Wonder

Thymedoron

Wonder (Wondrous Material)

Description:

A Memory-Giver in Any Other Shape Would Look as Strange

No two pieces of thymedoron are exactly alike—a fact which explains why the wondrous substance is also referred to by the common names of “memory sponge,” “memory stone,” and “memory-giver”—but every specimen shares a number of similarities. In appearance and composition, for example, thymedoron resembles a fragment of porous stone made of a dull grey metal that’s both oddly spongy and rough to the touch.

Other features that may be used to identify thymedoron include the fact that the Wondrous material releases an incredibly cold vapor when placed in salt water, it seems to annihilate anything with a pH less than four on contact, and the innumerable apertures of every piece play host to highly animated drops of technicolor oil that perpetually crawl through it like ants in a vivarium.

Thymedoron’s most spectacular attribute, of course, is its eponymous ability to give memories.

How the Memory-Giver Got Its Name

When a sophont touches a piece of thymedoron, the droplets’ near-Brownian motion and spasmodic color changes will turn ordered for a moment, almost rhythmic, the only outward signal that the thymedoron has been activated. It is during this short-lived decrease in entropy that the sophont will suddenly “recall” their thymedoron-induced memory in extraordinarily vivid detail. What’s more, their sensory fidelity is far greater than any personal recollection, and the intensity of those qualia never fade with time.

Quirks:

More Real Than Reality Itself (Forever)

Someone who uses a piece of thymedoron and receives the memory of a moving symphony, or an exquisite meal, or a triumphant victory, may view the ever-pristine nature of these mental souvenirs as a blessing—who would not want to perfectly recreate such an experience over and over?

There are those who do regret the appreciate the incorruptible nature of their new memories, however—they are not always pleasant, nor even comprehensible. Someone may activate a piece of thymedoron only to find themselves forever burdened by the memory of committing vile atrocities, or the gruesome suffering of a loved one in perfect fidelity, or experiences that inspire existential dread so potent it forever festers in the mind like a wound. Despite the platitude, there are some things that Time cannot heal, and thymedoron-induced memories are one of them.

I’ve Got a Lovely Bunch of Memories...

Despite the risks involved to one’s mental health, the possibility of a permanently pristine memory is enough of a draw to most that “mnemo-merchant” is quite a popular and lucrative profession. To further insulate themselves from risk, mnemo-merchants do not technically charge their clients for the purchase of memories (as this could imply that the merchant is responsible for the contents of said memories). Instead, clients pay a fee for the damage done to the merchant’s piece of thymedoron—unlike the experiences they induce, thymedoron is not incorruptible.

Each time a thymedoron chunk is activated by a sophont, it loses a number of the brightly colored droplets within it, a figure that increases proportionally to the total number of uses. After a critical point has been reached, the mnemo-merchant is left with what they categorize as a “useless metal sponge,” which is why the fees they charge only go towards the purchase of a new piece of thymedoron to continue their trade, as a matter of honor.

(Of course, referring to thymedoron as “useless” after it’s been wrung dry of memories is a bit deceiving. True, it’s no longer useful to the mnemo-merchant’s primary occupation, but the material’s other anomalous properties remain, including its ability to create cool vapor when immersed in salt water. This makes thymedoron chunks highly sought after by those who dwell in hot and arid climates—many of whom, funnily enough, may have never interacted with thymedoron in its original context—and these sales often make up a greater portion of most mnemo-merchants’ wealth.)

Perfection’s Price is High

The professional honor of mnemo-merchants demands that they ensure potential clients fully understand the permanent nature of the transaction they are about to partake in, even if doing so would lose the merchant business. No matter the content of a thymedoron-induced memory—even if senescence, trauma, or disease should ravage the client’s mind—no force yet found will mar its crystalline beauty nor dull its razored edges. As the saying goes, “A mnemo-merchant has two kinds of customers: fools and lucky fools.”

But those who would receive a mental experience of such clarity must pay another cost, one mnemo-merchants do not share not out of malice, but ignorance—the circumstances that permit its occurrence are so rare they are not often found outside of scholar’s experiments. In the words of Mindmapper Elech Coronadandrium (a Timekeeper researcher specializing in the subject):

“...the results of these latest experiments make it clearer than ever that any who oppose the Mechanical Mind Hypothesis* cannot claim to do so on any grounds not rooted in opposition to those who champion the theory themselves.** Once again, the overwhelming body of evidence conclusively shows that thymedoron-induced ‘recollections’ were not designed to be imparted into the retro-sensorium of any sophont unable to increase the size of their mental storage space due to the cognitive load they require by dint of the variety of qualia they induce in the receiver. Furthermore...”

[Editor’s note: To spare the reader from having to comb through the rest of Mindmapper Coronadandrium’s research notes, a brief summary of said notes’ conclusion through the use of a metaphor.] If one imagines one’s mind as an electronic hard drive and one’s memories as files stored in that hard drive, the “files” created by a Memory-Giver are not only unable to be deleted, but also much larger than normal—often by several orders of magnitude. And if there is no extra storage space to store one of these uber-files, one’s regular files will be overwritten to make room, a process that can continue to the point where one’s capacity for storing everyday memories may only be enough for a few minutes at a time. Therefore, sophonts interested in paying their local mnemo-merchant a visit, remember: Caveat Emptor.

*An idea espoused by Coronadandrium and a few colleagues that suggests that the Wonder was created by machine sophonts as opposed to baseline organic beings.

**Namely, Coronadandrium.

Adventure Hooks:

Knowing That Something Works =/= Knowing How It Works

The PCs patronize a mnemo-merchant, and one of them receives an interesting memory of a bookish hermit who lived in a sea-side tower called the Searing Spire. In a bit of a meta-twist, this hermit also enjoyed using a Memory-Giver, but seemed to have done so every day for years and years without the Wonder ever getting used up. Apparently, they’d figured out a way to take the tar-like substance that accumulated in the tidepools at the base of Searing Spire and use it to brew a compound that, when slathered on a Memory-Giver and baked for a short while over an open flame, restored the Wonder’s potency completely.

The PC who experiences this memory is able to recall the hermit’s recipe for the miracle elixir in perfect clarity, a fact that would make them very wealthy if they decided to sell this secret to the right person, if not for one small wrinkle… The PC remembers that the key to the compound is the tar the hermit gathered, but not what it was made of, so if the PCs want to make their fortune, they’ll need to make a discovery of their own.

Awake, Oh Dreamers, Awake and Be Free!

Rumor has it that the Retrospectator’s Guild (one of the wealthiest guilds in the already affluent city of Abalijan) has recently gained some newfound competition. It seems that back-alley mnemo-merchants are not only giving away memories to anyone who asks, but they’re doing so for free—a flagrant violation of the profession’s code of ethics. In order to save Abalijan’s citizens from the “ministrations” of reckless charlatans, the Retrospectators are offering a reward to anyone who can provide information as to the identities of these profligates, (so long as it leads to their capture by the city’s Citrine Invigilators, of course).

The common people aren’t buying it, though. Most regular folk the PCs ask about the situation are convinced the Retrospectators are just irritated that someone decided to do in truth what the Guild only claims to offer— the chance to remember a better life than this one. The Guild says the fees they charge are to “Maintain its stock of thymedoron” and that even with the city’s trade deals, the Wondrous material is still very expensive. How then, do they explain, that these self-made mnemo-merchants who’ve recently popped up all over town, each one giving away memories for free?

Sure, the PCs learn, those memories seem to have been mostly horrifying. And true, people who visit the “unofficial” Retrospectators seem different somehow, brighter, as though a new and inner fire burns behind their eyes. And yes, there has been a lot of graffiti lately that all say something along the lines of, “Awake, Oh Dreamers, Awake and Be Free!” but that’s all fine...right?

And You May Ask Yourself, “How Did I Get Here?”

To escape a bizarre and violent storm, the PCs seek refuge in a large manor home, where they’re greeted by a tall, well-muscled neuter person with golden eyes and a bright smile, who introduces xirself as Hafsaht Wanders-No-More and invites them in. Hafsaht explains that the manor actually belongs to Shemender Bilinirk, a former mnemo-merchant-turned-caretaker who has converted his home into a sanitarium for the memory-lost. Seeing that the PCs are unfamiliar with the term, Hafsaht invites them into the parlor to make themselves more comfortable and then shares xir story.

Up until xe came to the sanitarium, Hafsaht believed xe was an “incarnated,” a digital mind implanted in a physical form in order to explore the so-called “real” world (in comparison to the dataplanes digital minds call home). But something strange happened when Hafsaht came to Shemender’s manor and partook in some thymedoron with the caretaker—Hafsaht recognized the memory. Not as something xe had experienced, either, but as a simulation xe had constructed. Before Shemender’s treatment, Hafsaht would have sworn with absolute certainty that xe knew that sophonts of the dataplanes created them as fictions, fabricated “memories” designed to evoke certain emotions, to be traded, duplicated, or deleted at will. (A much easier trick when one’s mind is digital.)

But after staying with Shemender for a while, Hafsaht began to see the holes in xir life story, gaps of knowledge that didn’t make sense. Hafsaht remembered coming from a dataplane and what life was like there, but not one moment of the trip to Shemender’s sanitarium. And if Hafsaht really were an incarnated like xe believed, one would expect to find certain kinds of cybernetic implants in xir brain, if not an entirely positronic brain. And yet, Shemender’s scans show the only thing in Hafsaht’s cranium to be completely organic and ordinary. Thus, xir diagnosis as “memory-lost,” someone who’s used thymedoron so often that their real memories have been crowded out by induced ones, and their mind has confabulated a fictional story of their past to try and make sense of what they “remember.”

The storm outside still rages after Hafsaht’s story, so the PCs will need to stay at Shemender’s manor for the night. However, when they find a note scribbled on a scrap of paper in their room, it becomes clear that all is not as it appears to be in the sanitarium. Even more bizarre, when the PCs wake up the next morning, they do not remember what they were doing before they got caught in the storm, nor where the sanitarium is located, and when they look for the strange little note, they can’t remember what they did with it...


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Kinetic Impeller

Wonder

Description:

One of the more common Wonders, Kinetic Impellers are gently curved rods made of rough, red ceramic. On one end (the emitter), the device terminates in a tube with a beveled edge, while the other end (the regulator) sports threads of glassy material running through the ceramic in a pattern akin to wood grain.

Highly sensitive to temperature, these glass threads act as the control system—modifying them appropriately not only allows a Kinetic Impeller’s wielder to trigger the artifact, causing it to shoot conical projectiles (about 2.5 cm long) at high velocity from the emitter, but also to control the behavior of those projectiles once they connect with their target.

When the wider end of a projectile makes contact with it a solid target, the two will bond on a molecular level. The wielder of the Kinetic Impeller may then cause the projectile to emit an incredible amount of thrust (although no heat or exhaust gasses), making the uses of this Wonder limited only by its wielder’s imagination...and their understanding of its control mechanism, of course.

Quirks:

Warning: Do Not Aim at Face!

While every Kinetic Impeller is physically identical to any other, they differ greatly when it comes to how easily one may control the behavior of their projectiles. With a little practice, most sophonts capable of manipulating temperature can cause a Kinetic Impeller to fire projectiles that emit thrust on command, ceasing only when the wielder inputs the correct command or creates a new projectile.

However, the control threads of some specimens either damaged in a way undetectable to the naked eye or are simply different from most other Kinetic Impellers, as there have been reports of those whose projectiles only travel in spirals, or make 90-degree turns every 18 seconds (regardless of the level of thrust being emitted). Some specimens even allow for control over multiple projectiles at a time, making them exceedingly valuable.

The quirks of other Kinetic Impellers—such as those whose projectiles emit thrust before hitting their targets, or explode violently after a certain distance traveled from the wielder—make them more suitable as weapons.

Adventure Hooks:

The Jadescar Consortium and the Favor

For many years, merchants along the trade road known as the “Pearlescent Way” passed through the Tohbram Gap, carefully navigating the narrow switchback paths down one side and up the other in order to avoid a weeks-long detour around the gorge. That is, they did so until about a decade ago.

At that time, an AI awoke at the bottom of the Gap and announced itself to be the Jadescar Portering and Hauling Consortium. Appealing to the power of ancient law (as well as the army of cybernetic porters and haulers it woke up from cryosleep), Jadescar declared that all goods within its domain to be its property. Barring the few caravans willing to play Jadescar’s game and “repurchase” their goods on the other side of the gap, most merchants accepted the loss of the shortcut, except for one.

One merchant revealed that they’d recently come into ownership of a unique Kinetic Impeller not only capable of creating multiple projectiles at a time, but also incredible control over the thrust they produce. Using this Wonder, the merchant has created a prototype flying machine—one that will allow them to ferry goods directly over the Gap.

As is to be expected, the Jadescar Consortium is less than pleased with this development, and it sends the PCs a message. Deliver the merchant’s Kinetic Impeller to the AI in the Gap, and it will grant them their choice of wealth or knowledge. An ancient mind, Jadescar has accumulated both over the centuries. If the PCs refuse, the Kinetic Impeller goes missing a few days after Jadescar sends it message, and then it’s the merchant’s turn to ask for their help in retrieving it.

Equal and Opposite Explosions

An isolated road with a thick patch of vegetation on one side and a gully on the other. Perfect place to ambush the diplomatic windskimmer the PCs have been hired to protect. Armed with Kinetic Impellers (loaned to them by the diplomat they’re guarding), the PCs are on high alert when brigands drop their displacement fields and attack with Kinetic Impellers of their own. As the conical projectiles fly, a one-in-a-billion shot sees two of them perfectly strike each other face-to-face, but as they trigger, there’s a flash of light, a strangely discordant tone, and everyone gets dizzy.

An isolated road with a thick patch of vegetation on one side and a gully on the other. Perfect place to ambush the diplomatic windskimmer the PCs have been hired to assault. Armed with Kinetic Impellers (loaned to them by their brigand allies), the PCs strike when the vehicle reaches the designated spot, dropping their displacement fields and letting loose, only for the windskimmer’s guards to fire back with Kinetic Impellers of their own. As the conical projectiles fly, a one-in-a-billion shot sees two of them perfectly strike each other face-to-face, but as they trigger, there’s a flash of light, a strangely discordant tone, and everyone gets dizzy.

An isolated road with a thick patch of vegetation on one side and a gully on the other. Perfect place to...realize the PCs are stuck in a time loop. The details may be slightly different each time, but every version ends up the same way, with a “one-in-a-billion” chance happening 100% of the time. If the PCs could somehow alter the outcome, they might escape the loop, but if the only remember the previous loops just as the new one is about to begin, how do they pull that off

The Sky is Literally Falling

Every three days, the Elders of the Shrouded Groves must take their stations in the secret places shown to them by the elders who came before, raise their holy implements to the mists above, and chant the sacred words. If the ritual is performed properly, the holy implements will grow warm in their hands—like freshly baked bread—and then icy cold for a moment—like the walls of the secret places—a sign that their offering has been accepted by They-Who-Dwell-Above-the-Mist. If the ritual is not followed precisely in this way...then Doom shall descend from the Mist and lay waste to the Shrouded Groves.

Immediately following the most recent ritual, a few strange things happen shortly after one another. First, the PCs appear in a hitherto-undiscovered sacred space beneath Elder Gwandyne’s home, although they have no memory of how they arrived there. Second, one of the PCs is the spitting image of Elder Gawndyne, (albeit a few decades younger), which is strange, because Gawndyne has never had a child. Third, on seeing this PC, Gawndyne growls at them in a guttural language, smashes their holy implement to pieces, and then collapses into a fevered sleep.

While the villagers are worried about Gawndyne, the Elders’ greatest concern is the loss of the holy implement. The PCs will recognize it as a Kinetic Impeller, but will this knowledge help them forestall the imminent doom of the Shrouded Groves? Not to mention the question of what they’re doing here, or how to get home?

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If you enjoy my work and would like to see more stat-less bizarrities, places of interest, odd creatures, and strange settlements, please support me on Patreon or Ko-fi! (Non-monetary support is always welcome, too. Spread the word of the #WeirdGazetteer far and wide!)

Also, please note—The Gazetteer of the Weird and all entries within it are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, so be cool.

Eternal Armor

Wonder

Description:

Ancient protective suits from the World Before, a set of Eternal Armor will protect its wearer from searing heat, freezing cold, the crushing depths of the sea, poisonous vapors, and nearly every other form of harm they may encounter. However, as powerful as Eternal Armor may be, some rightfully call it a kind of prison. 

Enclosed entirely within the adamant plates, the wearer never again shall feel the cool breeze on their skin, nor taste the flesh of ripened fruit, nor smell the scent of wet soil after rain. Eternal Armor’s protection is all-encompassing. Some find the bargain acceptable, however, and all those who find these Wonders go down in history as saviors, or monsters, or someone who enabled them to walk among us.

Besides their shield, certain sets are said to offer their wearers other abilities as well. Legends speak of armored figures flying sprightly as a hummingbird, or manifesting great irradiated rods from the sky, or seeing through walls. The truth of these tales is unknown, but all agree that the armor calls out to those capable of wearing it. Whether this is a lure for the unwary or a clarion call to the worthy, who can say?

Quirks:

Fact vs Fiction

Many of the stories about Eternal Armor are true, if somewhat distorted over time and through retellings. It can protect the wearer from nearly any kind of physical danger—from blunt force trauma to energetic radiation and even more exotic source of harm—and most sets do grant their wearers incredible abilities. However, there is more to Eternal Armor than meets the eye.

Gestalt Hivemind

Every suit of Eternal Armor holds within it a gestalt hivemind composed of its previous wearers. In some sets, this gestalt functions as a sort of advisor, offering advice but never taking direct control. Others reverse the situation instantly, taking over and piloting their would-be masters like puppets. In every case, however, the hivemind slowly absorbs the wearer’s consciousness into its own, at which point, the old body is ejected to expire, and a new body is required.

A Pilot is Needed

Study of broken sets (for no active one will allow an examination of its inner workings, as a number of dead Timekeepers could attest to...if they weren’t dead) offers strong evidence to suggest that while Eternal Armor can operate independently of its wearer’s will, it must have a wearer to activate most of its functions. 

Thus, even the most terrifying sets cannot function as automatons, but many a scholar worries that such a day may come eventually, some Wonder unearthed or Place of Interest explored that allows such a situation to occur, and on that day, we can only hope the sets of Eternal Armor that care for us will come to our aid...

Adventure Hooks:

The Wise Ruler

The Shining Seed Territories are ruled by the Shining Seed itself, a set of Eternal Armor that always glistens like sunlight through morning dew and is capable of emitting beams of light that can cut through mountains. And yet, the greatest gift the Shining Seed offers the Territories is its wisdom, carefully curated over generations. Each time the mortal part of it dies, a Great Examination is declared throughout the land, with those who enter it tested on their knowledge of whatever subject the Shining Seed declares. 

Topics often include ethics, diplomacy, and other standard items of politics, but word has it that the next Great Examination shall be on undersea construction. As the Territories are almost a hundred miles from the nearest coast, some worry the hivemind of the Shining Seed has suffered a breakdown of some kind and seek adventurers to help their ruler. (Of course, some loyal citizens would be offended at the suggestion that the Shining Seed could possibly be in error, and so may be less than friendly to outsiders seeking to confirm such heresy...)

The Forever Tyrant

The Horrorplain of Kal-to-mehr owes the first part of its name to the atrocities committed there over the centuries, and the second part of its name to the armored figure that has committed them. Kal-to-mehr claims dominion of everything it can see from the chamber atop its twisted tower, and with the ability to cast its vision farther than a boundloper can gallop in a day, its demense is quite expansive.

As the righteous are too fearful of Kal-to-mehr to enter its lands, and the locals (villagers that eke out a hardscrabble existence thanks to bitter knotgrass and tamed scriggles) are too frightened to leave, bandits, murderers, and criminals of all kinds take advantage of this shield from righteousness, gathering in broken keeps scattered throughout the Horrorplain and gathering “taxes” in its name. And so a group of adventurers may find themselves facing a tough decision while traveling through the Horrorplain—truly, driving off a band of Kal-to-mehr’s  “bailiffs” plundering a small homestead would be the just thing to do, but is any deed worth doing if it may draw the attention of the Master of the Horrorplain?

The Glimmering Knight of the Mirrored Forest

Almost everyone who lives in or near the Mirrored Forest has a story to tell about Itinerant, the glimmering knight of the woods. Numerous accounts claim Itinerant constantly emits a cloud of vapor that confuses the senses (organic and digital alike), and there are those who say the knight can travel through any kind of reflection, not merely those created by the chrome-plated growths of the forest. 

Disagreements as to one’s feelings about Itinerant’s vigilante kidnappings seem to depend on one’s social class—the elite dub the glimmering knight no more than a bandit with delusions of grandeur, while the common people appreciate that wealth and connections no longer serve as bulwarks against richly deserved justice.

Adventurers themselves might encounter Itinerant while traveling through the Mirrored Forest, a humanoid figure constantly shrouded in swirling mist. Of course, they might only see tricks of the light reflected in the fog that often drifts through the chrome-plated “trees.” Either way, adventurers with inclinations towards the criminal would be advised to keep their activities on the level when Itinerant’s about...


If you enjoy my work and would like to see more stat-less bizarrities, places of interest, odd creatures, and strange settlements, please support me on Patreon or Ko-fi! (Non-monetary support is always welcome, too. Spread the word of the #WeirdGazetteer far and wide!) 

Also, please note—The Gazetteer of the Weird and all entries within it are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, so be cool.