With special thanks to Primeumaton for the challenge.
I combined two of Prime's challenges for this one, asking a selection of friends of the blog to provide their opinions on frightening anachronisms they like to include in their games... 'anachronism', fun word to say, like 'chthonian':
From deus ex parabola:
"I love a good Tube Station
tile floors, flickering cold lights on the ceiling, echoing tunnels
the kids talk a lot about "liminal spaces", and there's something to that
Grubby tiles and narrow staircases..."
From phlox:
"Well, I’m a sucker for portals into the near future where everything sucks because the PCs weren’t there to stop them from getting worse. I suppose that’s a frightening in-game anachronism."
From Eldritch Eternity:
"Geological ones are good.
Violations of how deposition is supposed to go. Younger fossils below older ones.
I saw a tumblr post that had a really good one. "fossils billions of years old at the top layer, and at the bottom, still rotting and bleeding carcasses of not yet extinct animals""
From maxcan7:
"I'm thinking about like tsukumogami. As technology gets more advanced over the 20th and 21st century, tsukumogami become more dangerous
Since tsukumogami develop over 100 years, the acceleration of technology makes them anachronistic
The tsukumogami of today would be the technological cutting edge of the 1920s fighting back against the technology of today
The idea needs more thought but that's what came to mind"
From Mikesmix:
"The printing press is a fun one
I like having newspapers in settings where they don't belong
Just the general idea that history in the setting isn't quite in the right order
People in BC times actually knowing that they are in BC times but not knowing what the years are counting down towards...
Dragons seen in the past are an anachronism. Dragons were once the gods of the world, rendered monstrous and killable once their pantheon was deposed...
Ooo ooo I always love to throw in WWI stuff into fantasy when we get to like planes of warfare
Barbed wire trenches appearing in the Shire"
From Whisperling:
"I once ran a game where spirits were tied to ideas. The noosphere was also timeless, so you could have a demon of television static appearing in ancient egypt.
So, why doesn't that sort of thing happen anymore with technology still yet to be invented? Funny you should ask. Maybe it does happen, and it's just that we don't know it when we see it. But maybe we're at the end of time."
Whisperling also made this relevant post: https://glassziggurat.blogspot.com/2026/08/100-modern-things-itd-be-messed-up-to.html
From Hawkbeetle:
"Much as it shames me to admit it, all of the real games i’ve run that have lasted more than one session have been of the urban fantasy type, and though i suppose anachronism is sort of the central conceit of a game like that the presence of vampires in seattle isn’t really the kind of thing i think that kind of prompt asks for. It may be overplayed, but I am however very much a fan of anachronism in the sort of space-opera sense.. there’s a bunch of old material I wrote on it, mostly ancient settings I never did anything with… there was a space-mercenary thing I wrote at some point where the starting equipment list had railguns alongside katanas and that imperial japanese frogman bomb-on-a-stick thing… example characters show off the vibes a bit i think...
There was another setting I had from a similar time period (actually a full year earlier) where I contrived a scenario in which there was some sort of bebop-esque mass-incomplete-terraforming of the entire solar system, followed by a million-year dark age that left humanity to diverge into space-opera mutants inside the relictual venusian bio-aerostats and deep-lunar engineered hydrothermal caverns before the moon-people discovered miracle hydrox-fuel generating nanotech and used it to ride the remmanant space elevators with primitive spaceships into solar-system-spanning empire with the bare minimum amount of tech required to build a metal chamber large enough to hold a man exclusively so i could justify spaceships fighting at visual range with manually piloted torpedos because the posthumans rediscovered spaceflight before computers or even like, good telescopes"
From theisticGilthoniel:
"hm hmm
something that I included in my Mazes and Minotaurs campaign is the pre-tomb of the seer Tiresias, where his death, which has not happened yet, is honored.
hmmm
oh, Hannibal Barca.
nothing more frightening than inexplicable war elephants
I feel like in general the unexplained appearance of some famous and catalytic Great Man of History tends to go down well
like, if I'm playing a fantasy game, and I hear that there is some villainous mastermind in the next kingdom over whose taking control, and I go and find out that it is Napoleon Bonaparte, that's somehow more frightening than if it was Snakespell Poisonloins the 10th level wizard
If I'm playing a modern game and the npc in the shady research facility that I'm talking to is actually Lao Tze, there's no coming back from that.
All the players plans and conceptions are unsteadied, and you know that this guy is a big deal who probably has adapted frighteningly well to whatever setting he finds himself in, and you are probably gonna get your ass handed to you"
From gendernihilist (in lieu of a link to her blog, gendernihilist has instead provided a link to the Palestine Children's Relief Fund):
"most frightening anachronistic thing I include: way back beyond, before hominini times, giant bugs crawled...much more than dinosaurs, these prehistoric freaks are frightening
most frightening anachronistic thing I want to include: the party makes their way into a clearing, or perhaps a floor of a dungeon with an entrance from the floor above to an outer room teeming with some kind of life (fungal, perhaps, some kind of magical greenhouse floor, who knows, clearing maybe works better) and as they make their way towards the center of the clearing/dungeon floor, the life is dying, dying, dead, and corpses of animals and beasts and humanoids litter the innermost places, and there in the center is a rod of radioactive material, perhaps with a hilt to wield it by, that is so severely radioactive that just having it in (non-bag of holding/portable hole/etc, mundane) a backpack or sack or whatever will begin to cause serious radiation sickness for the whole party if they should remove it and take it with them, but of course you just describe it as you would any strange rod in a dungeon, which adventures are wont to pilfer and try to deduce magical effects of and wield, but it would be their doom to do so"
From Louis Garamond:
"Frightening Anachronisms:
Barbed Wire
Amphetamines and Synthetic Opioids
Refined Petroleum Byproducts
...
Maybe that's it? Media Theory that is out of its time?"
From Locheil:
"oh aye, hee
hmm
i like giving otherworldly creatures inexplicable industrial capacity / machinery beyond mortal ken"
From Priestess of Spiders:
"Idk I haven't proofread it so it's probably a bit goofy but here ya go. Inspired partially by Mormon Bigfoot and that book Them And Us which claims neanderthals were actually cannibalistic superpredators lol. Pictures included if you want illustrations, image #1 is from One Million Years B.C. image #2 is from Them And Us, image #3 is from Quest for Fire
Wolves with Knives
"And He said, What hast thou done? the voice of thy brother's blood crieth unto Me from the ground. And now art thou cursed from the earth, which hath opened her mouth to receive thy brother's blood from thy hand; When thou tillest the ground, it shall not henceforth yield unto thee her strength; a fugitive and a vagabond shalt thou be in the earth." (Genesis 4:10-12)
"For that bitter murder, the killing of Abel, all-ruling Father, the kindred of Cain crushed with His vengeance; in the feud He rejoiced not, but far away drove him from kindred and kind, that crime to atone for, meter of Justice. Thence ill-favored creatures, Elves and giants, monsters of ocean, came into being, and the giants that longtime grappled with God; He gave them requital." (Beowulf, chapter 2, lines 54-62.)
"And when men could no longer sustain them, the giants turned against them and devoured mankind. And they began to sin against birds, and beasts, and reptiles, and fish, and to devour one another's flesh, and drink the blood. Then the earth laid accusation against the lawless ones." (Enoch I 7:3-6)
"They knapped stones into razor sharp blades but never strung beads or shells onto a leather thong to make a necklace. And of all the pieces of bone that litter their campsites, not one shows evidence of being carved. These contradictions prompted anthropologist John Shea to describe them as “wolves with knives”. What emerges is a paradoxical hominid as merciless as a hyena but caring enough to bury its dead. A creature as ferocious as a tiger, able to bring down a woolly mammoth or rhino, but also capable of constructing 10 metre wide windbreaks. Perhaps the ultimate paradox is a capacity to hunt and eat humans but also to have sex with them." (Them and Us, Chapter VIII.)
- - -
They were born from the second sin, they are the children of murder. They were taught by the Watchers the secret arts of warfare and medicine, but shun art, religion, and even language. They are all that is animalistic and violent that lurks within the hearts and souls of men; beasts without even a shred of sympathy for any but their own kin.
They were human, once, but the Creator's mark has left them more like animals than men. They wear no clothing, and go naked in the wilderness, covered by a thick layer of matted fur which they shed during the warmer months. They are tall, some reaching 8 feet or more, though most remain around 6 and a half feet in height. Their eyes are wide and reflective, with slit pupils like those of serpents. They construct weapons, but even unarmed their teeth are like flint knives and their fists like clubs. Their skin is as tough as cured leather.
For their ancestor's sin, they are cursed to wander the Earth, never to dwell in one place. Even when they have tried to build cities, always they have burned, or fall to plague, or are washed away by flood. The Wolves with Knives gave up their humanity when their father introduced murder into the world, and for this crime they must live as beasts. Over the millennia, most of them have come to enjoy this state of being.
They aren't stupid; they simply are no longer tied to the same rules as mankind, and as a result have a different set of priorities. One does not judge the lion for its poor grasp of philosophy, nor expect the wolf to quote scripture. To them, our preoccupation with art and culture, our squabbling over politics and religion, all of our hopes and dreams and fears, seem like nothing but the most puerile madness. What importance do the fruits of civilization hold to a creature which, since birth, has known only the simple joys of the hunt, the ecstasy of murder? What concern does a creature of flesh have for the spiritual or the divine?
Sometimes they take wives from the children of Adam. Many of them join willingly, rejecting the roles given to them by priests and husbands, choosing instead to laugh and run and dance and spill the blood of beast and man alike. It is not surprising to find a half-dozen or more snarling, naked human women among a pack of Cain's children. The inexperienced will try to "rescue" these creatures, but they are just as much beasts as their husbands, and are likely to slit the throats of their would-be saviors while they sleep before stripping off their unwanted clothing and slipping back out into the night. It must be noted, however, that Daughters of Cain do not seem to take husbands from the children of Adam, or at least not for very long. Men are such fragile things, and without the impetus to protect unborn offspring, they do not last long among the Wolves with Knives.
Stats:
Wolves with Knives
No. Appearing: 5d12
HD: 2d10
AC: as leather
ATK: Knife or Spear, +2 to hit, 1d6 or 1d8 damage
Abilities: Can see by starlight as well as during the day, immune to all but the most extreme cold
Wives of Cain
No. Appearing: 2d6
HD: 1d8
AC: unarmored
ATK: Knife or Spear, +1 to hit, 1d4 or 1d6 damage
Also Antediluvian fantasy because I watched Noah and it was badass"
From purplecthulhu:
"Forgor the exact name and artist, but this is at the SF MOMA
Josie said that this made the fear/foreboding that people had for airplanes as a new technology click for her - the intentional blending between the commercial liner and fighter jet in design
I'll need to think more about this but it's what came immediately to mind"







