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YNGARR

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...

THE FRAGMENTS OF KOTH


A collection of plagioclase tablets that describe the magical workings of
an ancient wizard. The complete set include six intact spells and three
that are incomplete.
1. THE RAPTURES OF THE DEEP
The caster can transmutate living flesh and tissue into water.
2. THE SONG OF THE SPACE WHALE
Provides detailed instructions on how to build a great horn. When
sounded from a high peak, the horn will summon one of the ancient space
whales to the caller's bidding.
3. SYMBIOCARTHIC DREAM WEAPON
The magic user can kill or inflict by sending foul things into the dreams
of another
4. MASK AND WARDS AGAINST THE UNYIELDING FIRES
Directions for creating a mask and wards to allow one to freely walk
through the "Unyielding Fires"
5. MASK AND WARDS AGAINST THE BLACK ETHER
Directions for creating a mask and wards to allow one to travel the black
ether of cosmic space.
6. MIRROR OF OMNISTATIAL RECALL
Meditating upon a mirror, the user can send their consciousness to a
specified point in time and space.
7. ENSLAVE ASTRAL CONSCIOUSNESS (incomplete)
8. RAPTURE OF ASTRAL DEATH AND NON RETURN (incomplete)
9. SUMMON BLACKSHIP SHRINEBUILDER (incomplete)

THE MOONS OF YNGARR


Yngarr has several moons. The actual number has been hotly debated, however,
the twenty that are most prominent in the sky are culturally and spiritually
important. They are worshiped and praised, and each moon has a temple and
magical traditions devoted to it.

ABANAZ THE WINTER MOON


The most prominent moon in the sky during the icy Winter, Abanaz is a frozen
wasteland of glacial fields where the blizzard beasts and blood-thirsty winter
demons eternally do battle.
Patrons: Water Elementals, Court of Winter, Ice Trolls and Ghouls, Lords of
Chaos, Barbarian Lords
Adherents: Elemental magic users, barbarian tribes, witch cults
Symbols and Banners: a smear of blood on a white field, a white mountain on
a black shield.
Ritual Items: icicle, frozen or mummified remains, cold-forged edged weapons,
corpse paint, armor, pole arms
Alignment: Chaotic

ARIX THE WARRIOR MOON

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 THE SHATTERED MOON

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

GIRU THE WIZARD MOON


A shimmering blue orb, Giru is the largest of Yngarr's moons. Many magic
users call upon the energy of Giru as a way to intensify their magical studies.
Patrons: Space Wizards
Adherents: magic-users, fey-kind, wonder-loving humans
Symbols and Banners: A fiery wheel in blue
Ritual Items: Water, scrying mirrors, prisms, blue sacred stones, blue glass, the
tobacco box and pipe of a powerful wizard, silver jewelry, wood carvings
Alignment: Neutral

HIRU THE RED QUEEN MOON


Hiru is covered in lush gardens and towering fungoid structures.
Patrons: The Red Queen and her court
Adherents: adventurers who are bound by honor or love, fey-kind, women,
merchants, vigilantes and thieves
Symbols and Banners: Hexagram with a heart in it's center.
Ritual Items: clean and clear crystals, water, blood, intelligent weapons of
lawful aspect
Alignment: Lawful

HORU THE SPIDER MOON

A bizarre landscape of deep crevasses and standing stones. Populated by


untold swarms of whispering spiders.
Patrons: The Mother of Spiders and her brood. Elder demons. Mad-things.
Father Wight.
Adherents: spider-kind, assassins, murder cults, blood-drinking cults, evil
wizards, necromancers, lesser demons, vampires
Symbols and Banners: none
Ritual Items: living sacrifices bound in webs, black stones, blood, cursed items
Alignment: Evil. Just fucking evil.

KALLARWYNN THE POET MOON

A strange place of purple seas and black fungoid towers.


Patrons: Kallarwynn the Bastard King, Yyrch the Troll Mother, Abis the
Trickster
Adherents: thieves, bards, drunkards, poets, rogue magicians, barkeepers
Symbols and Banners: Two comely maidens wielding swords and beer mugs
Ritual Items: ale, wine, sexual acts, bad poetry, knives and daggers
Alignment: Neutral / Chaotic

KELBEZ THE SUMMER MOON


A small world of blue water and rolling green fields.
Patrons: Goddess of the Green Fields, The Naked Empress, King of Foxes
Adherents: all Fey-Kind, nymphs, dryads, sylphs, brownies, Starry Trolls, green
children, rangers, bards, barbarian tribes
Symbols and Banners: A fox dancing in a circle of gold
Ritual Items: Flowers, fox wood, musical instruments, intoxicating and/or
hallucinogenic herbs, balms, and incense, naked dancing and merriment, ale
Alignment: Chaotic

KIRU THE DEAD MOON

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

KIUX THE SPIRIT MOON


A tiny crystalline world, lit from within by an unknown pulsating source.
Patrons: Ancient Astronauts, Outer-deities, Church of the Starry Wisdom
Adherents: Scientists, astrologers, astronomers, elves, wizards and clerics,
astral and extra dimensional walkers
Symbols and Banners: none
Ritual Items: Precious stones, highly polished metals, mirrors, telescopes,
alien artifacts, relics of the Zundite
Alignment: Chaotic

NETH-AGURU THE BLUE QUEEN MOON


A tiny world of acidic pools and dense, blue rock.
Patrons: The Blue Queen and her court
Adherents: Betrayers, politicians, slavers, rulers of men, wizard-kings,
mercenaries, bounty hunters
Symbols and Banners: An eye ringed in silver on a blue field
Ritual Items: swords, skeletal remains, ceremonial flails, whips, bound victims,
freshly-removed eyes, blue precious stones
Alignment: Chaotic

NETH-RANUR THE DUNGEON QUEEN MOON

This great rocky sphere was once used as a cyclopean prison.


Patrons: The Sorceress Queen, The Whispering Sorrow, The Wind They Call
the Dungeon Shaker, Ancient Dragons, Star Wyrms, Pirate Kings, The
Dungeon Princess of Ngorh and her Retainers
Adherents: Treasure hunters, warriors, barbarian tribes, magic users, thieves,
pirates, dealers in stolen goods, adventurers
Symbols and Banners: A drop of blood on a black field
Ritual Items: Silver key, intelligent weapons, enchanted items, precious stones,
wine, trophies of battle, gold
Alignment: Neutral

NIDRAKU THE PINK MOON

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

NIRU THE ELF MOON


A ball of gleaming, white marble. Beneath it's surface is a vast kingdom of
eyeless moon elves.
Patrons: The Blind God, The Starry Ones, The Dreaming Kings of Deep
Slumber, Vampire Lords, Space Elves, Lords of Chaos, Space Elves, Elemental
Lords, Lords of the Swallowed Light
Adherents: Evil fey, troll-kings, vampires, warlords, wizard-kings, evil magicusers and clerics, elf-kind
Symbols and Banners: A double ringed circle in silver on a black field
Ritual Items: Living sacrifices, vile acts, iron chains, coffin nails, black stones,
mummified kings and chieftains, roasted birds stuffed with hallucinogenic
herbs, silver crowns
Alignment: Chaotic

RIAX THE VAMPIRE MOON


Riax is a dark moon of craggy peaks and underground oceans of blood.
Patrons: The Outer-Ones, Elder Vampires, Elder Demon Lords, Star Wyrms
Adherents: necromancers, vampires, nightgaunts, blood drinking cults
Symbols and Banners: A field of red streaked with gray
Ritual Items: Funeral incense, virgin blood, living sacrifices, jewelry of white
gold, chambers constructed of marble, coffins, reliquary of an evil priest or
priestess
Alignment: Chaotic

SIKU THE WHALE MOON

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 THE ELDER MOON

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

TARU THE BEAST MOON


In the earliest legends, the elders spoke of Moon Beasts who crept down from
their green misty world to claim dominance over Yngarr.
Patrons: Moon Beasts, Star Wyrms, Warlords, Barbarian Lords, Earth and Fire
Elemental Lords
Adherents: barbarians, fighting-men, beast-kind, dishonored warriors, fell
knights, lycanthropes, beast-men, serpents
Symbols and Banners: none
Ritual Items: clubs, axes, stone weapons, fire, rotten and rancid food, skulls
beset with jewels and precious stones, black lotus hookah, helmets, stones
splashed with human blood
Alignment: Chaotic

VIRA THE BLACK QUEEN MOON

A volcanic world of molted rock and strange basalt structures.


Patrons: The Black Queen and Her Court
Adherents: warriors, barbarian tribes, wizards who brandish bladed weapons,
adventurers, thieves, treasure hunters, blacksmiths, fire giants, courtesans,
pirates
Symbols and Banners: A black double-bladed axe against a starry field
Ritual Items: Forge, hammer, anvil, dragon scales, skulls, teeth, volcanic glass,
polished black stones, fire, cauldrons, steam
Alignment: Neutral

YRU THE BLACK WATER MOON

A dark world of endless oceans.


Patrons: The Ocean-Born, Bokrug the Great Water Lizard, Mother Swamp
Witch, Thousand-Fanged Megalodon
Adherents: sailors, pirates, mercenaries, fighting-men, mermaids, dinosaurs,
water lizards, swamp witches
Symbols and Banners: A black tentacle on a pale gray field.
Ritual Items: The bodies of drowned brave sailors, sea slugs, tentacled
creatures, crowns of silver, bowls of sea water and shark blood, sapphires,
black salt
Alignment: Neutral

The Great Rift of


the Aztragal
Frenith

The Great Rift of the Aztragal Frenith Layer One


Primordial forces ripped an enormous trench in the face of Yngarr - revealing layers of
prehistoric ruins and secret places...
1. THE SILENT VOID
Hidden in a vault beneath the peaks of Pnok is a shimmering hole, a mile wide, and silently
spinning. Some say that this was one of the original inter-dimensional gates that was created by
the Zundite (A haunted shrine to Atigo can be found nearby.) Anyone who dares to enter, or even
touch the darkness, will be flung into another dimension.
2. HALL OF XORITH
An immense cavern corridor that ends at a howling pit that leads into the realm of Xorith. The
cavern has become home to swarms of hungry behemoth worms and their blind masters.
3. CAVERN FILLED WITH INTELLIGENT, GIBBERING FOG
4. FUNGAL CITY OF XORITH
Lit by the floating luminescent spores, the vast city of Xorith rises from the expanse of fungus.
The city's mighty pyramids and towering obelisks are covered in iridescent lichens and fungus.
5. DEAD CITY OF SHARN
Once, this thriving city of artisans, brewers, and priests stood high above a crystalline sea. Now
it is silent. The silent tower still stands and has become a place for necromancers and fell
wizards to study the foulest of magics.
6. TREACHEROUS BRIDGE OVER THE ABYSS
7. THE DOME OF FIRE
Surrounded by unyielding fires, this domed metal structure is sealed by powerful magic. Within
the dome is said to be the heart and eye of an ancient Star Wyrm.
8. LORTHOX JIMM'S SKY SHIP
Suspended on a pulley system, the "sky ship" is a pod made from clay and wood. It's control box is
on the outskirts of Xorith. The pod's destination chamber is at the top of the Starry Tower in
Cerestan.
9. RUINS OF THE STARRY RUNE
The ruins of the ancient star-vessel "The Starry Rune" lay here. The ship was made from silver
and clay, but most of the silver machinery and filigree has long since been plundered.
10. THE STAR CITY OF CERESTAN
The Cerestanites came to Yngarr when the planet was young. Their star-vessel crashed and they
built this grand city on the shores of the ancient shallow sea. The city has resisted the eons of
decay and entropy, yet it lay empty as the Cerestanites could no longer support their corporeal
forms...

The Great Rift of the Aztragal Frenith Layer TWO


11. THE RUBY SKULL
An enormous one-eyed skull, 70' high, carved from a solid piece of ruby agate. It is said that a
powerful wizard can make the skull fly, float, levitate, and fire a death ray from it's singular eye.
12. THE WEEPING TOWER
The members and consorts of The Whispering Sorrow gather here for lamentation rites and rituals.
13. TANGLE-WOODS OF LIVING RUST
Crystalline matrices of sentient rust rise into a dense forest.
14. THE TOOTHY MAW
The floor of the cavern becomes slick and moist as jagged stones rise around you and you realize
that this is actually the slavering mouth of an extra-dimensional beast.
15. LAVA TUBE
A polished basalt tunnel that leads into the bowels of the planet...
16. THE FLOATING CITY OF NERGAL
Hundreds of thousands of denizens live in this massive city that slowly hovers over the planet. The
city is ruled and piloted by a secretive sect of magic users.
17. RUINS OF MAGAR-KREV
The ruins of an ancient space fortress. Now populated by hordes of rat-things and moon beasts.
18. NECROPOLIS OF THE WIZARD KINGS
It's true name is unpronounceable. The pyramids and obelisks shield the ancient remains of the first
wizard kings who rose against the Outer Beings.
19. THE STONE FACES OF NGUI
The mysterious tribes of Ngui vanished and left behind only the cyclopean stone faces of their Gods.
20. TENTACLED HORROR
A ravenous terror-pet, kept alive by it's invisible masters.
21. SHIP WRECKAGE
The eternally smoldering wreckage of a lost star ship.
22. LOST CASTLE OF AYLISS BRIGHTSUMMER
Ayliss Brightsummer was a kindly and regal queen. After a terrible curse was placed on her and her
kingdom, her castle was magically transported into a deep cavern in the earth.
23. PETRIFIED KELP FOREST
The petrified remains of a mighty kelp forest. The kelp stands hundreds of feet tall and is razor
sharp.

ELVES OF THE SWALLOWED LIGHT


The Charuluthoton
Deep within their citadels in the fungoid jungles and dark woods of Yngarr, the
Elves of the Swallowed Light live their lives devoted to prophecy and
divination. They worship many dark cabals and strange deities, but their most
sacred being is XYRX THE ETERNAL DESTROYER, a cosmic horror
imprisoned in the heart of a dying star. The adherents of Xyrx believe that
when the star finally burns out, Xyrx will begin to devour the entire cosmos.
They are also called The Charuluthoton, named after their ancestral
homeworld.
They are taller than their ancestral counterparts in folklore and literature,
standing seven feet tall, with slender faces and dark eyes that are flecked with
pink or dark red. Males, especially those who are priests or clerics of Xyrx,
will meticulously remove what hair that does grow on their pale, thin bodies.
Others will knot their beards with cords. Females are similar in height and
appearance, with coarse black hair that they will wrap and tie around their
bodies.
Warriors wear long coats of studded mail or treated hide. They carry pole
arms with wicked blades and short swords. They also employ the usage of
various poisons - using blow guns with darts or spears coated in the stuff.
Magic users are revered in their culture and they believe that all magic is a
gift to them from their evil gods. Their magic is potent and destructive. Magic
users will imbibe all manner of hallucinogenic herbs and fungi to visualize the
"flow of magic" and to learn new spells.
Clerics believe that the suffering of others is nothing compared to the great
misery that Xyrx will unleash one day, so they are especially unmerciful to
their enemies and captives. They also partake of hallucinogenic substances
and soporific drugs to commune with the gods. They learn few spells, more
frequently receiving portents and prophecies of doom.
The Lords of the Swallowed Light are a mystical cabal that is ruled by a
powerful sorceress and warlord. They employ the use of Tharens - purple
skinned ogres as their personal bodyguards and army. The Tharens also work
the great machines and devices that power their dark cities. The cabal will
make pacts with others, only to quickly break them when their own needs are
met.

MOON ELVES - THE ELVES OF STARRY DEEP


Most hated by the Charluluthoton are the Moon Elves - the strange race of elfkind that lives in the lightless belly of NIRU, the Elf Moon. The Moon Elves
have lived in darkness for so long that they have evolved into strange bent
creatures without eyes. They are tall - eight to ten feet tall when fully
standing, but usually walk with their long spindly legs bent and their heads
low to the ground, so that they may sniff out their surroundings. Their arms
are long enough to touch the ground with their wide, webbed fingers. All Moon
Elves are hermaphrodites.
In their dark world, they have built a vast underground kingdom. They use
their senses, including their powerful telepathic abilities to communicate with
others. Each can travel the Astral Planes or Outer Worlds at will. When
traveling beyond Niru, they wear elaborate crowns and face-masks of silver,
inset with all manner of gems to allow them to magically "see" and navigate
their surroundings. Should a Moon Elf be killed away from home, the mask
"saves" the consciousness and memory of it's wearer and it can be "downloaded"
into a new body waiting on Niru.
Most Moon Elves have powerful psionic and magical abilities borne from the
elemental properties and Niru and from their shared knowledge and
consciousness. They sometimes wear elaborate silver armor and carry jeweled
staves that can project various rays - death, all-sight, sphere of darkness, gate,
sphere of silence, freeze ray, banishment. Others carry long pikes that can
deliver a terrible electric shock.
The Elves of Swallowed light view the Moon Elves as traitors to their own
kind. The Moon Elves hide in darkness, whispering secrets to each other, while
the rest of Elf-Kind should be preparing for entropy and the destruction of all
things. A common Charuluthoton greeting translates to "May our beloved Xyrx
eat the Eyeless Ones first."

THE MARRON - ELVES OF DOOMED PASSAGE


Whether taken from their corners of the cosmos by the Zundite or the Outer
Gods or crash-landed Ancient Astronauts, The Marron is a generalized word to
describe the Elf-Kind. Over time, exposure to harsh elemental conditions, evil
magics, psychotropic fungi and plants, weird radioactive light, have corrupted
the Marron into a bizarre race of mutants. The Marron are usually of chaotic
alignment yet they will sometimes follow lawful deities and traditions.
EYES
1 White (no pupils)
2 Orange
3 Yellow
4 Violet
5 Jale
6 Black (no pupils)

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

A character has been slain by a demonic or outer entity and then


resurrected
A character who has been injured by a cursed or chaotic weapon or
instrument
Anyone who has fallen into a magical sleep for longer than 48 hours
Those who have traveled the astral or ethereal plane without their material
body
A magic user or cleric who has summoned any demonic or outer entity
Anyone who has possessed a cursed item for longer than a month
Anyone who has possessed any item that is "not of this world" ie - an item
found on a different plane, a meteorite fragment, etc.
Those who have witnessed a cosmic or ethereal event (falling star, meteor
shower, comet, eclipse)
Someone who has suffered a lapse in consciousness after viewing a horrific
event or fearsome entity
A habitual user of soporific or hallucinogenic substances
Those who have touched or possessed an artifact of Yngarr
A magic user or cleric who had sexual congress with a demon, vampire, or
outer spirit
Those who participated in or witnessed a magical rite involving an offering
or invocation of a Zundite Lord or one of the Starry Ones
Visited a place that is cursed or is abundant in any kind of chaotic energy
Anyone who has drawn or constructed a sigil, glyph, or rune intended to
invoke any kind of cosmic or other-worldly force
Anyone who has killed and eaten the flesh or drank the blood of their own
species
Anyone who has unknowingly or knowingly spoken the name of a Zundite
lord aloud
Anyone that has had direct communication with an astral intelligence
Someone who suffers from a sleep disorder ie. one who does not dream or
one who suffers from recurring nightmares.

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

1. complains of nightmares and is so haunted by them that they are at -1d4


for all rolls for 1d12 hours
2. is in such a rage that they receive a +1d6 to hit in combat for 1d12 hours
3. inexplicably and immediately attacks another random member of the
party upon waking
4. is compelled to began drawing strange symbols or runes that they
themselves cannot understand
5. speaks in an alien language unknown to the character, nor to anyone else
6. has waking hallucinations of nightmarish entities for 1d4 hours
7. becomes obsessed with finding a specific item or traveling to a specific
location
8. becomes extremely paranoid and distrustful of everyone around them
9. loses 1d4 constitution points
10. develops a terrible fear of going to sleep and will do whatever they can
to stay awake
11. is inexplicably marked with a mysterious symbol somewhere on their
body or on their belongings (spell book, shield, weapon)
12. believes that they have been chosen by some higher power
13. believes that they need to kill a specific individual in order to fulfill
some great destiny
14. is compelled to build a ship or device that they have no understanding of
15. is convinced that an NPC or member of the party is keeping personal
and vital information from them
16. is compelled to steal a magical or enchanted weapon or item from
another player (Give me that! You don't understand this!)
17. leaps into the nearest body of water to purify one's self
18. feels a strange sense of dread, violation, and fear
19. obsessed with altering their appearance - feels like they need to be
disguised or they need to be in a "more pleasing form"
20. falls into an enchanted sleep for 1d10 days. During this time, the Zundite
will summon the player's astral body to Yngarr and assign them a specific
task. Upon waking, the player will do whatever they can to follow the task.
They will act as though they are under the complete control of another
being.
Note: Clerics, paladins, and priests of Lawful gods and deities will become
highly disillusioned and will question their faith after any contact from the
Zundite, no matter the outcome of the saving throw.

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

COVER ART BY FRANCESCO BIAGINI


http://francesco-biagini.deviantart.com/

MOON ELF & FUNGAL ELF ART BY


CEDRIC PLANTE
http://chaudronchromatique.blogspot.com/
Additional art courtesy of
MOON PEOPLE
http://moon-people.deviantart.com/
Additional art and design by P. Ublick Domain and Ben Djarum
IMPOSSIBLE WITHOUT THE INFLUENCE AND INSPIRATION OF
VACANT RITUAL ASSEMBLY
METAL GODS OF UR-HADAD
THE UNDERCROFT
CLARK ASHTON SMITH
SUNN O)))
ANGUS SCRIMM
DAVID BOWIE
LEMMY
(TO VALHALLA!)

THANK YOU, ADRIANE

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