Eldritch crystals are briefly described in this post:
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Another thing I am considering is Eldritch crystals. These are fragments of magical monoliths shattered when the Blackmoorians attacked the Arvorians and scattered when Blackmoor was destroyed in the Great Rain of Fire. They are still full of magical power and could be used to fuel mighty rituals that could either open the dimensional prisons that hold the Scions, or else permanently shut them. Eldritch crystals appear as green, blue or cyan glowing gems, usually of rough and uncut form. Although they look nice as ornamental stones in broaches or other jewelry, any mage casting Detect Magic will realize they are no ordinary mineral, though the exact nature of their magic is not clear. They are sought after by Arvorians, particularly those who are eager to free their alien masters. However, human mages and elves would love to get their hands on them, as eldritch crystals can be used to power certain magic items.
I have also introduced them in several adventures, namely
However, I have not really described what they do in terms of game mechanics. And I think I want to keep them flexible in that regard.
In terms of game writing these eldritch crystals are mostly inspired by two different sources.
Firstly in Warhammer Fantasy there is Warpstone, a sought-after powerful magical substance. It particularly becomes prominent in the Mordheim game where a meteorite of warpstone strikes the city, causing devestation but also leaving incredibly valuable fragments scattered around the city for brave adventurers to find. Warpstone can be used to power various items, and the Skaven (Warhammer rat-men) are especially skilled at using warpstone in terrible weapons and devices. However, it is also dangerous to handle and can be both poisonous and a mutagen (causing mutations).
Secondly in various computer games there are multiple forms of currency. Often this is in the form of a "regular" currency for mundane purchases and "premium" currency for high-value transactions, with the premium currency often obtained via real money transactions.
I have sometimes felt with D&D that after a while at high levels the pursuit of treasure for treasure's sake can seem a little boring. Yes, it can give you experience points, and that is the main reason the PCs seek out treasure troves. But in game terms once you have bought a stronghold and whatever magic items may be available on the market, there is only so much one can do with big piles of silver and gold. Eldritch crystals are intended to be the next level of currency, the premium currency at least among Norwold's Arvorians. At least the players and DM do not have to pay real money to use them in play...
Some eldritch crystals, like warpstone that inspired it, can be toxic and mutagenic - these are often called corrupted eldritch crystals. This is particularly demonstrated in Scenario #7: The Glowing Gemstone where this particularly baleful eldritch crystal has caused mutations in several of the orcs that have come into contact with it. A layer of lead or abjuration magic is sufficient to dampen this damaging aura, and such unpleasant crystals are often held in either lead-lined boxes or in containers with abjuration enchantments. On the other hand other samples are relatively harmless and can be handled without special precautions, at least for short periods.
I have not come up with specific rules on mutations, whether caused by corrupted eldritch crystals or other reasons, but I have been inspired by Warhammer (the now-rare Slaves to Darkness hardback gives a massive random table), Gamma World and Judge Dredd games, all of which offer ideas for mutations. The form and game effects of such mutations is up to the DM to adjudicate.
So why do Arvorians and other intelligent beings seek out such potentially hazardous crystals? Because when used correctly in the creation of magic items such as wands and staves, the eldritch crystals can replace the usual charges with a renewable power source, Most wands and staffs have a certain number of charges when created, usually 20 for wands and a staff up to 30 charges. Each use of the wand or staff drains a charge, and when the item has no more charges left it is completely expended and becomes useless. However, if an eldritch crystal is used to power the wand or staff, it no longer has charges but frequency of use, usually once per day, once every 12 hours or once every 8 hours, depending on the size and purity of the crystal. Interestingly for those wands and staves where the user can see the eldritch crystal they can see that the colour leaves the crystal which turns grey when it is used, and the colour gradually returns to the crystal over the course of the next few hours.
Eldritch crystals can be used for creating and powering other magic items and this again is up to the DM to adjudicate. Eldritch crystals have particular affinity to other planes of existence where they are believed to draw their energies from. This affinity makes them particularly suited for creating portals, gates and summoning devices, including the gates the Arvorians are seeking to create and open to allow their dark masters, the Scions of the Outer Dark, to enter Mystara. Arvorians are so set on this task that they are prepared to kill anyone who they think has eldritch crystals, and they will gather and hoard these crystals with a fierce desire that resembles a dragon's lust for gold. Would Arvorians be prepared to trade with human adventurers for eldritch crystals? Yes, if circumstances warrant, especially if bargaining is easier than violent robbery.
Eldritch crystals tend not to have fixed values in gold coins - they are not recognised by most civilized merchants in the same way that emeralds, sapphires and diamonds are, although a merchant may well offer up to 500gp if they think it is a nice gemstone. However, some powerful mages will be prepared to offer considerable sums in exchange for eldritch crystals, particularly if they understand how to use them in magic item creation - anything from 1000gp to 10,000gp depending on size and purity. At least three archmages in Alpha now wield magic staves powered by eldritch crystals - two created the staves themselves (one a staff of wizardry, the other a staff of commanding but one has looted a staff of power of Arvorian craftsmanship), so there are a few humans who understand the crystals' usefulness.