Thursday 21 March 2019

1d12 Portals to the Fey World

I'm writing a bunch of portals from our world to the fey world. The final list may have 36 entries? Here's 12 of them anyway.

The format of these is a little in flux. To be a better aid for the referee, I would like to come up with cryptic hints for each of these portals, something a divination spell or a selkie warlock might determine. But those hints haven't been forthcoming yet. I was never good at cryptic crosswords ;-)

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  1. A tree felled by lightning, its stump, burned with Lichtenberg figures, has been carved into a tiny wooden temple. Make an effigy of yourself and place it at the temple gate. You will then fall into a slumber, and wake in the temple's replica on the other side.

  2. The land-catfish stalks the mudflats, three storeys tall, striding on four thin storklike legs. You must trick it into swallowing you. It is otherwise uninterested in human prey.

  3. Two hawthorn trees in eternal bloom, each on a lonely hill. Bring flowers from each to pollinate the other, then enter at the third point of the equilateral triangle. (obviously there are two such points, and both lead to the fey world. But one is foul, the other fair)

  4. A grove of baobab trees stands on an arid ridge. Their trunks bloat with water, they shed leaves in the dry season. One is audibly hollow, contains a spiral staircase down to an unseeable depth, magic "static" disrupts darkvision and dispels light. Only mundane light sources can be brought in.

  5. A well in the middle of the forest, water gleams obsidian. Cast a token of affection into the well, and a tendril of water will emerge, holding a stone face. Kiss the face to cross over.

  6. In a land where earth tremors are common stands a narrow arch of verdigris-crusted bronze, 50 ft wide and 100 ft high. A Fomorian croquet hoop, in phase with our own world. When the tremors start, their game is under way, and by swearing to obey the rules of the game, you may pass through and play. Mind the 50 ft diameter croquet balls!

  7. An old cottage, seemingly abandoned except porridge is bubbling over a firepit, about to burn. Quick! Stir widdershins thirteen times and the flames will turn violet, letting you pass through without harm.
    (note widdershins is counterclockwise in the northern hemisphere, clockwise in the southern)

  8. A bullaun stone, its central depression holding a cupful of rainwater. To cross over, make an offering by tipping all the water onto the ground and replacing it with wine. However, the bullaun stone has a shrine which visited by many who believe the rainwater has healing powers. They will not appreciate you wasting the water.

  9. A huge banksia pod, covered with dry bristles and embedded, woody beaklike fruits. Expose a fruit to fire and it will split open, revealing a cramped, winding tunnel. Crawl in the dark for what seems like hours to emerge in the fey world.

  10. A frigid, windblown island, albatrosses and beetles the only animals in sight. Wild herbs in bloom, but no trees. An abandoned spire of elven make stands in the island's centre, upper third covered with undulating metal bristles. Inside is a magic mirror, and a fine clockwork mechanism. The machine runs whisper-quiet, unspooling tape, punching needle holes in it, and letting it pile in a tangled heap on the floor. Bring the tape to the mirror, and you will be allowed to cross over with it.

  11. A grassy plain with a white stone monolith, surrounded by smaller red sandstone forms, weathered by wind into vague human shapes. At night they come alive, singing rock-people. Teach them a new song, and they will show you the secret path into the Alabaster City.

  12. A folded paper fortuneteller abandoned on the ground, glowing numerals on broad, waxy leaf. The inner tabs claim to tell your future. They don't, but if you commit the act described, you will cross over.

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