Mardimnan is a literally unearthly sight- a clearly inhuman figure sitting atop a floating shell, dragged by some kind of six-legged beast, and holding a steaming crimson lantern on the end of a long pole. But it just wants to trade! Mardimnan travels from places and times that cannot be explained, and it will not speak of. Mardimnan refers to itself only in third person. Mardimnan begins every sentence with its name to make sure that customers are not confused. Mardimnan trades in bizarre and unknowable commodities, such as: • the left hand of a right handed master artist • the used handkerchief of a red-haired Duchess • an Orc child’s first tusk • the aspirations of a dying man • that rock over there that’s shaped a little bit like a dolphin • a charcoal pencil that has been used a little bit • a piece of smithed metal (any metal) that has never known the sight of any mortal being • a dagger used to end the life of a King and an innocent man • a shred of fabric from the burial shroud of a Saint • a drop of blood from someone who has taken precisely three lives • a masterpiece that was ruined before it was completed • a rock which has been carried to the top of the tallest mountain in sight, and back down again • The skin from the face of a child that will be born next month Mardimnan is willing to trade “useless” magical items and gifts that confuse it- chests of gold, jewelry, and gems. If this seems to good to be true... congratulation, you just rolled well on a Sense Motive check. Although Mardimnan truly wishes to trade, several of the things it asks for are unpleasant and sometimes outright evil in their nature. Its requests are sometimes not able to be located, but could be manufactured (by killing an innocent man with a dagger used to kill a King, for example), and it is willing to wait (and offer fabulous reward) for the items, usually up to a year and a day. Mardimnan’s aims are arcane and long-term, and rely heavily on divination. Mardimnan’s requests are all important objects in the future- that rock shaped like a dolphin would have distracted a diplomat in three years, making an arrow miss him, meaning he will survive to make peace between two nations. As Mardimnan’s requests grow odder and odder, and more sinister, players may (rightfully) start suspecting it of evildoing, and might try to trap or attack Mardimnan. Mardimnan will likely escape, unless dimensionally anchored. Statistics: Mardimnan is a Neutral Evil greater Yugoloth with an enormous amount of sorcerous power. If attacked, it generally tries to cut its losses and flee. (Originally posted on Game Masters Stash on 24 January 2018) Categories All Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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