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ISSUE #1
YNGARR
WEIRD SCI-FANTASY SETTING FOR YOUR FAVORITE ROLE PLAYING GAMES
Issue One
Winter 2016
Ahdhiosdhiohi293ui
In the earliest memories of the cosmos, there was Yngarr a colossal planet
that slowly orbited a green sun. Yngarr was ruled by powerful denizens called
the ZUNDITE. The Zundite took creatures from other worlds and separate
dimensions so that they could have slaves and consorts. The Zundite became
their gods and goddesses. After thousands of years, the slaves and consorts
had developed their own culture, and worshiped new gods, and soon, they
rose up against the Zundite and imprisoned them. However, some of the
Zundite escaped. In exchange for their freedom, the sisters Xyglia and Atigo
agreed to share their knowledge of cosmic sorcery.
Whether by accident or by treacherous design (most likely the latter), Xyglia
let a monstrous star demon through the dimension gate VORYCHH - THE SUN-EATER, as great and terrible as the vastness of
space, devoured the green star at the center of Yngarr's solar system and the
planet was flung from orbit and hurled into deep space. For eons it drifted.
Silent, black, and frozen.
In a ring of planets around a pale, red star, Yngarr found a new home. The
rogue ball of black ice smashed into an unwary planet and the resulting
cataclysm spilled Yngarr's molten core over the frozen surface, creating vast
oceans, clouds, and storms. Dense jungles and fungal forests arose on the
re-born planet. The debris of the crash created a system of moons and rings
of cosmic dust.
Deep beneath the surface of the planet, the remains of the once mighty
kingdom of the Zundite still sleeps as it has for billions of years. Cities,
temples, and towers, still bearing the impossible star treasures and secrets of
their lost masters...
A dark world of black stone monoliths and the labyrinthine tombs of ancient
dead warrior kings.
Patrons: The Eternal Court of Warrior Kings, Cosmic Warriors, Legendary
Swordsmen, Giants and Titans, Warlords who also practice magical arts
Adherents: Warriors, fighting-men, wizards and clerics who brandish bladed
weapons, barbarians
Symbols and Banners: Crossed swords on a starry field
Ritual Items: Magical edged weapons of great power, cursed weapons, arms
and armor of a powerful warrior who has been slain in battle. Trophies of war
and conquest.
Alignment: Mostly chaotic
Doriku was destroyed long ago. It's shattered remains still hang in the sky. The
domes and spires of it's long-dead capital city is still visible on clear nights.
Patrons: Serpent Lords, Vampire Lords and Undead Retainers, Lords of Chaos,
Liches, Dead Poets, the Sorrowful Hordes
Adherents: evil magic users and clerics, lycanthropes, dark elves, vampires,
necromancers, evil poets and philosophers
Symbols and Banners: A weeping eye
Ritual Items: Moon stone shards, relics of Doriku, symbols of evil deities,
sigils inscribed on green stone, tears of a high priestess
Alignment: Chaotic
Kiru is rarely seen, as it lay eternally in the shadow of the planet. A lightless
world of strange fungi and dark material.
Patrons: Outer-Ones, Consorts of the Starry Ones, Lords of the Swallowed
Light, Death Gods, Dark Elves, Elder Vampires
Adherents: necromancers, undead, vampires, demonologists, byakhee, evil
clerics and paladins
Symbols and Banners: phantasmal skull in gray against a starry field
Ritual Items: Living sacrifices, cursed weaponry, cursed items, pieces of onyx
or basalt, dream-working, vile tome, spell books, mummified remains of
powerful wizard or warlord, poisonous fungi and spores
Alignment: Chaotic
I saw it written and I saw it say, the Pink Moon is on it's way... was the
prophecy written eons ago by a sorrowful bard. The vivid soapstone surface
gives the Pink Moon it's name.
Patrons: Shorasha the Muse, The Mist Giants, The Whispering Sorrow
Adherents: bards, adventurers, poets, misty-eyed wanderers, magic users,
coffee peddlers, record store clerks, nymphs
Symbols and Banners: A broken lute
Ritual Items: Stringed instruments of great value or workmanship, statues
and reliquaries of the muses and their consorts, gold, magical items, somber
music, lilies and remains.
Alignment: Neutral
Legends say that Siku was the name of an ancient space whale that held
billions of gemstones in it's belly. Siku spat up an immense piece of ambergris,
studded with brilliant stones. The sticky mass twirled into orbit around Yngarr
and slowly began to accumulate a rocky crust of space debris.
Patrons: The Starry Ones, The Space Whales, Ancient Astronauts
Adherents: fishermen, treasure hunters, brewers, fathers, archers, farmers,
philosophers
Symbols and Banners: A silver spiral
Ritual Items: A ship's lantern, maps, sea water, conch shell, freshly harvested
water plants, silver fungus, compass, ambergris, silver swords, mermaid scale,
piece of moon rock or meteorite.
Alignment: Lawful
Stiru is actually the petrified brain of a million year old wizard beast. Some
magic users still try to glean knowledge from beneath the eons-sealed,
sarphonic crust.
Patrons: n/a
Adherents: magic users, mutants, poets, philosophers, scholars
Symbols and Banners: none
Ritual Items: magical devices, wands, machines, crystalline structures, black
sand, ritual oil, fire, freshly-killed space thing, living brain in a silver basin
Alignment: Neutral
HEIGHT
1 3-4'
2 4-5'
3 5-6'
4 6-7'
5 7-8'
6 8+
HAIR
1 None
2 Black, shiny
3 Gray, coarse
4 Extreme, covers most of face and body
5 Dark blue, shiny
6 White
PHYSICAL FORM
1 Corpulent
2 Fair
3 Androgynous
4 Simian
5 Lithe
6 Muscular
ETC
1 Blue skin
2 Huge or misshapen ears
3 No ears
4 Extra fingers and toes
5 No nose
6 Sharp fangs
7 Reflecting, iridescent skin
8 No genitals
9 Pink skin
10 Webbed fingers
11 Vertical mouth
12 Green skin
MUTANT ABILITIES (a sampling)
1 Telepathic
2 Breathe underwater
3 Can see in complete darkness
4 Can leaps 1d20' in the air
5 Can project thoughts onto a scroll
6 Immune to poison
THE CALL
OF THE
ZUNDITE
The Zundite
Even after vigintillions of years, Xyglia and Atigo's breath returned to the land.
The sisters were in awe of their beautiful new home, but Xyglia's heart ached
for her kingdom at the dawn of the time. She fled to the north, where one of
her temples still stood, and where the light of the pale red sun rarely shone.
Xyglia's dominion was the great sea of black ice that capped the planet. She
spawned an army of devotees and slaves to build new temples to her glory and
to take control of the planet.
Atigo's dominion became the wilderness, where she called long dead spirits
forth to protect the woods and waters.
But there were others of the Zundite who also were upon the land. Xyrch the
Sorrow-Mother, Gazargen the Choking Father, Coruvia the Lord of Hurt, Nreb
the Devourer, The Wight Father, and others who were not known by name, but
could be detected by their foulness in the air...
The Zundite, far from their original power, had slept long in the darkness. They
sent their whispers in dreams to lure those who may be receptive to their call
powerful magic users, legendary warriors, who could prepare and serve
within their new kingdoms.
Those who travel the Astral Planes, The Dreamlands, the Far-Reaching Night,
etc. are highly susceptible to the call of the Zundite. However, other means of
susceptibility could include
The Zundite will attempt to contact the character for 2 weeks until they will
give up and try again at a later date, usually after another instance of
susceptibility. The character will only be called when they have had at least 5
hours of uninterrupted sleep.
At the end of each week, the player may make a saving throw versus magic. If
the saving throw is successful, they will report weird dreams and a feeling of
pervasive dread, but will suffer no other ill affects.
If the player character fails the saving throw at the end of the week, then the
character will suffer a strange reaction each time they wake up after having
slept uninterrupted for at least 4 hours. Roll 1d20 each time
When the character succumbs to the call, they will do whatever they can to
find a way to Yngarr. Sometimes the instructions are not immediately clear to
the player, but they will be compelled to gather components, seek out a magical
McGuffin, etc. all on instinct, or by a "compelling force" guiding their actions.
Perhaps they need to seek out a powerful wizard or sage, or book passage
aboard a ghostly ship in a strange harbor.
Alternately, getting to Yngarr could be as easy as reading a scroll or drawing a
series of lines on a wall or on the floor to create a magical doorway.
If so desired by a Zundite Lord, then they can also attempt to gate them
immediately to the planet. In this case, the character and all of their
belongings will vanish into thin air and instantly find themselves in the court,
high temple, or lair of the caller
Once on Yngarr, the player or players will find themselves drawn to the realm
of the caller. They may have an ambiguous idea of where they need to go
In my dreams, I see a purple mountain, calling to me...
YNGARR #1 CREATED BY
BEN DJARUM
spacewizards.blogspot.com
With
RAJ CHANDRAPUTRA