GLOGtober continues after a brief stumble (I was too drunk to post this weekend):
1. Graverobber Knucklebones: A pale leather bag containing a set of knucklebones, one black and the other nine white. When rolled out on the floor the knucklebones will show the position of nearby dead bodies (animated or not) relative to the user, with the black knucklebone representing the user. If there are more than nine dead bodies within the bones' 50-ft. range, then the bones will shake and shift between their positions.
2. Odorous Diagram: A device resembling a fist-sized nut carved with swirling shapes. Two parallel tubes project from its top. An accurate, self-updating map of one's surroundings, only it depicts scents instead of visuals. Can be read in a particular direction by leaning the device while inserting the tubes up your nostrils.
3. The Homeward-Bound Book: A battered book bound in green canvas, small enough to fit in a pocket. Contains a map of your home, gentle notes on how the people you care about there are doing, as well as loose directions to get back there from wherever you are.
4. Chiropteran Cartography Chart: A scroll bound in black leather, embossed with a stylized bat. Unfurling it unleashes a swarm of bats that disburse in a 100-ft. sphere before returning and diving into the Chart, becoming ink that forms into a map of the area they echolocated. Single-use.
5. Syndical Survey: A glass globe full of swirling gas vortices in many colours that merge and split. These colours depict, abstractly and generally, factions active in the region and the areas they control, and their relations to each other.
6. Fairy Atlas: A book written with octopus blood on pages of palm leaves. Can be glamoured by its bearer to resemble a map of any place, or to anywhere, but without consulting an accurate map as a basis the glamour will be an obvious forgery to anyone who actually knows the proper directions. Anyone consulting the fairy atlas will become lost, and unable to realize that they are lost. Good for trapping rival adventurers.
7. Revisionary Blueprint: A blank blue page. Once per day, if illustrated with the layout of an artificial structure, the user can draw or remove an architectural feature (such as a door, wall, window, etc.) no more than 10x10x10 ft. big, the change becoming real for 1d6 ten-minute turns.
8. Flatland Map: A map of a strange polygonal land drawn in bright primary colours. Doing nothing else but holding the Map in both hands, reading it intently, and walking allows the reader to become two-dimensional for as long as they meet those conditions. Due to fragility take maximum damage from all attacks while two-dimensional.
9. The Gruesome Graph: A raw and perpetually bloody square section of hide. Once per day it can be pointed at a target to indicate the location of their greatest weakness (e.g. the nearest source of fire or acid for a troll, a lich's phylactery, blackmail for a mundane politician, etc.). This indication is drawn on the Graph in rivulets of blood, as if by the hand of an invisible, feral child.
10. The Guide to the End of the Earth: A map packed with complex diagrams and dense, spidery script, like someone tried to describe the surface of a five-dimensional object with merely two. The Guide can be deciphered by anyone with sagely knowledge with a week of study. After being deciphered, the Guide can be followed by traveling for seven days and seven nights away from civilization. The travel must be continuous except for rests. At the end of this journey is the end of the earth, a sheer drop into endless void. This is useful for getting rid of things which are otherwise impossible to dispose of, and for harvesting a bit of primordial chaos for great and protean rituals.
Lines of thinking for magical maps:
-What does the map show?
-How does the map show it?
-Can the map influence the territory, or vice-versa?