The Pre-Cataclysmic age of Kull is defined by a mix of decaying grandeur, brutal sorcery, and the looming shadow of the Elder Races. These relics aren't just "loot"—they are heavy with the history of a world that is about to sink beneath the waves.
This blog post picks right up from More Kull era Encounters & Treasures Table For a Sword & Sorcery Castles & Crusades rpg Campaign - Mini-Adventure: The Red Debt of Al-Zaman
Here is a d100 table of Atlantean relics, Valusian treasures, and Lemurian artifacts fit for a King of Kamuu or a barbarian usurper.
D100: Relics & Treasures of the Kull Era
| D100 | Item Name | Description & Property |
| 01-05 | Obsidian Mirror of Tu | A dark, polished glass that reveals the "true face" of those reflected (destroys Serpent Men illusions). |
| 06-10 | Blood-Gold Torc | Heavy, soft gold forged in Atlantis. It pulses rhythmically when near a source of ancient sorcery. |
| 11-15 | The Valka-Iron Blade | A sword forged in the fires of a fallen star. It ignores the damage resistance of ghostly or ethereal beings. |
| 16-20 | Lemurian Sea-Silk Tapestry | Intricately woven cloth that feels like cool water; depicts a map of the world before the Great Flood. |
| 21-25 | Skull of the First Serpent | A fossilized, crowned skull. When whispered to, it grants knowledge of the Great Serpent, but drains the user's sanity. |
| 26-30 | Amulet of the Seven Suns | A brass disc set with orange gems. It emits a blinding flash of "True Light" once per day. |
| 31-35 | Grondahl’s War-Horn | An ivory horn tipped with bronze. When blown, it can shatter stone walls or terrify beasts of burden. |
| 36-40 | Tablet of Forbidden Laws | A stone slab from the Hall of Records. Reading it grants political insight but marks you for assassination. |
| 41-45 | The Shadow-Strainer | A fine silver mesh used to "catch" shadows. Can trap a man’s soul if used during a moonless night. |
| 46-50 | Ring of the Red Council | A signet ring that allows the wearer to command the "Silent Guards" of Valusia’s ancient tombs. |
| 51-55 | Vial of Stygian Lotus | A pitch-black liquid. Inhaling the fumes allows for astral projection but leaves the body vulnerable. |
| 56-60 | Cloak of the Bat-People | Made of leathery, dark hide. Allows the wearer to glide and hide perfectly in natural darkness. |
| 61-65 | The Heart of Thuron | A massive, uncut ruby that glows brighter when in the presence of royalty or "True Kings." |
| 66-70 | Veridian Scale Mail | Armor crafted from the scales of a Great Drake. It is lighter than silk but deflects arrows like plate. |
| 71-75 | Scepter of the Elder King | A heavy rod of unknown metal. It can petrify any living creature it touches for $1d6$ hours. |
| 76-80 | The Mirror of No-Time | A hand mirror that shows the viewer as they will look in 50 years, often a horrifying sight. |
| 81-85 | Atlantean War-Chariot Axle | Made of "Orichalcum." It is virtually indestructible and can be reforged into a god-slaying spear. |
| 86-90 | Eye of the Abyss | A sapphire the size of a fist. Staring into it reveals the location of the sunken city of Kamuu. |
| 91-95 | The Crown of Seven Secrets | An iron crown that grants the wearer the ability to read the surface thoughts of any subject in their presence. |
| 96-00 | The Fang of the World-Eater | A dagger carved from a tooth of the Great Serpent. Deals $X$ poison damage where $X = \text{target's maximum health} / 2$. |
A Note on Authenticity
In the world of Kull, items of power usually come with a "Geas" or a Curse. These are not "magic items" in the modern sense; they are artifacts of a dying, more cynical world.
The Weight of History: Most of these items should be physically heavy. Atlantis and Valusia were obsessed with permanence.
The Serpent Threat: If an item is too powerful, it was likely crafted by the Serpent Men. Using it might slowly turn the user into one of them—mentally or physically.
"The world is old, and we are but children playing in the ruins of giants who forgot their own names." — Valusian Proverb
The world of Kull is a time of "Shadows and Silk"—where civilization is decadent and the wilderness is teeming with the remnants of pre-human civilizations. Unlike the later Hyborian Age, the monsters here are often more eldritch, ancient, and deeply entwined with the fall of empires.
Here is a d100 encounter table for the monsters and beasts stalking the Pre-Cataclysmic world.
D100: Monsters of the Kull Era
| D100 | Encounter | Description & Threat |
| 01-10 | Serpent Men (The Hidden) | Disguised as nobles or advisors using "The Glamour." They strike from the shadows with poisoned glass daggers. |
| 11-18 | Pictish Raiders | Savage, painted warriors from the islands. They use stone-age weapons but possess an uncanny, animalistic ferocity. |
| 19-25 | The Shadow-Hounds | Incorporeal, smoke-like canines summoned from the Abyss. They hunt by scenting fear, not flesh. |
| 26-32 | Great White Ape | Semi-intelligent primates from the jungles of Lemuria. They use heavy clubs and hunt in coordinated packs. |
| 33-39 | Deep-One Hybrids | Scale-skinned humanoids from the sinking coasts. They seek to drag land-dwellers into the black surf. |
| 40-46 | The Living Statues | Ancient Valusian guards made of iron or stone, animated by the blood of slaves to protect forgotten tombs. |
| 47-53 | Flying Night-Gaunts | Faceless, leathery-winged horrors that snatch victims from the saddle and drop them from terrifying heights. |
| 54-60 | Giant Constrictor (The Totem) | A massive serpent, often worshipped as a god. Its hide is thick enough to turn aside common bronze blades. |
| 61-67 | The Slime-Things of Kamuu | Amorphous, gelatinous horrors that dwell in the sewers of the capital, capable of dissolving armor in seconds. |
| 68-74 | Barrow-Wights | The restless spirits of Atlantean kings who refused to die. They wield rusted swords that inflict "The Chill of the Grave." |
| 75-81 | The Bat-People of the Peaks | A dying race of winged humanoids who consider the mountain passes their private larder. |
| 82-88 | Elder Thing Cultists | Human zealots who have traded their sanity for the ability to summon "Things from Outside." |
| 89-94 | The Hydra-Spawn | Multi-headed swamp drakes that regenerate limbs unless the stumps are cauterized with fire. |
| 95-98 | The Shoggoth-Echo | A mass of eyes and mouths; a decaying remnant of the Elder Races' biological tools. High lethality. |
| 99-00 | The Ghost of a Dead God | A gargantuan, semi-transparent entity. It does not attack directly but induces madness in anyone who looks upon it. |
Environmental Modifiers
The Kull era is highly atmospheric. Depending on where the encounter occurs, the "threat" might change:
In the Forbidden Cities: Many monsters are social. They aren't just there to bite; they are there to blackmail, manipulate, or replace you.
On the Atlantean Moors: Encounters are often lonely. You aren't fighting a horde; you're fighting one thing that has been waiting 1,000 years for a traveler.
The Law of the Sword: Steel (or Valka-iron) is often the only thing these creatures respect. Magic is rare, terrifying, and usually signals that a Serpent Man is nearby.
"I have seen the faces of men turn to scales in the torchlight, and I have learned that the only truth is the weight of the axe in my hand." — Kull of Atlantis
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