Lore: On the cloud-wreathed slopes of Mount Hiei, one of the many sacred peaks scattered across the islands of Saṃsāra, novices in the Shugendo tradition undergo grueling tests of endurance and spirit. They learn that the elements are not fixed states, but fluid expressions of the world’s deep magic. One such novice, a soul from a forgotten water-world named Kaito, struggled not with the physical hardship, but with the rigidity of the mountain stone. He spent his meditations not in stillness, but in contemplating the mist that clung to the mountain, seeing it as the perfect fusion of water and air, an element between states. He believed that if he could understand its nature, he could coax the nature of other things to be just as pliable.
For a full cycle of the seasons, Kaito worked with a simple, hollowed-out gourd. He would carry it to the highest waterfalls, capturing the spray. He would take it into the deepest caves, feeling the damp earth-breath condense within it. He performed no grand rituals; he simply focused his “Mind’s Eye” on the gourd, attuning it to the principle of change. He sought to imbue it not with power, but with understanding. One day, his master saw him gently coaxing a stone to weep a single drop of dew and declared his training in elemental fluidity complete. Kaito left the gourd behind at a small mountain shrine, a humble tool for future pilgrims who wished to learn that even the most solid things in Saṃsāra possess a nature that can be persuaded to shift. Many copies have been made by other practitioners, each a simple gourd imbued with the same fundamental principles of minor transmutation.
Description: This item appears to be a common drinking gourd, stoppered with a simple, dark wood plug. It is aged and worn smooth from use, its surface a pale tan color covered in faint, hairline cracks that speak to its age. The gourd is surprisingly light and feels cool to the touch, regardless of the ambient temperature. A simple, braided hemp cord is tied around its neck, long enough to be looped onto a belt or sash. When the stopper is removed, a faint, barely visible wisp of odorless mist sometimes curls out before dissipating. There is nothing else remarkable about its appearance; it is a tool of utility, not an object of overt magical power, designed to blend in with the gear of any traveler or pilgrim. Its magic is subtle, a quiet hum of potential that can only be felt by one who holds it and concentrates on the flowing, changing nature of the world.
Detailed Stats
- Durability: 25/25
- Required Tier: 1
- Attunement: Requires the wearer to spend one hour in quiet contemplation of a natural element (e.g., staring into a fire, listening to the wind, sitting by a river, holding a stone).
- Skill Bonus: Provides a minor +2 bonus to any skill checks related to identifying natural plants, minerals, or water sources.
Passive Magics
- Elemental Empathy: While this gourd is on your person, you have a subtle, intuitive sense of the immediate environment’s elemental state. You can instinctively feel if the air is unusually dry, if the ground is hiding a small spring beneath it, or if a stone is particularly brittle without needing to make a skill check. This offers no mechanical protection but enhances environmental awareness for roleplaying.
- Nature’s Hum: The gourd quietly attunes to the ambient magical flow of the natural world. When resting for an extended period in a natural outdoor setting (not in a city or large settlement), the wearer finds their mind slightly clearer and more focused, feeling a sense of peace with their surroundings. This provides no mechanical rest benefits but is a tangible feeling of belonging to the wild.
Activable Magics
- Mist Transmutation (Water to Air):
- Activation: Unstopper the gourd and pour out a small amount of non-magical, mundane water (no more than what the gourd can hold) onto the ground or an object.
- Effect: The water evaporates almost instantly, transforming into a thick, clinging, odorless mist. The mist is cool and damp but harmless. It blankets a 5-foot radius area, creating light visual obscurity. The mist is heavier than normal fog and remains for up to 10 minutes or until dispersed by a moderate wind. The gourd is left empty and dry inside.
- Dew Transmutation (Air to Water):
- Activation: Unstopper the gourd while in an area with open air (not a sealed room).
- Effect: The gourd begins to gather condensation from the ambient air, magically drawing in humidity. Over the course of 10 minutes, the gourd slowly fills with a single serving of cool, pure, drinkable water. This process is faster in humid environments and slower in arid ones. This magic cannot be used if the gourd is already holding liquid.
- Stone Transmutation (Earth to Earth):
- Activation: Unstopper the gourd and place its opening against a surface of natural, non-magical earth, clay, or unworked stone.
- Effect: You may alter the consistency of the material in a small, palm-sized area. You can temporarily make hard-packed earth as soft as mud, make soft clay as hard as sun-baked brick, or make a rough stone surface feel as smooth as a river rock. The change is subtle and lasts for one hour before the material reverts to its natural state. This cannot be used to damage objects or create weapons.
Specific Slot
- Belt / Hip
Tags: Shugendo, Elemental, Transmutation, Common, Tier 1, Utility, Water, Air, Earth, Wood, Belt Slot, Roleplay, Survival, Pilgrim, Non-Combat, Environmental, Focus, Subtle Magic, Hiei
In the world of Saṃsāra, the Shugendo 718 of the Gourd of Lingering Mist would not be found in high-end magical armories or esteemed auction houses. Its common nature and focus on subtle, utilitarian magic mean it circulates in the humbler, more accessible corners of the economy, with its price and the nature of its transaction varying greatly depending on the location and the vendor.
The Mountain Pilgrim’s Supply Stall
At the foot of a sacred mountain like Hiei, nestled among ancient trees and often within sight of the first torii gate, small stalls cater to pilgrims beginning their ascent or weary travelers returning. These stalls are typically run by lay practitioners of the Shugendo faith or families who have served the mountain for generations. Here, the gourd is sold not as a magical curiosity, but as an authentic tool. The vendor, likely a quiet and weathered individual, would explain its purpose with simple reverence, demonstrating how to coax the mist or dew forth. The transaction is respectful and straightforward, with little room for haggling, as the price is seen as fair compensation for an item that aids in one’s journey or serves as a meaningful memento of their pilgrimage.
- Cost to Buy: 4 Silver. The price is kept low and accessible, reflecting the Shugendo philosophy of not barring the path to enlightenment with material greed.
A Traveler’s Emporium in a Megacity
Deep within the commercial district of a sprawling metropolis, perhaps one of the great subterranean cities or a towering skyscraper-filled hub, one can find a “Traveler’s Emporium.” This shop is a chaotic and wondrous place, its shelves crammed from floor to ceiling with gear for every kind of adventurer. Magically glowing crystals illuminate hanging ropes, alchemical fire-starters, maps to uncharted islands, and countless other goods. The shopkeeper is a fast-talking entrepreneur who acquired the gourd from a traveler passing through. They likely know little of its spiritual significance and market it based purely on its practical effects. The gourd would be displayed among other minor enchanted items like self-warming bedrolls and ever-full quivers of standard arrows, pitched as a handy “self-filling waterskin with a neat fog trick.”
- Cost to Buy: 6 Silver and 1 Nickel. The markup reflects the shop’s high rent and the convenience of finding such an item in the middle of a city, far from its place of origin. The shopkeeper might be persuaded to drop the price to a flat 6 Silver if the buyer is a shrewd negotiator.
The Itinerant Peddler on the Road
On the long trade roads that connect the 73 island nations, or in the common room of a roadside inn, a wandering peddler is a common sight. These merchants carry their entire inventory on their backs or in a cart pulled by a sturdy beast. They trade in news, gossip, and a wide array of goods they have picked up along their travels. A peddler might have one or two of these gourds, having traded for them in a mountain village. They understand its value to someone on the road, far from a reliable source of water. The sale would be a practical affair, often accompanied by a shared meal or a story from the road, and the peddler would be more open to bartering than a settled shopkeeper.
- Cost to Buy: 5 Silver and 5 Copper. A fair price for a useful tool on the road. The peddler might also trade it for two days’ worth of quality rations, a whetstone of good quality, or information about a safe, hidden campsite nearby.
A Back-Alley Curiosity Shop
In a city’s forgotten district, down a narrow alleyway thick with the smell of magical reagents and damp stone, sits a shop that deals in the strange and esoteric. The shopkeeper is a collector, an eccentric who values an item’s story far more than its practical application. The windows are grimy and filled with oddities: a fossilized egg of an unknown creature, a set of mismatched brass gears that hum faintly, and a Shugendo gourd sitting on a velvet cloth. This is a place where an avatar might sell such an item, or find one being sold at a wildly inappropriate price.
- Cost to Sell: The collector, recognizing it as a common pilgrim’s tool but desiring it for their collection’s aesthetic, would offer very little. They might say, “A lovely piece of folk magic, but it holds no real power. I can offer you 2 Silver for its story.”
- Cost to Buy: The same shopkeeper, when selling, would weave a grand tale about the gourd belonging to a legendary mountain sage. They would emphasize its history and mystique over its actual function, inflating the price dramatically for an unsuspecting buyer. “This is not merely a gourd; it is a vessel of contemplation that belonged to the hermit of the Silent Peak. For you, a special price of 1 Gold coin.”
The Floating Market Barge
In the bustling canals of a large port city or within a massive floating metropolis, markets are held on interconnected barges and rafts. A trader who sails between the island nations might have a barge laden with goods from distant lands. The Shugendo gourd could be found in a crate of “miscellaneous religious goods” acquired from a coastal town that trades with a mountain community. The trader, a shrewd merchant with little time for spirituality, sees the gourds as simple inventory to be moved. They might have dozens of them. The transaction is fast, loud, and purely commercial, with the trader trying to upsell the buyer on spices, textiles, or other goods in the same breath.
- Cost to Buy: 5 Silver. A standard, no-frills price. If the trader has a large stock, they might even offer a small discount for buying multiple items, perhaps selling the gourd for 4 Silver and 1 Nickel if purchased alongside a coil of rope or a bag of imported grain.
The Shugendo 718 of the Gourd of Lingering Mist is not a weapon of overt power; its strength in a confrontation lies in subtlety, cleverness, and the creative manipulation of the immediate environment. An avatar using it for defense or offense must think like a Shugendo practitioner, seeing the world not as a static battlefield, but as a collection of elements that can be gently persuaded to change.
Roleplay in an Urban Environment (City Alleyway)
Defensive Use:
An avatar is cornered in a narrow cobblestone alley by a pair of street toughs intent on robbery. There is no clear escape route.
- Mist Transmutation: The avatar, feigning compliance, reaches for their belt. Instead of a coin purse, they unstopper the gourd. In one swift motion, they pour the contents—a mere splash of water—onto the grimy cobblestones. The roleplay would focus on the quiet, internal concentration, the avatar’s “Mind’s Eye” seeing the water not as a liquid, but as unbound mist. There is a soft, instantaneous hiss, and a thick, white fog erupts from the ground. This mist is unnaturally dense, clinging to the stone walls and swallowing the dim light from the alley’s entrance. The toughs cry out in surprise, their vision completely obscured. The avatar doesn’t wait; they use the moment of total confusion to sprint past their blinded opponents, their soft-soled boots making little sound as they vanish into the wider street beyond the fog bank.
- Stone Transmutation: The pursuers are closing the distance, their heavy boots clattering on the stone. The avatar, running, presses the mouth of the gourd against the cobblestones in the narrowest part of the alley without breaking stride. They focus their will, picturing the solid stone becoming pliable, yielding like thick mud. The effect is instantaneous and invisible. The lead pursuer hits the transmuted patch, and their leg plunges ankle-deep into the suddenly soft ground. They pitch forward with a curse, tripping their companion. This momentary, unexpected obstacle gives the avatar the crucial seconds needed to escape.
Offensive Use:
In the same alley, the avatar decides to stand their ground rather than flee.
- Mist Transmutation: The avatar initiates the confrontation by creating the bank of mist between them and their opponents. For the toughs, it’s like a wall of white has suddenly appeared. They hesitate, peering into the fog, uncertain of the avatar’s position. The avatar uses this to their advantage. Masked by the vapor, they circle around to the side, emerging from the mist where they are least expected to deliver a decisive physical strike or grapple one of the opponents and pull them into the obscurity, separating them from their ally.
- Stone Transmutation: The avatar notices a poorly stacked tower of crates leaning against a wall. As the opponents advance, the avatar calmly touches the gourd to the stone slab the crates are resting on, willing it to soften. The ground gives way just enough to unbalance the stack. With a loud clatter, the crates tumble down in front of the aggressors, blocking their path and creating a chaotic obstacle. This is not a direct attack, but it seizes the initiative, forcing the opponents to react and exposing them to a follow-up action.
Roleplay in a Wilderness Environment (Dense Forest)
Defensive Use:
The avatar is being stalked through a forest by a large, predatory beast like a shadow cat, its movements barely rustling the undergrowth.
- Mist Transmutation: Knowing the creature relies on its keen sight, the avatar finds a small clearing or a game trail. They empty the gourd, and the resulting mist intermingles with the natural foliage, creating a zone of absolute visual concealment. The roleplay would involve the avatar slowing their breathing, calming their heart, and stepping into their own magical fog. They become a ghost in the woods, using the screen to quietly climb a tree or slip behind a rocky outcrop, completely breaking the line of sight and forcing the predator to rely on scent, which the damp mist can also help to obscure.
- Stone Transmutation: The avatar navigates a natural bridge made of a fallen log or a narrow stone ridge. After crossing, they pause, touching the gourd to the surface they just walked on. They focus on the concept of water-worn smoothness, and the rough bark or pitted stone becomes slick and treacherous, as if coated in invisible algae. When the pursuing shadow cat attempts to cross, its claws find no purchase on the deceptively smooth surface, causing it to slip and lose its footing, buying the avatar precious time to widen the distance.
Offensive Use:
The avatar decides to turn the tables on an ambusher—perhaps a bandit hiding in the trees.
- Mist Transmutation: The avatar deliberately makes noise, luring the bandit into a prepared position. Once the bandit reveals their location, the avatar blankets the area between them with mist. The bandit, expecting to have a clear shot or charge, is now disoriented. The avatar, knowing the lay of the land they just prepared, can navigate the edges of the mist to flank their foe, turning the ambusher into the ambushed.
- Stone Transmutation: The avatar identifies a large, dead tree clinging precariously to a dirt embankment above the bandit’s suspected hiding place. They stealthily approach the base of the tree and use the gourd to transmute the packed earth around its roots into soft, loose soil. The tree’s foundation is now critically weakened. The avatar can retreat to a safe distance and throw a single rock at the tree, or wait for a strong gust of wind, to send the heavy timber crashing down towards the enemy’s position.
Roleplay in a Subterranean Environment (Cave Network)
Defensive Use:
While exploring a dark cave, the avatar is being pursued by subterranean creatures that are sensitive to light and sound.
- Mist Transmutation: The creatures are gaining, their chittering echoing through the tunnels. The avatar pours the gourd’s water into their hand and throws the liquid at the creatures’ torches or the bioluminescent fungi lighting the passage. As the water travels, they activate the transmutation. The water vaporizes mid-air into a cloud of mist that envelops the light source, snuffing out the flame or blocking the glow. Plunged into sudden, disorienting darkness, the creatures screech in confusion, their pursuit halted as they try to re-establish their bearings.
- Stone Transmutation: The avatar comes to a chasm that can only be crossed by a series of narrow, precarious handholds along a cavern wall. To prevent pursuit, they use the gourd on the final few handholds after they are safely across. They will the rough, easy-to-grip stone to become as smooth and crumbly as loose sandstone. Any creature attempting to follow will find the grips breaking away in their claws, making the passage impossible or extremely perilous.
Offensive Use:
The avatar needs to get past a guard creature that is blocking a critical passage.
- Mist Transmutation: The creature is territorial and aggressive. The avatar uses the gourd to create a dense fog right in the center of the passage. The creature, unwilling to enter the unknown, may retreat deeper into its chamber or move to the side of the passage to wait for the fog to dissipate. This creates a temporary opening for the avatar to slip past along the far wall without a direct confrontation.
- Stone Transmutation: The creature stands on a wide stone ledge. The avatar, from a lower position, can reach up and touch the underside of the ledge with the gourd. By willing the stone to become soft and brittle, they can weaken the platform. While this won’t cause it to collapse on its own, the next time the heavy creature puts its full weight on that spot, the stone might crack and crumble, causing the creature to stumble and creating a powerful diversion for the avatar to act.

Perception of Activation:
SIGHT
- User’s Perspective: The activation is visually subtle from the user’s viewpoint. When transmuting water to mist, the liquid doesn’t boil or evaporate; it seems to thin and dematerialize in an instant with a faint, almost subliminal shimmer. Immediately following, the mist doesn’t pour out of the gourd but coalesces in the designated area, blooming into existence from seemingly nothing. When transmuting stone, there is no flash or morphing effect, but rather a subtle change in the way light catches the surface, making it appear slightly duller if softened, or giving it a harder, flinty sheen if hardened.
- Observer’s Perspective: An unattuned observer would see something deeply unnatural. They see the user splash a bit of water on the ground, and then the water is simply gone. A moment later, a thick bank of fog appears from thin air, with no apparent source. It is baffling and defies conventional physics. The change in a stone’s consistency would likely go completely unnoticed until someone or something interacts with it, making their surprise all the more profound when their foot sinks into what should be solid cobblestone.
- Positives: The activation lacks any bright flash or obvious magical rune, making the initial action extremely difficult to notice in a chaotic situation. This stealthy nature gives the user the element of surprise.
- Negatives: While the initial action is subtle, the result is overtly magical and unnatural. The appearance of fog from nothing is a clear sign that magic is at play, immediately drawing scrutiny from anyone who sees it and potentially marking the user as the cause.
SOUND
- User’s Perspective: The user perceives almost no external sound. Instead, they experience an internal, momentary silence, as if the world holds its breath. This is followed by a faint, internal thrum, a vibration felt more in the bones of the hand than heard with the ears. The only possible external noise is a brief, soft hiss, like a single drop of water on a hot rock, that is easily lost in any ambient noise.
- Observer’s Perspective: An observer hears nothing. The splash of the water might be audible, but the activation itself is completely silent. The sudden, unnatural quiet might be more unnerving than a loud magical explosion, creating a pocket of eerie silence just before the effect manifests.
- Positives: The silence of the activation is its greatest asset. It can be used without alerting guards, sleeping creatures, or anyone relying on hearing. It is the pinnacle of auditory stealth.
- Negatives: The profound, localized silence can be deeply unsettling to allies or bystanders, clearly marking the event as supernatural and originating from the user.
SMELL
- User’s Perspective: At the moment of activation, the user gets a sharp, clean scent that cuts through the ambient air. It is the smell of petrichor—the scent of fresh rain hitting dry earth—mixed with a hint of ozone, like the charged air after a lightning strike. The mist itself, as it forms, is completely odorless, smelling only of clean, damp air.
- Observer’s Perspective: An observer would likely smell nothing at all. Only those with an exceptionally keen sense of smell might catch a brief, out-of-place whiff of “clean air” or “dampness” an instant before the mist appears. The lack of any acrid or sulfurous odor distinguishes it from many cruder forms of alchemy or magic.
- Positives: The lack of a lingering or strong odor means the user cannot be easily tracked by scent after using the item. It is a clean and discreet effect.
- Negatives: For a user attempting to pass the effect off as a natural phenomenon, the sharp, unnatural scent of ozone, however brief, is a dead giveaway to the magically knowledgeable that this is no ordinary fog.
TOUCH
- User’s Perspective: As the magic is channeled, a distinct coolness flows from the gourd into the user’s palm, a tactile sensation of energy being drawn and focused. It is not painful but feels like plunging a hand into a cold stream. The resulting mist feels cool and heavy, clinging to skin and clothes with a pervasive dampness. When changing stone, the user feels a subtle, yielding vibration through the gourd, as if the stone’s solid structure has momentarily relaxed its grip on reality.
- Observer’s Perspective: An observer would feel nothing until the mist envelops them, at which point they would feel the sudden, clinging chill and dampness. They would have no tactile warning before being caught within the effect.
- Positives: The tactile feedback for the user is a clear confirmation that the magic has been activated successfully. The clinging dampness of the mist can be a minor physical distraction to those caught within it.
- Negatives: The cold sensation in the user’s hand can be a momentary distraction during a delicate or intense moment.
TASTE
- User’s Perspective: If the mist is inhaled, it carries the clean, crisp taste of pure water, reminiscent of the spray from a high mountain waterfall. There is no earthy or chemical flavor. Should the user activate the “Dew Transmutation” to create water, the liquid tastes exceptionally pure and cool, with a faint, pleasant minerality.
- Observer’s Perspective: Identical to the user’s. Anyone caught in the mist would find the taste to be simply that of clean water. It is non-threatening and non-toxic.
- Positives: The purity of the taste reinforces the item’s connection to natural, non-corrupt magic. The created water is of high quality and reassuringly safe to consume.
- Negatives: There are no significant tactical or roleplay negatives associated with the taste.
EXTRA-SENSORY PERCEPTIONS
- Magical Perception (The Mind’s Eye):
- User’s Perspective: Through their “Mind’s Eye,” the user witnesses a beautiful and intricate process. They see the ambient magical energy of the world—like faint, glowing threads of light—being drawn into the gourd. The threads are then rapidly re-woven into a new elemental pattern, a brief, intense knot of Transmutation magic that pulses once before unraveling to release the final effect.
- Observer’s Perspective: A magically-aware observer would perceive a sudden dip or “void” in the local magical field, as if a small whirlpool has just opened up and siphoned off a bit of the ambient power. This is immediately followed by a “pulse” of pure Transmutation energy, which they could easily trace back to the user.
- Positives: The user gets a clear and intimate understanding of the magic they are wielding.
- Negatives: This magical “flare” is an undeniable signature. It is impossible to use the gourd’s magic without alerting any other magically perceptive beings in the vicinity.
- Spiritual Perception:
- User’s Perspective: The activation feels less like a command and more like a respectful request made to the local nature spirits, or kami. There is a feeling of quiet harmony, a sense of borrowing a small fraction of the world’s innate spiritual energy. A wave of profound calm often washes over the user as the connection is made and the effect is released.
- Observer’s Perspective: A spiritually sensitive individual (like another Shugendo practitioner or certain types of priests) would feel a gentle “ripple” in the spiritual atmosphere. It would feel like a small, benign nature spirit has been briefly awakened, has performed a task, and has gone back to rest. It feels harmonious and clean.
- Positives: The activation is spiritually “clean” and is unlikely to provoke benevolent or neutral spirits. It may even have a calming effect on wild animals.
- Negatives: This resonance with natural, “pure” spirits could be intensely aggravating or painful to creatures of unnatural or fiendish origin, provoking them to attack the user with extreme prejudice.
Artisan’s Guide to the Pilgrim’s Misting Gourd
This text outlines the necessary components, tools, skills, and procedures for a skilled artisan to recreate a functional Misting Gourd, an item valued by pilgrims, ascetics, and travelers for its subtle and useful elemental properties. The process is as much a spiritual ritual as it is a physical craft, requiring patience and a connection to the natural world.
Materials Needed
- One Wild Gourd: This cannot be a farm-cultivated gourd. It must be harvested from the wild, preferably from the foothills or slopes of a place with strong natural magic, such as a sacred mountain or an ancient forest. The gourd should be mature, well-formed, and free of any significant blemishes or rot.
- Spring Water of a High Place: A full gourd’s worth of water collected from a natural spring or waterfall located at a high altitude. Water that has tumbled over rocks and been exposed to the open air is considered ideal.
- Handful of Cave-Dwelling Moss: Moss that grows exclusively inside a damp, dark cave. This moss must be harvested respectfully, taking only what is needed, and should still be cool and damp from its subterranean home when used.
- A Pinch of Powdered River Stone: A single, small stone taken from a riverbed, worn completely smooth by the constant flow of water. The color is unimportant, but its texture must be a result of natural erosion.
- Branch of Rowan Wood: A small, straight branch, thick enough to be carved into a stopper. Rowan is often associated with protection and magical travel, making it a suitable choice.
- One Length of Braided Hemp Cord: At least two feet of sturdy, natural hemp cord. It must not be dyed or treated with any synthetic chemicals.
Tools Required
- Artisan’s Hollowing Tools: A set of specialized, long-handled scoops and scrapers designed for carefully removing the pulp and seeds from inside a gourd without piercing its skin.
- Woodcarving & Whittling Knives: A sharp, well-maintained set of knives for shaping the Rowan wood branch into a tight-fitting stopper.
- Stone Mortar and Pestle: A small, heavy set for grinding the smooth river stone into a fine, consistent powder. Magical or alchemical energies can contaminate the process, so a simple stone tool is required.
- A Clay Pot: A simple, unglazed earthenware pot, large enough to hold the gourd completely submerged in soil or moss.
Skill Requirements
- Wilderness Foraging: The ability to identify and harvest the correct natural components, understanding where to find a wild gourd or a high-altitude spring.
- Woodworking (Journeyman): The crafter must be proficient enough in hollowing and carving to prepare the delicate gourd without causing it to crack, and to craft a perfectly snug stopper that creates an airtight seal.
- Elemental Attunement (Novice): The crafter must possess a basic ability to sense and channel the natural magical flow of the elements. This is not about casting powerful spells, but about having the sensitivity to guide and infuse subtle energies into an object.
- Meditation: The ability to enter a state of deep focus for an extended period, holding a single concept or intent in the “Mind’s Eye” without distraction. This is the most crucial skill for the final imbuing.
Crafting Steps
- The Vessel’s Preparation: The process begins with the gourd. Using the hollowing tools, the artisan must carefully cut an opening at the top and meticulously scrape out all the internal pulp and seeds. This is a slow, patient process. Once hollowed, the gourd is set in a dry, airy place for several days until its interior is completely dry and hard.
- Crafting the Stopper: While the gourd dries, the artisan takes the Rowan wood branch and, using their carving knives, whittles it down into a stopper. Great care must be taken to frequently test the fit against the gourd’s opening, aiming for a snug seal that can be removed with a firm twist.
- The Earth Attunement: The dried gourd is taken to a quiet, natural place. It is placed inside the clay pot and packed gently on all sides with the handful of cool, damp Cave-Dwelling Moss. It is left this way for one full day and night, allowing the vessel to absorb the patient, stable, and grounding energy of the Earth element.
- The Water Attunement: After being unearthed, the gourd is cleaned of all moss. The artisan then takes it to a place of moving water, ideally the same high-altitude spring or waterfall where the water was collected. The gourd is filled with the Spring Water and left to sit for at least six hours, allowing the vessel to become attuned to the fluid, changing, and cleansing energy of the Water element.
- The Ritual of Imbuing: This is the final and most critical step. The artisan must take the water-filled gourd, the powdered river stone, the hemp cord, and the stopper to a place where the element of Air is dominant—a high mountain peak, a windswept cliff, or a similar location.
- The artisan sits and enters a state of deep meditation, calming their mind and body.
- They pour out most of the water, leaving only a small amount at the bottom. Into this water, they sprinkle the pinch of powdered river stone. The powder represents Earth, the water represents Water, and the wind swirling around them represents Air.
- Closing their eyes, they focus their “Mind’s Eye” entirely on the concept of transmutation—of one element flowing into another, of solid becoming fluid, and fluid becoming vapor.
- While holding this intense focus, they take up the hemp cord and begin to tie it securely around the neck of the gourd. The repetitive, physical motion of knotting the cord serves as a somatic anchor, helping to channel their focused will from their mind, through their hands, and into the vessel. .
- With the knot tied and their will successfully imbued, they place the Rowan wood stopper firmly into the gourd’s opening, sealing the enchantment within. The item is now complete, a humble vessel holding a subtle but profound secret of elemental change.
Kaito’s Humility and Stone’s Tear
(This telling, as set down by the Scribes of the Seventh City, is known to be a poor copy of a copy, taken from the Ancient Hiei Scrolls, whose own origin is lost to the dust of ages. The words are simple, for the meaning was hard to carry across time.)
And so it was, in the high places of the world, on the Great Sleeping Mountain of Hiei, there were men of power. They were called yamabushi, the mountain sleepers. Their strength was like the stone and their voice was like the wind. Their master was the Old Man of the Mountain, whose name was Jigan, and his glare could stop a charging beast.
Into this place of power came a boy, Kaito. He was not of that world. He was a soul who fell from the star-sea, his memories like broken pots. Kaito was a boy of small strength. His arms were not thick like the mountain trees. His voice was not a roar to shake the rocks. The other novices, the strong boys, they could split wood with one strike. They could carry great stones. They looked at Kaito and their faces made a smiling sneer.
The Old Man of the Mountain, Jigan, he looked at Kaito. His eyes were narrow. He said, “The mountain does not love the weak. Your trial is this. Go to the Sun-Scorched High Place. There, the rock is bare and the wind is dry. You will make the stone give you water. You will do this before the Great Shining Eye in the sky passes seven times. If you do not, the mountain will not have you.” And it was so.
Kaito, the boy of small strength, went to the Sun-Scorched High Place. It was a plateau of old grey rock. The Great Shining Eye beat down upon it. Kaito did as he was taught. He took the stance of power. He shouted the words of command. He spoke the deep chants that were meant to shake the heart of the stone. He said, “Stone, you will obey! Stone, you will give forth the sky-water! Stone, I command you!”
But the stone was stone. It was silent. Its face was dry and hot. The first day, the Great Shining Eye went to its bed, and the stone was dry. The second day, Kaito’s voice was horse, and the stone was dry. The third day, his spirit was low, and the stone was dry. The strong boys came and watched from a distance. They made a talking among themselves. “The weak boy speaks to the rock. The rock does not hear. The rock is deaf to the weak.” Their laughter was carried on the dry wind.
On the fourth day, Kaito’s strength was gone. He did not shout. He did not command. He sat before the great stone. His heart fell to his feet. He looked at the mountain. He looked at the sky. He watched the mists of morning. He saw how the mist, the breath of the sky-water, did not fight the stone. The mist kissed the stone. It clung to the stone. It loved the stone. And the stone, in the cool of the dawn, would wear the kiss of the mist like a thousand tiny jewels of water. The jewels would gather. They would run in small tears down the stone’s face.
A thought grew in Kaito’s mind. It was a quiet thought. “The mist does not command. The mist asks. The mist is soft. The mist is patient. Strength is not the only path.”
He looked around and found a thing of great humility. It was a gourd, a hollow fruit of an earth-vine, left by some traveler long ago. It was simple and plain. Kaito took the gourd. He did not see a tool of power. He saw a beggar’s cup.
On the fifth day, Kaito did a new thing. He did not go to the Sun-Scorched High Place to take. He went to give. He walked for many hours down to a small stream. He filled his humble gourd with water. He walked for many hours back up to the high place. He went to the great stone, and he did not shout. He poured the water from his gourd onto the hot face of the stone. The water vanished in a puff of steam. But Kaito spoke soft words. He made a talking to the stone.
He said, “Great stone, you are old and strong. I am young and weak. You hold the memory of the world. I cannot remember my own home. I bring you a gift of water, for you are thirsty under the Great Shining Eye. I do not command you. I ask you. Your heart is deep. My throat is dry. You have enough. I have nothing. Please, share but a single drop.”
He did this on the fifth day. He did this on the sixth day. He sat in meditation, his hand on the great stone, the empty gourd in his lap. He felt the heat of the day and the cool of the night. He felt the spirit of the mountain, the Great Sleeping One.
On the seventh and final day, the Old Man of the Mountain, Jigan, came. The strong boys came with him. They came to see the failure of Kaito, the boy of small strength. They saw him sitting before the great stone. His eyes were closed. His face was thin from thirst. He was holding the mouth of the gourd against the flat face of the ancient rock.
Jigan opened his mouth to send the boy away. But he stopped. A silence fell upon them all. For they saw a thing of wonder. From the center of that dry, sun-baked, ancient stone, a single, perfect drop of water was forming. It grew like a crystal. It shone like a star. It was the color of liquid sky. It trembled for a moment, and then it fell from the face of the stone. It fell with a soft sound into the waiting mouth of Kaito’s gourd. The stone had given its tear.
The strong boys were silent. Their faces were not sneering now. They were faces of awe.
The Old Man of the Mountain, Jigan, looked at Kaito. Then he looked at the stone. He put a hand on Kaito’s shoulder. His voice was not a glare now. It was soft like the morning mist. He said to the other boys, “You have learned to break a stone with your fist. He has learned to move its heart with his humility. One path makes a thing into pieces. The other makes a thing into a friend. He has passed the trial.”
And it was so. Kaito did not keep the gourd, for the lesson was what he needed, not the tool. He left it at a small shrine for other pilgrims to find, a reminder of the mountain’s secret.
Moral of the story: To command a thing of great strength is to find only its resistance, but to ask with a humble heart is to be granted its hidden treasures.
Suggested conversions to other systems:
Call of Cthulhu, 7th Edition
Gourd of the Silent Monk
This appears to be a simple, aged drinking gourd from Japan, likely associated with the syncretic folk traditions of the Shugendō mountain ascetics. It is not a Mythos artifact and does not radiate magic in the traditional sense, but its effects are a clear violation of the known laws of physics. Witnessing its primary abilities for the first time requires a Sanity roll (SAN 0/1d2).
Game Mechanics:
- Mist Transmutation: If the gourd contains at least a splash of water, the user may take a full action to empty it onto a surface. The water vanishes and a 15-foot radius area centered on that point is immediately filled with a thick, clinging, and unnatural fog. This fog imposes a penalty die on all vision-based skill rolls (e.g., Fighting, Firearms, Spot Hidden, Track) for any character acting within or trying to see through it. To activate this quickly under pressure, such as during a combat round, requires a successful DEX x 5 or Sleight of Hand roll. The fog lasts for 10 minutes or until dispersed by strong winds.
- Stone Transmutation: By pressing the gourd to a surface of mundane stone, brick, or hard earth for a full round, the user may make a single square foot of it as soft as wet clay for one hour. This could be used to silently remove a brick from a wall (requiring a Hard Mechanical Repair roll to do so without leaving obvious signs of tampering) or to make a step or patch of ground treacherous, forcing anyone who steps on it unaware to make a DEX roll to avoid stumbling or falling.
- Dew Transmutation: If the gourd is left unstoppered for 10 minutes, it will slowly fill with pure, drinkable water. This has no mechanical benefit beyond providing a drink but is unsettling to witness.
Blades in the Dark
Pilgrim’s Gourd An unassuming gourd from the Dagger Isles, used by wandering mystics. It feels cool to the touch and hums with a quiet, natural energy. (Gear, 1 Load)
Game Mechanics:
This artifact allows for the following special actions. As it is a magical item, using its abilities in a risky situation may have the “Unleashes magical chaos” consequence on a 1-3 result.
- Create Mist: When you pour out the gourd’s water, you can create a thick, clinging mist in a specific area. This can be the basis for a Setup action, with the effect level determining the quality of the advantage you grant. Alternatively, in a conflict, you can resist the consequences of an attack by spending 1 Stress to instantly create the mist as a diversion, reducing the harm or complication.
- Alter Earth and Stone: When you press the gourd to mundane earth or stone, you can change its consistency. This might allow you to Wreck a weak wall silently, or Finesse a lock by softening the stone around it. When used to create an opportunity, the effect is determined by your roll. (Limited Effect: you make the ground slick or muddy. Standard Effect: you create a significant obstacle, like a small sinkhole. Great Effect: you briefly trap an opponent or cause a minor structural collapse).
- A Moment of Peace: When your crew has a moment of quiet during a score, you can unstopper the gourd and coax it to fill with pure water from the air. When you share this water, describe the brief, strange moment of tranquility. Each crew member who partakes may clear 1 Stress. This ability can only be used once per score.
Dungeons & Dragons, 5th Edition
Gourd of the Patient Mountain Wondrous item, common
This simple, worn gourd is tied with a hemp cord and feels cool to the touch. The gourd has 3 charges and regains all expended charges daily at dawn.
- Mist Transmutation. As an action, you can expend 1 charge to cast the fog cloud spell. The spell is centered on a point on the ground within 5 feet of you. No spell components are required for this casting.
- Stone Transmutation. As an action, you can touch the gourd to an unoccupied 5-foot square of nonmagical earth or unfinished stone and expend 1 charge. That area becomes difficult terrain until the start of your next turn.
- Dew Transmutation. If you spend 10 minutes meditating with the open gourd, it magically fills with enough fresh, cool water to sustain one creature for one day. Once you use this property, you cannot use it again until the next dawn.
Knave, 2nd Edition
Yamabushi’s Gourd A dried, cracked gourd from a distant mountain shrine. It is always cool to the touch. (1 Slot)
- Mist: Once per day, if the gourd contains any water, you can empty it to instantly fill a 15ft by 15ft area with a thick, opaque fog. The fog blocks all sight and lasts for 10 minutes or until a strong wind disperses it.
- Soften Stone: Once per day, you may press the gourd to a 1ft by 1ft section of non-magical stone, brick, or packed earth. The material becomes as soft as wet mud for one minute. After a minute, it hardens again.
- Gather Dew: If the gourd is left open for an entire night, it will be full of fresh, drinkable water by morning.
Fate Core System
The Gourd of Humble Asking
This item is an extra. It does not provide passive numerical bonuses, but instead grants narrative permissions and new ways to use your skills and Fate Points.
Aspect: Vessel of Subtle Transmutation This aspect represents the gourd’s inherent nature. You can invoke it for a bonus when its reality-altering properties would be helpful (like persuading a nature spirit you are one with the elements). A Game Master can compel this aspect when its unnatural effects would cause complications (like attracting the attention of a magical warden or frightening superstitious locals).
Stunts:
- Create Obscuring Mist: Once per scene, you can spend a Fate Point to use the gourd to create the situation aspect Thick, Unnatural Mist with one free invocation. This aspect fills your current zone and can be used to aid in stealth, escape, or defense.
- Ask the Stone’s Favor: Once per session, when faced with an obstacle made of mundane stone, brick, or earth, you can use this gourd to automatically Succeed with Style on an Overcome action. This creates a situation aspect like Ground Soft as Mud or Brittle Brickwork with two free invocations for you or your allies to use.
- A Moment of Purity: You can always use the gourd to create enough fresh, pure water for your group. When you take a quiet moment to share this water, you can clear a single mild physical or mental consequence from yourself or an ally, provided the GM agrees its source (like exhaustion, despair, or thirst) can be soothed by a moment of profound tranquility.
Numenera & Cypher System
The Geo-Transmuting Flask
This device is an artifact from a prior world. Its organic, gourd-like appearance belies the complex nano-technology within that manipulates local matter at a molecular level.
- Level: 4 (Tasks performed with the flask are difficulty 4, or level 4. The depletion roll is 1 in 1d6.)
- Form: A smooth, gourd-shaped vessel made of a pale, resilient organic material that is warm to the touch.
- Effect: The flask has three primary functions. When a depletion roll is called for, it is rolled after the effect is resolved.
- Mist Generation (Action): The user can activate the flask to generate a cloud of thick vapor in their immediate area (a short distance). This vapor is composed of reconstituted water molecules and inert particulates. It blocks all sight, and all tasks involving vision conducted within or through the cloud are hindered (the difficulty is increased by one step). The cloud lingers for one minute.
- Phase-Shifting Earth (Action): The user can aim the flask at a 10-foot by 10-foot area of dirt, sand, or unworked stone within short range. The flask alters the material’s molecular cohesion, turning it into a thick, viscous fluid for one minute before it resolidifies. Anyone attempting to move across the area must make a difficulty 4 Speed-based roll to avoid falling and becoming stuck.
- Atmospheric Condenser: If left open for ten minutes, nanites within the flask draw moisture from the atmosphere to fill it with 1 liter of purified water. This function does not require a depletion roll.
- Depletion: 1 in 1d6. (If a 1 is rolled after using either the Mist Generation or Phase-Shifting Earth function, the flask’s internal power cell is drained and it becomes inert.)
Pathfinder, 2nd Edition
Pilgrim’s Gourd – Item 1 Uncommon, Magical, Transmutation, Water Price 20 gp Usage held in 1 hand; Bulk L
This humble drinking gourd, worn smooth with age, is tied with a simple hemp cord. It feels perpetually cool and is favored by wandering ascetics and pilgrims who must travel through desolate lands.
- Activation [Two-Actions] command, interact; Frequency once per day; Effect You unstopper the gourd and speak a short prayer to the spirits of nature. The gourd casts a 1st-level obscuring mist spell centered on yourself. As this is a magic item casting, you do not need to Sustain the Spell; its duration is 1 minute.
- Activation [One-Action] interact; Frequency once per hour; Effect You touch the gourd to an adjacent 5-foot square of non-magical, unfinished earth or stone. That square becomes difficult terrain for 1 minute. If the surface was already difficult terrain, its effects do not stack.
- Passive Effect: If you spend 10 minutes in quiet contemplation while holding the gourd (this can be done during your daily preparations), it magically fills with 1 gallon of fresh, cool water.
Savage Worlds Adventure Edition (SWADE)
Gourd of the Mountain Spirit
This appears to be a simple, common gourd, but to one who has the Channeling Arcane Background or who is a Wild Card with a strong connection to nature (as determined by the GM), its true purpose is revealed. It allows the user to gently ask for favors from the elemental spirits of the land.
Game Mechanics:
Using the gourd’s primary abilities during a tense or dangerous situation is an action and requires a Spirit roll.
- Success: The ability works as described below.
- Raise: The effect is improved. The mist is larger, the ground is more treacherous, etc.
- Failure: The spirits do not answer; the attempt fails, and the action is wasted.
- Critical Failure: The user has offended the local spirits. The gourd becomes inert and cannot be used again for 24 hours.
Abilities:
- Create Mist Cloud: By emptying the gourd (which must contain some water), the user creates a thick fog covering the area of a Medium Blast Template. This fog blocks line of sight and imposes a standard -4 vision penalty on most actions taken within or through it. With a raise on the Spirit roll, the size increases to a Large Blast Template. The fog lasts for 5 rounds.
- Soften Ground: The user touches the gourd to the ground, affecting an area equivalent to a Small Blast Template. The ground becomes soft mud or dangerously slick stone. Any character moving into or within the area must make an Agility roll at -2 or become Vulnerable (or fall prone if the GM feels it appropriate). With a raise, the Agility roll is made at -4. This effect lasts for 1 minute.
- Beseech for Water: If the user spends a few minutes in a quiet, natural place, the gourd will fill with fresh water. This does not require a roll.
Shadowrun, 6th World
Shinto-Tech Misting Gourd This object appears to be an ancient, lacquered gourd from a Shinto shrine in the Japanese Imperial State, but its unassuming form hides a sophisticated matrix of ritual geomancy and nanotechnology. It is considered a type of talisman, popular in circles that blend ancient tradition with modern magical theory. It is not powerful, but its effects are subtle and deniable, making it a useful tool for shadowrunners.
- Availability: 8R
- Value: 7,500 Nuyen
- Game Mechanics: A character with the Sorcery skill can use the gourd’s functions. It does not function for non-Awakened individuals.
- Mist Generation (Minor Action): By spending a point of Edge and succeeding on a Sorcery + Magic (3) test, the user can cause the gourd to release a cloud of thick, sensor-inhibiting vapor from a small amount of water. This creates a Fog environmental effect with a Rating of 3, imposing a -3 penalty on actions requiring sight and a -3 penalty on sensor-based perception tests. The fog fills a 5-meter radius sphere and lasts for 3 Combat Rounds before dissipating.
- Matter De-cohesion (Complex Action): The user may press the gourd against a section of mundane, non-living material (such as rock, concrete, or plastic) and make a Sorcery + Magic (4) test. Success allows them to alter the consistency of a small section (roughly 30cm x 30cm) to that of heavy, viscous sludge for 1 minute. This can be used to silently compromise a wall section or create a small trap. Each net hit on the test can increase the affected area’s size or the duration.
- Atmospheric Purification: The gourd contains a low-grade purifier. It can render a liter of polluted water clean and drinkable after 10 minutes of processing.
Starfinder Roleplaying Game
Gourd of the Patient Comet Level 2 Price 950 credits Bulk L Category Magic Item
This device looks like an organically grown gourd, but analysis reveals it is composed of a sophisticated biopolymer interwoven with magic-infused filaments. These items are sometimes found in the possession of the Shugenja mystics of Akirov, who claim the gourds are gifts from the planet’s own spirit.
- Charges: The gourd has 2 charges, which are replenished each day.
- Nanite Fog Cloud (1 charge): As a standard action, you can expend 1 charge to cause the gourd to generate a cloud of thick fog in a 20-foot-radius sphere centered on you. This functions as the fog cloud spell. The nanites that create the cloud are harmless and break down after 10 minutes.
- Phase Terrain (1 charge): As a standard action, you can expend 1 charge and touch the gourd to a 10-foot square of non-magical ground or flooring (such as earth, stone, or plasteel). That area becomes difficult terrain for 5 minutes.
- Atmospheric Condenser: If left open for 10 minutes while in an environment with at least trace humidity, the gourd will produce 1 liter of purified, drinkable water. This function does not expend a charge.
Traveller (Mongoose 2nd Edition)
Ancient Terraforming Implement (Gourd-form) This object is a piece of high-technology from the mysterious precursor race known as the Ancients. Its appearance as a simple gourd is assumed to be either camouflage or a form of aesthetic design far removed from Human sensibilities. It is a priceless and irreplaceable artifact.
- TL: 16
- Mass: 0.5 kg
- Cost: Artifact (Effectively priceless; cannot be manufactured or purchased)
- Power Source: Internal, self-renewing (assumed); duration unknown.
- Functions: The device has several known functions, activated by a combination of touch and mental interface that is difficult for non-Ancients to master. Using either of the primary functions requires a Difficult (10+) Electronics (computers) check. Failure means the device does not activate. Failure by 5 or more means the device’s power cell is temporarily drained, rendering it inert for 24 hours.
- Particulate Cloud Generator: Upon activation, the device atomizes a small amount of any liquid within it and projects a cloud of self-replicating, sensor-baffling particulates. This cloud completely obscures vision in a 10-meter diameter sphere and imposes a DM-6 on any attempts to use technological sensors to penetrate it. The cloud persists for 1d6+2 minutes.
- Molecular Agitator: Upon activation, the device can be pressed against a solid, inorganic surface. It emits a localized field that disrupts molecular bonds, turning an area of 1 cubic meter into a thick, non-Newtonian fluid for one minute. This can be used to bypass walls or create environmental hazards.
- Atmospheric Water Filtration: This is the device’s passive or default mode. It continuously draws moisture from the atmosphere and filters it, keeping the gourd filled with water purified to an incredible standard.
Warhammer Fantasy Roleplay, 4th Edition
Athel Loren Dew Gourd Player Character Encumbrance: 5 Availability: Very Rare Price: 5 GC (if one can even find a willing Wood Elf trader)
This is not a mere object, but a living vessel grown by the Wardancers of Athel Loren from the boughs of a Weeping Willow. It is imbued with the Wind of Ghyran, the green life-magic of the world, and is considered a sacred tool. It is always cool and damp to the touch, and in quiet moments one can almost hear a faint, whispery sigh from its mouth.
Game Mechanics:
- The Gift of Ghyran: The gourd, if left in a natural place with living plants, will fill itself with a sweet, invigorating water over the course of one hour. A character who drinks this water may make a Challenging (+0) Endurance Test. If successful, they may remove one Fatigued Condition. A character may only benefit from this property once per day.
- The Forest’s Breath: Once per day, the owner may unstopper the gourd to release a swirling, silent mist. This mist smells of deep, wet woods and ancient trees. It fills an area roughly 6 yards in diameter, completely obscuring vision. Any creature attempting to Charge into or through the mist is automatically hit with the Surprised Condition. The mist lingers for a number of rounds equal to the owner’s Willpower Bonus. Using this ability may be alarming to those unfamiliar with the magic of the Asrai and could be mistaken for Chaos sorcery by the ignorant.
- The Stone’s Plea: Once per day, the owner may press the gourd to a patch of unworked stone or earth. The spirit within the gourd beseeches the land to yield. The area, about a yard square, becomes soft and bog-like for one minute. Any character moving into this area must make an Average (+20) Agility Test or gain the Prone and Entangled Conditions as they sink into the unexpectedly soft ground.
