Tuesday, June 10, 2025

Mnemovore Worms and Phantasmal Plants

In the year 1837, a short paper was read by me before the Geological Society of London, “On the Formation of Mould,” in which it was shown that small fragments of burnt marl, cinders, &c., which had been thickly strewed over the surface of several meadows, were found after a few years lying at the depth of some inches beneath the turf, but still forming a layer.  This apparent sinking of superficial bodies is due, as was first suggested to me by Mr. Wedgwood of Maer Hall in Staffordshire, to the large quantity of fine earth continually brought up to the surface by worms in the form of castings.  These castings are sooner or later spread out and cover up any object left on the surface.  I was thus led to conclude that all the vegetable mould over the whole country has passed many times through, and will again pass many times through, the intestinal canals of worms.  Hence the term “animal mould” would be in some respects more appropriate than that commonly used of “vegetable mould.”
-Charles Darwin, The Formation of Vegetable Mould through the Action of Worms, 1881
 
The world of the jinn is like a translucent layer atop mortal reality, where those made of smokeless fire and other spirits are always unhidden. But, if one with eyes unclouded were to peer into this layer, in addition to the monstrous forms of shimmering spirits, they would see something else: a thin and somewhat mushy layer of what looks like softly glowing dirt. A field of this substance, spirit dirt or memory mold, blankets the world of the jinn, a thin layer even abounding on human architecture and statuary, and on the shoulders of those who bathe (either with water or sand) very infrequently. This humus (not hummus!!) is the product of one of the perhaps most humble subjects of the realm of spirits, the mnemovore worm.
 

Mnemovore Worm
Number Encountered: 2d4 OR 1 swarm
Hit Dice: 1 hit point OR 1+1 HD for a swarm
Attacks: 1 mental bore OR 6 mental bores (when in a swarm) (see below)
Armor: none
Morale: 4 
Mental Bore: Mnemovore worms leap up from the spirit dirt and pass straight through their victim's skull in search of their quarry: memories. The target must save vs. wands or forget something, determined at random:
Roll 1d12:
  1. A memory from their youth. 
  2. An event from a month previous.
  3. An event from a week previous.
  4. An event from the day previous.
  5. An NPC the party has worked with (this can include hirelings).
  6. How to exit the dungeon or how to find their way back home.
  7. How to use one of their weapons (disadvantage on to-hit rolls, removed after familiarity returns 1d6 attacks with the weapon later).
  8. Ability with a skill or power other than spellcasting (disadvantage on rolls with said skill, removed after familiarity returns 1d10 attempts later).
  9. 1 prepared spell (they don't forget the spell completely, they just no longer have it prepared that day; if a non-spellcaster, re-roll).
  10. Knowledge of 1 spell entirely (would have to seek out a teacher to re-learn the spell; if a non-spellcaster, re-roll).
  11. Ability with a language (bumped down from fluency (if they could write the language, they lose that completely); if rolled a second time (3rd if they could read and write), they no longer speak that language).
  12. An aspect of their personality (re-roll INT, WIS, or CHA, determined at random). 
Psychic Attraction: Mnemovore worms are attracted to magic-users, especially higher-level magic-users, as well as charismatic leaders. If a character has 15+ CHA or 3+ spells memorized, roll 1 die size higher on the wandering monster table (so d8 instead of d6, etc.); any results above 6 will be encounters with mnemovore worms. If a character has 6+ spells memorized, roll 2 die sizes higher (so d10 instead of d6, etc.).
Spirit: As spirits, mnemovore worms are immune to damage from mundane weapons. They take damage from magic, heated up silver weapons, intelligent swords, and the attacks of jinn. They can pass through clothing, armor, and flesh as if it wasn't even there, but cannot pass through walls. They can only be seen by jinn or by those with eyes unclouded.
 
Mnemovore worms are a crucial part of the spiritual-magical-mental ecosystem. They are the primary cause for forgetfulness, saving human brains from being overloaded with too much information. And, though humble and small, these little worms are one of the things keeping wizards in check. There are more than a few stories of sorcerer-tyrants from ages past steaming themselves to death in specially constructed silver contraptions heated with boiling water in order to keep the mnemovores out.
 
Memories enter a mnemovore worm through the mouth, and exit as spirit dirt. This memory-based mass serves as the fertile ground for all sorts of phantasmal plants which populate the realm of the jinn. While jinn generally (hehe, jinnerally) eat the same grains and meats that humans do (albeit generally restricted only to what is left over uneaten by humankind), they supplement their diets with such spectral produce. Phantasmal plants are also used by the jinn as medicine, and a gift of ghost-root or invisible leaf (or even the intel to know where a copse of such plants grows) is a reward a jinn may give to an ally, friend, or master.
 
A selection of phantasmal plants from below: a fishroot, a crawling scaletree, some grasping fragrances, some thief's eyes, and a wilting faint

 
1d12 Phantasmal Plants
  1. Crawling Scaletree: A race of ancient antediluvian tree with bark like reptile's scales and thin needles on its branches. Ever since going extinct their ghostly forms crawl across the spirit-dirt aimlessly. 
  2. Fishroot: From the surface of the memory mold, appears as a mass of long pale fronds, but when uprooted, its wriggling eyeless fish form is revealed. The fronds can be eaten to cure stomach ailments, despite its astringent bitter taste. The fish-like root has a fatty liver that can be rubbed on weapons to make them temporarily phase between worlds. 
  3. Ghost Ginkgo: Strangely enough, ginkgo trees span the divide between worlds. Their foul-smelling fruits have no uses, but their seeds and leaves can cure lung and kidney illness. These eastern trees are only known over here in the menageries of sorcerers and nobles. 
  4. Ghostgrass: Tall stretches of softly glowing pale green grass, gently swaying in the nonexistent breeze. Causes mysterious feelings of cold when passed through, whether one can see the grass or not. 
  5. Grasping Fragrance: Sprouting directly out of the spirit dirt, grasping fragrances reach for those who pass, hoping to attach onto them and spread their fragrance (the means by which they reproduce) far and wide. Smelling the wrist of a grasping fragrance cures paralysis. 
  6. Hedgehog Herb: Only visible in the realm of men and beasts during the full moon, and very few even know what it looks like then. When its leaves are rubbed on metal locks, it corrodes them.
  7. Pillarwife: About five-foot tall pale trunks that ooze a salty sap when cut. Very confused deer and goats gather around the sites of phantasmal pillarwives without being able to find where the salt lick actually is. 
  8. Prickly Marid: A rebellious plant that does anything it can to not be cut, squirming out of the way of blades. Its stalks can be brewed into a tea: drinking it causes blindness, while pouring it on petrified flesh un-petrifies it (and the reverse for un-petrified flesh). 
  9. Sprouting Id: A thorny bush with a single bright red flower at its apex. When picked and made into a tea, it brings out the worst, most base aspect in the drinker. 
  10. Thief's Eyes: A plant that spans the jinn's world and the world of men and beasts, with eyes clouded it appears as thin stalks tipped by eye-shaped berries, while in the spirit world these eyes are surrounded by ghostly ghoulish faces. When eaten causes hidden gold to glow in one's vision for 1 hour. 
  11. Vengeful Father: A sprouting bush that superficially looks like a laid-out dead body. It produces juicy brightly-colored fruit, sweet-smelling and sweet-tasting, that (when the skin is broken) painfully lash out with knife-sharp edges of its inside flesh. 
  12. Wilting Faint: Its petals form a vaguely humanoid outline, one arm held across the "forehead" as if fainting. If eaten, induces fainting, but its scent breaks fevers.

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It took everything in my power to not call them ectoplasmic worms a la Noroi or Senritsu Kaiki File Kowasugi (check those out if you're at all interested in Japanese horror films, Koji Shiraishi is the GOAT). While the above is written with King of Kings in mind, I intend on incorporating the mnemovore worms into other game settings, namely Gamma Ohio or modern horror like the short mini-campaign using Underneath that I made one post about a couple years back. I really gotta get around to cleaning up my notes from that campaign and putting them up here, modern horror TTRPGs is something I'd like to do more with! Anywho, keep your heated silver ready if you've got a lot of thoughts bangin' around up there, and see you next time!

Tuesday, June 3, 2025

Wasserdämonen des Landes der Dunkelheit (Three Monsters (and Two Lairs) for King of Kings)

Lake Blut, nestled in the northern foothills of the World's Edge Mountains, is a dangerous body of water. The northern barbarians that dwell on its shore warn their children to steer clear of the water, lest they be snatched and eaten by Der Blutschink, an unclean spirit of the lake that thrives on blood. Even adults are wary whenever they must venture across the fog-shrouded waters to fish or attend to the shrine on the other side. The Land of Darkness is home to many terrible things, and in this corner of it, that means this bloody demon of the water.
 

Der Blutschink
Number Encountered: 1
Hit Dice: 8
Attacks: 2 claw (1d6) + 1 bite (1d8)
Armor: as leather + shield
Morale: 9
Bloodsucking: The Blutschink thrives on the blood of lively humans. If a claw attack and bite attack successfully hit the same target, he grabs hold of them and latches his sharp teeth onto their body to suck their blood. He continues to hold onto them, draining 1d6 HP per round, until the victim is pulled out of his grasp. While sucking the victim's blood, the Blutschink can only make 1 claw attack to any other target. The Blutschink will never suck the blood of anyone that is currently ill or the victim of a curse, or any Froglings or Elves. He loves sucking the blood of children.
Collection: The Blutschink collects together the bones and baubles of his victims in a pile hidden in the vicinity of his lake. He often constructs elaborate towers out of the bones.
Resistances: The Blutschink is immune to damage from mundane weapons. He is only harmed by magical weapons and weapons made from gold. 
Swallow: If the Blutschink brings an opponent down to 1 HP by sucking their blood, the next attack (if it successfully hits) instead results in the Blutschink crushing them into a condensed shape and swallowing them whole.
Trap-Setting: The Blutschink sets traps made from vines and roots around the edge of his lake to ensnare any victims who venture too close to the shore. 
 
Der Blutschink appears as a dark-furred bear with snaggly mismatched fangs, long arms that hang at his sides, and human legs constantly dripping with blood. His snout, buried deep in the guts of his victims, is always caked with blood, dripping down onto his chest and arms. Der Blutschink's presence is always apparent from the slowly spreading swirls of blood that seep through the water of Lake Blut as he wades through. He can speak, but he is a child-eating water demon of few words, mostly growling, grunting, and pitifully mewling. And, ultimately, he cannot be pacified or placated; at certain points in the history of Bairglyana, town on the shores of Lake Blut, frenzied prophets have begun programs of regular child-sacrifice to stave off the beast, but, like, well, a bear getting used to human food and venturing further into civilization, this only made him hunger more (and so, such schemes were abandoned). For as long as anyone can remember, Der Blutschink has haunted the lake and devoured the occasional child or fisherman that ventured just far enough away from the lights of the village.
 
That is, until now.
 
Vodyanoy in three of his forms

In recent days, another water demon has taken residence in Lake Blut, and seems poised to evict the lake's longtime residence entirely. Vodyanoy, "He from the Water," the many-bodied but of one mind amphibious shapeshifter whose presence is steadily expanding across the many lakes, rivers, and streams of the Land of Darkness, has arrived. In his base form, Vodyanoy appears as a fleshy frog-like humanoid with long drooping facial hair, usually wearing a wide-brimmed hat made from sedges and clothing made of algae and water lilies. When he arrives in a new body of water, the deepest hole in the bottom of the lake becomes a doorway to his half-sunken home, where him and his wife Vodyanitsa collect the souls of drowning victims in clay jars. A wannabe lesser god, Vodyanoy (who is himself subject to Tir, also known as the star Sirius, the god of rain) sets up shop in a new lake or river and makes a nuisance of himself, dragging sheep and cows and children beneath the waves and blocking up waterwheels to pressure the locals to make offerings of butter and honeycomb (his two favorite foods). He upholds his end of the bargain, though; as the owner of all the freshwater fishes, he provides for bounteous catches, and even exerts some influence on the beehives to keep the flow of honey going. And it would seem that Vodyanoy, that selfish godling, and his wife Vodyanitsa have set their sights on Bairglyana to expand their sphere of influence. And Der Blutschink is in the way; can't have two water demons haunting the same lake, now can you?
 
Vodyanoy 
Number Encountered: 1
Hit Dice: 6+1
Attacks: 2 attacks of varying type (see below) (1d6)
Armor: as leather
Morale: 9
Catfish Mount: The Vodyanoy often rides upon an oversized wels catfish (2 HD, 1 bite attack (1d6), armor as leather, can't move on land).
Drowning: Vodyanoy will attempt to drown targets if they get too close to the water. A target must make a save vs. paralysis or be dragged under the water and drown within 1d8 combat rounds. 
Many Instances: There is only one Vodyanoy, but he appears in many instances across many lakes and rivers in the Land of Darkness. The only way to kill Vodyanoy would be to eliminate all of his instances, but there are too many to count. At best, he can only be dispelled from a given body of water.
Offerings: Vodyanoy is placated by offerings of melted butter, cooking oil, honey and honeycombs, and live sheep or cattle.
Owner of Fish: All fish and other freshwater animals in the Land of Darkness are understood to be "owned" by Vodyanoy. He has uncanny influence over them, and can call forth up to 20 HD of freshwater animals per day. He especially favors eels, catfish, and frogs.
Resistances and Weaknesses: Vodyanoy is immune to damage from mundane weapons. He is only harmed by magical weapons and weapons made from gold. He is afraid of fire; all fire effects deal +1 damage. He is also dissuaded by the sign of Par (the god Truth as misunderstood by the northern forest-dwelling barbarians).
Shapeshifting: The Vodyanoy can take on a variety of forms. These include: his base, frog-like humanoid form; a soaking wet fat peasant man; a large freshwater fish; a floating log; or a floating tree trunk with wings that allows him to fly short distances. The mode of his attack changes with his form (so in his peasant form he attacks with farm tools, slams against his target in his log form, etc.). 
 

Vodyanitsa, Vodyanoy's wife, is a rusalka, the lingering presence of a young woman who drowned herself because of an unhappy marriage (or, in some cases, was drowned by her conniving husband-widower). Rusalki look like pallid young women with long, wild, unbraided hair flowing down from their heads, wide eyes and lips the color of drowning. Their heads are oft adorned with sedges and wilted roses. They linger on lakeshores and clamber up in the trees, becoming undying spirits of the waters of the forests. Not all rusalki are murderers, but many are; and, as spirits of the gentle waters, they kill mostly indirectly, with exhaustion and suffocation. The most vengeful rusalki call men (mostly men) out into the waters to drown them. A rusalka will dissipate if her hateful husband is killed (or, if he is already dead, if his grave is at least desecrated), but most take too much delight in their new un-lives to want that resolution. And there is, of course, always the risk that with the rusalka of a given river dispelled, the river itself will trickle away to nothing. The kindest rusalki often watch over the rivers that feed cities of thousands; and it would be a truly evil design to get justice for these souls.
 
Vodyanitsa is much happier with her new husband than she ever was while she was alive. Unlike Vodyanoy, there is only one Vodyanitsa (in mind and in body), and whenever she leaves their subaquatic home for a specific lake or river her husband inhabits, that Vodyanitsa is the real one.

I just really wanted to find a place for this illustration of a nix, more or less the German equivalent of a rusalka. One of my favorite pictures ever!!

Rusalka
Number Encountered: 1d12
Hit Dice: 3+1
Attacks: 1 forced dance OR 1 tickle OR 1 drown (see below)
Armor: none
Morale: 8
Drowning: When in water, a rusalka will attempt to draw her victim out and then drag them below, tying up their legs in her long hair. A target must make a save vs. paralysis or be dragged under the water and drown within 1d8 combat rounds.
Forced Dancing: When outside of water, a rusalka can point at a target and force them to begin dancing on a failed save. They will keep dancing until either they collapse from exhaustion or a spell frees them from her grasp.
Tickling: A rusalka can tickle someone to death. The target must save or succumb to laughter and be unable to act that turn; three failed saves and the victim's heart gives out and they die. A target who has collapsed from exhaustion (see above) dies immediately if a rusalka tickles them.
Turning: As undead, rusalki can be turned by priests of Truth. However, during the festival of roses (a week in the month of Thaigrasihr), they are immune to turning. During that time, they are especially bold.
 
Der Blutschink's island

While Der Blutschink does not sleep, he does have a lair, a little island where he collects together the refuse from his devouring and where he goes to just mope. Recently, especially with Vodyanoy's arrival (which Der Blutschink is well aware of), he has been very morose and hopeless. He still hunts for children to suck the blood of and eat, but he just doesn't feel with it anymore. It seems to him that the writing is on the wall, and the era of Der Blutschink may genuinely be at an end. When he is encountered, a reaction roll, rather than providing a range of results from hostile to friendly, is instead from whether he is angry and lashing out to moping and despondent. During the day, there is a 4-in-6 chance that Der Blutschink is in his island lair; at night, a 2-in-6 chance. His lair is covered with elaborate towers made from human bones and pieces of clothing, including some treasure. There is a 2-in-6 chance of a tower having a bauble or piece of jewelry worth 1d6x20 drachmae on it (these aren't an especially rich people). If Der Blutschink is angry while in his lair, he will lash out and knock over these towers, scattering their contents everywhere. Der Blutschink, despite his communication difficulties and thirst for blood, would greatly appreciate any attempt to remove Vodyanoy from Lake Blut. He has never been offered help before.
 
Vodyanoy and Vodyanitsa's apartment. 1: Entrance chamber, 2: Main room, 3: Collection of souls in clay jars, 4: Pantry.

Vodyanoy and Vodyanitsa's underwater apartment can be found at the bottom of a whirlpool on the eastern side of the lake. There is a 2-in-6 chance at any time that Vodyanoy is in the apartment, and a 4-in-6 chance that Vodyanitsa is. Entering the lair is simple: allow yourself to get sucked down the whirlpool. However, if one or both of the pair of water demons are in the apartment when you enter, they will immediately know. The safest bet would be waiting until you know that both of them are lurking on the lake; Vodyanoy is the harder to spot of the two, but Vodyanitsa sings a plaintive song. 
 
Their apartment is comparatively small, with walls directly carved out of rock and dirt, water dripping and roots hanging from the ceiling. The main room has a large rug in Shahanistani style (now long watterlogged) on the floor, and several sitting/sleeping cushions stuffed with leaves along with a low-lying table or workbench. The walls are festooned with racks of kitchen utensils and household tools, as well as a shelf of twine and pieces of forest plants. A side room has walls lined with shelves holding clay jars with the souls of drowning victims (a few are actually the souls of drowned animals!). These jars are labeled with a name and their date of death. If the jar is opened or broken apart, the soul will release itself and its ghostly presence will, for one time only, assist the one who freed it. A large pantry next to the soul-room holds jars of honey and butter and crusts of bread.
 
Vodyanoy and Vodyanitsa would be greatly appreciative of any assistance in ousting Der Blutschink from the lake. They are rather self-important, but they understand when a deal must be struck; unlike Der Blutschink, they have experience in doing deals with mortals. Vodyanoy will promise gifts of items imbued with his power to those who promise to help him. These will primarily take the form of simple things woven from sedges that have control over freshwater animals. He can also provide gold coins, but these will reveal themselves to be river rocks when back in civilization.
 
Lake Blut and environs. The star is the town of Bairglyana, the triangle is a shrine to a local hunter-god, the tower is Der Blutschink's island lair, and the spiral is the whirlpool that leads to Vodyanoy's apartment.

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The Blutschink was featured in the classic D&D hobbyist publication All the Worlds' Monsters, put out by Chaosium. The first volume even came out before the Monster Manual, making AtWM the first dedicated D&D monster book if you don't count Vol. 2: Monsters & Treasure! However, the version of the Blutschink in AtWM left something to be desired:
 

Just tacking on a bloodsucking mechanic onto the preexisting bear hug rules makes a lot of sense, but that's basically all this has going on, and its appearance is just "Looks exactly like a bear." I tried to do some more research into the folkloric background of the Blutschink, which was honestly kinda difficult because it doesn't seem that there's been any academic or even popular writing on it in English! But the name does imply the most interesting aspect of its appearance, which AtWM misses: the human legs (Blutschink means "blood ham," comparing human thighs to a ham hock). And, well, the rest of this post just flowed from me wanting to put this weird piece of Tyrolean folklore somewhere in King of Kings! The Vodyanoy is another monster from real world folklore that I've loved for quite some time, so it seemed like a no-brainer to use this as an opportunity to write up a very folkloric-style Vodyanoy for King of Kings and other old school games. Anyway, hope any of y'all can get any use out of this scenario/location or the monsters inhabiting it! Thanks for reading!
 
Also here's this side profile sketch of Der Blutschink from when I was first sketching him out. I liked how he looks in profile :)