and climb in any direction. If your blood contaminates the blood stream of another creature, you can control their body for a minute.
6. The Wizard's Marks (Spell/Marrow Interfacing Complex - inserted in the back)
Your flesh can function as a storage space for spells. When you are the target of a spell, you have a 1 in 6 chance of absorbing it. You can store 1 spell this way and can cast it as if it were a scroll. You can have this organ implanted multiple times. Each implantation increases the number of spells you can store by 1 and increases your chance of absorbing spells by 1 in 6.
7. The Flame Body (Explosive Lymph Nodes- inserted in arms, abdomen, and thighs)
When you die, or when you will it, your body explodes as per a fireball spell. You can will your limbs to explode independently of the rest of your body, treat exploding limbs as a fireball with 1/4 the area of effect and damage. If your limbs/body are regenerated, they maintain their explosive powers.
8. The Priest's Chamber (Adaptive Bone Cavity - inserted in the abdomen or thigh)
You have a box hidden in your body. The box sits under a layer of skin than can be peeled back and is about as strong as a metal safe. There is a code word, chosen by you, that opens the box.
9. The Legislator's Larynx (High Resonance Larynx - inserted in the throat)
You can raise your voice to incredible volumes. When you shout, you can be heard clearly as far as 6 miles away. Once a day, you can shout loud enough to make all non-deafened creatures in your immediate surroundings spend the round clutching their ears in pain. This makes your voice hoarse and you can only whisper for the rest of the day.
10. The Gourmet's Womb (Gastric Reproductive System- inserted in the abdomen)
By eating a raw chunk of a creature's flesh, you can begin to gestate a clone of it in your implanted womb. The clone takes 1d6 weeks to fully gestate, becomes an adult in 3 days, and dies a week after that. Gestating a non-humanoid clone this way is ill advised, beware under cooked food.
11. The Queen Bee Gland (Apisized Sudoriparous Glands - inserted in the chest)
You produce a highly adhesive, waxy substance from your pores. The substance remains sticky for an hour after secretion. In a round, you can produce enough of the substance to cover an item or small object. In 10 minutes you can coat a 5' square area in the substance.
12. The Progenitor Gland (Intra-Organ Reproductive Gland - inserted in the abdomen)
This gland encourages other Exquisite Organs to reproduce. Other organs take 1 month to gestate another of their kind in the host body and each organ can only ever produce 1 offspring this way. New organs must be removed from their birth-host and inserted in another before they can reproduce again.
13. The Tortoise Skin (Super Keratinous Dermal Glands - inserted in the neck)
You can no longer feel pain or pleasure. All physical damage you take is reduced by 1d6 and if you would take 2 or less damage, you instead take none. However, you cannot tell how much health you have. The GM records your HP. You or another person can determine how much HP you by spending a round performing a medical examination.
14. The Slave Collar (Controlled Electric Impulse Generator - inserted at the brain stem)
Your body can be controlled using a special device (usually discovered alongside the organ) which looks like a remote control made of bits of bone, copper, and carefully chiseled obsidian. If this device is destroyed, the organ sends an electric shock to your brain, killing you instantly. The device cannot control you or fry your brain if you are more than 100ft away from it.
15. The Alabaster Arsenal (Rib Honing Complex - inserted in the chest)
Your ribs stick out from your chest slightly, all are sharp. You (or anybody else) can pull out a rib to use it as either an arrow, crossbow bolt, or a dagger. Rib weapons disintegrate one day after being removed from your body. By default, you have 24 ribs, you regenerate 1 each day. If more than 8 ribs are removed from you in a single day you take 1d6 damage.
16. The Philosopher's Gallbladder (Saturated Colic Gland - inserted in the abdomen)
Your body produces dark green gallstones. These stones transmit sound from within 10ft of them to your abdomen, from which the muffled sound can be heard. If a stone is cracked open, perhaps after being thrown from a sling, it produces a terrible scent which burns the noses of creatures with acute senses of smell and dissuades those with human-like senses of smell from being it its presence. You can produce 1 of these stones each day, they last for a week outside your body before disintegrating, and their stench lasts for a day.
17. The Piercing Eye (Hyper Sensitive Photoreceptor Groups - inserted behind eyes)
You can activate specialized sensors in your eyes which allow you to see by heat in the dark and see through solid matter. You can see through roughly 2-3ft of most materials but not through metal. You can activate your eyes 3 times a day for 10 minutes each time.
18. The Ocean Lung (Independent Respiratory Lobe - inserted in the abdomen)
You have an extra lung with extraordinary capacity and endurance. You can breathe smoke, ash, and poison gas without risk to your health. You can inhale enough gas/smoke to fill a 15ft radius sphere and can keep the gas inhaled for as long as you can hold your breath.
19. The Usurper Organ (Considered Immune to Categorization - inserted in the chest)
You have a small tube erupting from your chest, it resembles a flower and a mouth at once. When you feed the tube with the marrow of a whole humanoid body, your body begins to regenerate quickly, returning you to full health. If fed once a week, your body begins to age in reverse, returning to a state of unnatural youth in the course of a few months. If not fed weekly, your body ages rapidly. If not fed for a month, you die of old age.
20. The Meteor Heart (Copperous Mesenchymal Stem Cell Sack - inserted in the chest)
You are, essentially, a human electromagnet. You can activate and deactivate your magnetism at will. While active, metal objects up to 20ft away are pulled towards you and will stick to you. Items small enough to be held in one or two hands are pulled at a rate of 20ft per round, larger items are pulled at a rate of 5ft per round. Weapons pulled towards you make an attack against you (as if they had +0 to hit) when they come in contact with you.
This post is dedicated to Hunayn ibn Ishaq, a Nestorian at the heart of the Abbasid Golden Age
Before the pale folk of Beshara conquered the world and brought it under the true light of The Lord, there was an age of darkness. It was an age of tyrant rulers whose cruel rituals edified false deities, the traitor archons who spurned their duty to the eternal kingdom of grace so that they could rule their own domains. All the people of the world suffered in slavery, the goods of their labor were squandered, and all kingdoms were set against each other in bloody struggles for power.
Despite the sorry state of civilization, there was light in this age too. Antiquity has produced some of the most ingenious and wondrous items known on earth, which wizard-artificers in our current age cannot equal. Some of these marvels have been recovered and preserved, while others await discovery in the desert. So come, open the vault and feast your eyes on the treasures of the past which lay within.
Ruins of Balbeck, Miner Kilbourne Kellogg, 1844
1. Cups of Judgment: A silver goblet with the name of a crime engraved on the bowl. Any person who drinks from the cup and has committed the crime written on it is struck dead as soon as the liquid passes their lips. The cup is obviously magical and has a judgmental aura. The cup has a conservative disposition and there are rumors that a ritual exists which can change the crime written on the cup. Most cups have one of these crimes written on them to begin with:
1. Murder
2. Adultery
3. Treason
4. Blasphemy
5. Corruption
6. Lechery
7. Cowardice
8. Arson
9. Theft
10. Immodesty
2. The Book of Denial: A book with a perfect black cover and 2d10 perfect black pages. If a secret, an idea, or a spell which nobody else knows is written on one of the pages and the page is destroyed, the idea/secret/spell is annihilated from the universe. It cannot be discovered or otherwise generated again. If multiple people know the piece of information you want to annihilate, they all must sign the page before it is destroyed.
3. Eternal Ice: A ball of ice about the size of a fist that never melts. Aristocrats would carry these to keep cool on hot, dry days. One ball of eternal ice can keep a small room refrigerated.
4. Perfect Nails: Long, thin nails of an unknown material. They were once used to hold together effigies of tyrant kings and false gods. Any two things connected by the nails cannot be separated without first removing the nails.
5. Gardener's Locket: Scholars speculate that the Lord used this to make all the oddest things on earth. A simple locket of silver and dark green stone. One half is styled as a sprouting seed, the other as an embryo. If the fruit or seeds of two different plants are placed together in the locket, it can turn them into a hybrid with the characteristics of both species.
d20 sample characteristics:
1. Cactus spines, the plant can be used as a weapon
2. Aloe oil, the plant's juices can heal burns
3. Ironwood bark, the plant is very durable and a good construction material
4. Bamboo metabolism, the plant grows very quickly
5. Nightshade poison, the plant induces vomiting if ingested
6. Corpse Flower perfume, the plant has an odor which animals dislike
7. Pine resilience, the plant can grow in very cold climates
8. Potato's root, the plant produces edible tubers
9. Fey pollen, the plant's pollen causes drowsiness and memory loss in some cases
10. Coconut seeds, the plant produces very durable seeds
11. Grass roots, the plant has deep roots that can hold any soil together
12. Paradisaical fruit, eating one of the plant's fruits restores 1 hp
13. Thistle's itch, contact with the plant makes people start itching themselves frantically
14. Starfruit magic, eating a diet composed mostly of the plant's fruits grants long life
15. Joshua tree resilience, the plant can survive in dry and hot environments
16. Barley hardiness, the plant can grow in poor soils and could be a staple crop if widely cultivated
17. Sandalwood scent, the plant has a lovely fragrance and burning it draws supernatural beings
18. Morning Glory blooms, the undead cannot pass strings of the plant's blooming flowers
19. Mangrove resilience, the plant can grow in swamps and salt water
20. Tobacco resilience, the plant is almost immune to insect infestations
6. Merciful Linen: A fine white cloth which no dirt, no oil, and no blood can stain. It was woven by a priestess on her wedding night. She smothered her husband with it the next day. Wounds inflected by weapons wrapped in the cloth cause no pain.
7. Turtle Lamp: An oil lamp made from a turtle's shell embellished with gold leaf and a copper handle. Spells cannot be cast in the light of the lamp and it burns away illusions.
8. Tyrant's Seat: A fine pillow embroidered with gold thread. It is a supremely comfy pillow, anybody who sits on it will find themselves unable to rise from it without succeeding a saving throw.
9. Vessel of Alliances: A bronze bowl engraved with pagan figures, one side shows a city at war and another shows it at peace. The metal of the bowl is corroded, gone all green and black. If two people mix their blood or spit in the bowl they cannot lie to each other and can't knowingly betray each other (i.e reveal their location to an enemy, lead them into an ambush, kill them in a 'hunting accident', ect)
10. Great Drake's Teeth: A bag of black fangs ripped from the mouth of an unfortunate monster a long time ago. Planting the teeth in the ground like seeds will cause them to sprout into tall, strong people with skin the color of gold, bushy black hair, and eyes like a cat. They will obey whoever sowed them but are extremely warlike and will constantly petition their rulers to resort to violence. Once properly equipped, there are few forces in the world who could defeat these people in battle.
11. Composite Creature: An enchanted construct, or perhaps a gift from a forgotten deity. This creature can shape shift into kind of mundane animal at the whim of its master. It is easily frightened and has a particular fear of open flames. If the composite creature panics, it turns into a (roll 1d6) 1. Elephant 2. Tiger 3. Mouse 4. Songbird 5. Horse 6. Viper and can't transform again if it is not calmed down.
12. Infinite Mint: A device that spelled the eventual financial ruin of a whole empire. It looks like a mortar and pestle but is much heavier, a strong horse is needed to transport it. When a coin is ground in the mint, it divides into 3 coins. The copies are almost undetectable but evaporate in 1d6 months. The copy coins cannot be further split by the mint.
13. Spell Cuirass: An iron cuirass styled to look like a lithe torso. It is decorated with intricate lapis lazuli patterns and bits of metal from a meteorite. A magic user can sync themselves to the armor by sleeping in it for a night. Whenever the synced magic user casts a spell, a copy of the spell is cast on the wearer of the cuirass. If the spell is an area of effect spell, the area is centered on the cuirass wearer. Spells can't be copied this way unless the cuirass has a living wearer, their vital force is required to completes the mystical circuit.
14. Golem Stamp: A fine stamp with pagan writing on it. Stamping an object with the stamp causes it to become animate for 1d6 days. The animate object can be given a single command which it will try to fulfill for the duration of its life. The object becomes inanimate if the stamp is wiped off.
15. Flood Jewel: A dark blue gem set into a dull silver ring. It sounds like the ocean when shaken. If the gem is broken, water gushes out. The gem contains enough water to flood a whole village for a few days or submerge an entire level of a dungeon.
16. Surgeon-Priest's Blade: A strange combination between a knife and a saw. The handle is bone and engraved with pictographs of burial rituals. Limbs chopped off by the blade remain alive and can hop/crawl around for directed by the will of the limb's original owner. After 1d8 days pass, the limb must be reattached or it dies.
17. Drum of the Revel: A huge drum made from the hide of a sacred ox. People who hear the drum beats cannot help but start dancing and singing. The revel can only end when the drummer faints from exhaustion as they too are compelled to keep beating the drum.
18. City in a Jar: A perfect, tiny city, in a glass jar. It once sat in the crown of a powerful queen and survived the fall with only a single crack running down the side. The people in the city are quadrupedal, have aquamarine skin, and do everything with their dry, dexterous tongues. The city itself is in perfect order and harmony. All of its institutions are moral and incorruptible, all its inhabitants are kind, and everything is in perfect repair. You can enter the city by running your hand along the crack in the jar and slipping inside. By resting a day in the city, you'll be restored to full hp +1d4 extra. If outsiders stay in the city any longer their influence will cause it to fall into chaos.
19. Keystone of Ur: A huge carved stone plated with copper. A building or wall that incorporates the keystone into one of its arches cannot be leveled until the keystone is removed.
20. Spying Bowl: A well polished silver bowl, the bottom has a mirror-like quality. If you slosh the blood, hair, or skin of a person along with some water in the bowl the mirrored bottom with reveal that person's deepest fears and anxieties.
This post is dedicated to Shiduri, the wise tavern keeper