It's relatively common knowledge that the surface of the planet Wodan is pockmarked with creaters caused by meteorite impacts. What not so many know is that some of those meteorites come from beyond the Sol System, and in fact originate in the depths of space between distant stars. What is more, some of those meteorites contain an unusual greenish, liquid metal, one that is known to cause deformities and mutations among those who are exposed to it.
To determine a random deformity, roll 1d12 and consult the following list; refer to pages 180-1 of Bestiary 5 for details.
4. Fractured Mind
6. Light Blindness
9. Poor Ability
11. Useless Arm
To determine a random deformity, roll 1d20 and consult the following list; refer to page 181 of Bestiary 5 for details.
2. Bulbous Eyes
5. Extra Arm
6. Fast Healing
9. Increased Speed
11. Mental Armor
15. Sealed Mind
17. Spell-Like Ability
Little is known about the origin of these meteorites. Some claim that they are crafted by unknown but bizarre entities—possibly the goddess Lamashtu, the Void itself, or even some unholy union of those two powers—and then sent drifting toward Sol and its planets. According to that theory, the rocks are a means of corrupting and perverting those worlds and their inhabitants. Others postulate that there must be some area of powerful, weird energy in which they originate, but do not know just what sets them into motion through the aether. Finally, at least one scholar has theorized that they might be produced by a sentient nebula, one that somehow became subject to madness.
Using the Strange Meteorites in an Aetherial Adventures Campaign
There are plenty of ways that a GM can work these unusual objects into a space fantasy RPG campaign; presented here are a few of the possibilities.
- As mentioned previously, the fire giants of Wodan are known to seek out craters on that world in which these have impacted and then mine them for their ore; they then use them for magical experiments, the purpose of which is not entirely clear.
- When a meteorite lands in the water near a coastal village, creatures and even people begin to develop mutations; local authorities look for adventures to investigate.
- One mutant that develops the Telepathy mutation becomes highly valuable as a spy, and its ally or master could use it to steal information from unsuspecting victims. Just what those secrets are, of course, and how one can exploit them, provides nearly limitless opportunities for intrigue and adventure.
- A ruthless military leader might try to harness the power of mutation for improving soldiers' combat abilities. While some, such as the Disciples of the Destroyer, might embrace such an ordeal, most others would resent it.
- Indeed, the subjects of those experiments might even turn on their commanders and look for a crew with an aethership who can help them escape.
- The PCs could encounter a ship that collided with one of these asteroids and must deal with the crew and passengers who have been exposed to its weird mutations.
- In the aftermath of such an incident, the powers that be might call on the PCs to help find a cure for the mutations; that could entail a visit to the fire giants of Wodan, or even an expedition to the region of space from which they come.