Codex Chrome – Science Fantasy Places of Power

Codex Chrome – Science Fantasy Places of Power

Codex Chrome – Science Fantasy Places of Power

I’ve had an idea for a late addition to the DW science fantasy section of Codex Chrome. It would be Places of Power. I’m thinking 5 to 10 entries, 2 to 4 sentences each. These don’t need mechanics, though they would count as a Place of Power for purposes of the Wizard’s ritual move.

Here is an (somewhat cliche) example:

An enormous black monolith rising-up from a blasted plain. Its surface appears to be made from volcanic glass, though it is marked with runes that glow pink when the planet’s moons are full in the sky. During the day it can be heard making a faint humming sound. Animals will not willingly approach it.

If you have any you’d like to submit for the issue, please paste them in the comments below. Thanks!

24 thoughts on “Codex Chrome – Science Fantasy Places of Power”

  1. The land is pierced by a giant mechanized spear that reaches so far up it has pierced the atmosphere of the world. It leans in an awkward arrangement of foreign architecture and is encased in a protective, revolving shield. When approached, the protection generates melodies and sounds of an alien origin, whether in warning or a desperate attempt to communicate is, as yet, unknown.

  2. The land is pierced by a giant mechanized spear that reaches so far up it has pierced the atmosphere of the world. It leans in an awkward arrangement of foreign architecture and is encased in a protective, revolving shield. When approached, the protection generates melodies and sounds of an alien origin, whether in warning or a desperate attempt to communicate is, as yet, unknown.

  3. Nexus is the perfected energy source of machine-kind, the place where the digital world meets the virtual world. You can feel the energy pulsing off it and yourself becoming digitized into 1’s and 0’s by it. From here the digital draws the power of the physical, the physical draws the power of the digital.

  4. Nexus is the perfected energy source of machine-kind, the place where the digital world meets the virtual world. You can feel the energy pulsing off it and yourself becoming digitized into 1’s and 0’s by it. From here the digital draws the power of the physical, the physical draws the power of the digital.

  5. The Traveling Wheel of the Crimson Eye is a colossal stone wheel that slowly rolls along the countryside crushing everything that is firmly rooted, too slow, too dumb, or too unfortunate to move out of its path. In the center of the wheel rests a gyroscopic room consisting entirely of thick rubied glass. Inside pulses an infernal light.

  6. The Traveling Wheel of the Crimson Eye is a colossal stone wheel that slowly rolls along the countryside crushing everything that is firmly rooted, too slow, too dumb, or too unfortunate to move out of its path. In the center of the wheel rests a gyroscopic room consisting entirely of thick rubied glass. Inside pulses an infernal light.

  7. As you walk, you feel the muffled rumbling of the Undercog—a massive machine, of unknown purpose, churning away just a few feet under the surface. At seemingly random times, but actually on some eternal, sadistic clock, the ground will open wide and one of the Undercog’s machinized maws will swallow up anything and everything above. Whatever powers this geared hell, whatever alien things are found deep in its engineering, remain as of yet undiscovered.

  8. As you walk, you feel the muffled rumbling of the Undercog—a massive machine, of unknown purpose, churning away just a few feet under the surface. At seemingly random times, but actually on some eternal, sadistic clock, the ground will open wide and one of the Undercog’s machinized maws will swallow up anything and everything above. Whatever powers this geared hell, whatever alien things are found deep in its engineering, remain as of yet undiscovered.

  9. On the dunes of the Desert of Violet Sands on Agnar Prime lies the skeleton of the World Eater, the largest Wurm to have ever lived. Now the dread beast rests eternal, but deep beneath the planet’s surface, the tip of its gargantuan tail still lingers in the core. After a millenia, the magic of the great spell that took the creature’s life has seeped into the world’s core and it’s bones serve as a direct link to that power. Any who step into the great maw of the Wurm’s skull can still feel the thrum of the planet’s heart, brimming with arcane power.

  10. On the dunes of the Desert of Violet Sands on Agnar Prime lies the skeleton of the World Eater, the largest Wurm to have ever lived. Now the dread beast rests eternal, but deep beneath the planet’s surface, the tip of its gargantuan tail still lingers in the core. After a millenia, the magic of the great spell that took the creature’s life has seeped into the world’s core and it’s bones serve as a direct link to that power. Any who step into the great maw of the Wurm’s skull can still feel the thrum of the planet’s heart, brimming with arcane power.

  11. Surrounded by a ring of jagged mountains, the Stone Sea lays absolutely flat. Composed of a strange material resembling pale rose quartz, its mirror-polished surface extends for leagues. Every twenty-third day, at high noon, a pulse of pinkish energy (referred to by locals as the Sea’s “tide”) extends from the surface. Any material caught in this tide—from sand, leaves or other detritus blown in from the rim to animals or anyone foolish enough to be caught in it—vanishes without a trace. About a third of the way from the southern edge, a crater mars the otherwise perfect surface, shattering the surrounding area like a fist into glass. Just after the sun sets, something inside the crater casts an eerie green glow.

  12. Surrounded by a ring of jagged mountains, the Stone Sea lays absolutely flat. Composed of a strange material resembling pale rose quartz, its mirror-polished surface extends for leagues. Every twenty-third day, at high noon, a pulse of pinkish energy (referred to by locals as the Sea’s “tide”) extends from the surface. Any material caught in this tide—from sand, leaves or other detritus blown in from the rim to animals or anyone foolish enough to be caught in it—vanishes without a trace. About a third of the way from the southern edge, a crater mars the otherwise perfect surface, shattering the surrounding area like a fist into glass. Just after the sun sets, something inside the crater casts an eerie green glow.

  13. Covered in vines and leaf debris, the behemoth sits silently in the jungle. Its treads, each wider then most roads, sink slowly into the mud as its massive array of gun hatches point patiently up at the sky promising apocalyptic fury. No sound or heat escape it’s impenetrable hull but the atmosphere is thick with anticipation and dread. No one knows or can imagine what foe this giant machine is waiting in ambush to strike.

  14. Covered in vines and leaf debris, the behemoth sits silently in the jungle. Its treads, each wider then most roads, sink slowly into the mud as its massive array of gun hatches point patiently up at the sky promising apocalyptic fury. No sound or heat escape it’s impenetrable hull but the atmosphere is thick with anticipation and dread. No one knows or can imagine what foe this giant machine is waiting in ambush to strike.

  15. With a hat tip to H.R. Giger…

    A windowless, circular room deep below a city. The walls are completely covered in what appear to be segmented, metal roots. The roots converge in the precise center of the room to form a pedestal. An empty, translucent egg about the size of a hogshead sits atop the pedestal as if it had grown there.

  16. With a hat tip to H.R. Giger…

    A windowless, circular room deep below a city. The walls are completely covered in what appear to be segmented, metal roots. The roots converge in the precise center of the room to form a pedestal. An empty, translucent egg about the size of a hogshead sits atop the pedestal as if it had grown there.

  17. In the high mountain pass known as The Cut, a mile-long section is barely wide enough for a wagon to pass. On the western edge of this section, a series of waist-high pillars alternate on either side of a narrow, lightless crack. The edges of the cleft are clearly unaligned – outcroppings from one side butt up against similar features on the other side, but the edges are sharp, and without visible erosion. Approaching the pillars, a palpable energy, nearly a vibration can be felt emanating from them. Locals claim that this is where The Cut was stitched.

  18. In the high mountain pass known as The Cut, a mile-long section is barely wide enough for a wagon to pass. On the western edge of this section, a series of waist-high pillars alternate on either side of a narrow, lightless crack. The edges of the cleft are clearly unaligned – outcroppings from one side butt up against similar features on the other side, but the edges are sharp, and without visible erosion. Approaching the pillars, a palpable energy, nearly a vibration can be felt emanating from them. Locals claim that this is where The Cut was stitched.

  19. [Read in the voice of Marcus Kincaid]

    The flat grasslands of the Burning Plains have exactly one visible feature: a bulbous translucent dome squatting long and low on the horizon. From the outside it is impossible to see into the dome, as the material it is made of is thick enough to distort any light passing through it beyond visual comprehension. One the inside, however, it is said one can see anyplace whose light reaches the dome. All one needs to do to find the entrance is survive the heat from the energy the dome coalesces and the conflagrations occasionally sweeping the plains, giving them their name. Trivial tasks for Hunters such as yourselves.

  20. [Read in the voice of Marcus Kincaid]

    The flat grasslands of the Burning Plains have exactly one visible feature: a bulbous translucent dome squatting long and low on the horizon. From the outside it is impossible to see into the dome, as the material it is made of is thick enough to distort any light passing through it beyond visual comprehension. One the inside, however, it is said one can see anyplace whose light reaches the dome. All one needs to do to find the entrance is survive the heat from the energy the dome coalesces and the conflagrations occasionally sweeping the plains, giving them their name. Trivial tasks for Hunters such as yourselves.

Comments are closed.