Wizards of Shapzar, The

A singularly unusual organization, the Wizards of Shapzar are an unusually powerful group of wizards who live on the surface of the entity known as Shapzar, and put their talents to use patrolling the Intermittant mazes to prevent excessive crossing of beings from world to world, capturing dangerous magical artifacts and beings, and otherwise keeping the universe from destruction, often causing a lot of damage in the process.

Wizards of Shapzar are highly dangerous due to the amount of magic they wield, and are among the most powerful wizards in existence. Previously, when they overreached themselves, they suffered a phenomenon known as Meltdown, which caused increasingly severe mental and physical aberrations, eventually causing the wizard to explode catastrophically should they push themselves too far. However, because the Wizards of Shapzar are cleverboots, they eventually found a solution to this, and now only explode normally.

Wizards of Shapsar separate themselves into thirteen different divisions, based on their personal talents, and gain unique benefits as members of their division.

## The Divisions

Admin - The co-ordinators of this lot, Admin wizards share a single mind in order to communicate instantly with one-another and keep things running smoothly.

Architects - The builders of most of the structures on Shapzar, these wizards are excellent at creating lasting structures, and are accompanied by golems that act as walking swiss army knives, reconfigurable to suit their master's every mundane need, and many non-mundane ones.

Artifacts - Possessors of a massive vault filled with magical relics, these wizards scour the universe to discover new and unique items that they can use to better wield their magical powers, and stockpile as munitions in case they ever need to go to war. They aren't paranoid at all, just ask them!

Anomalies - Anomalies wizards are an odd bunch, and tend to be convinced they know the correct spell for any situation. They tend to overreach themselves as a result, and often possess warped mindsets and unusual anatomy, which is utilized to allow them various abilities such as natural invisibility, a rubber-like body, night vision, and other carefully cultivated aberrancies.

Creatures - These wizards believe in taming a multitude of supernatural creatures, and all of them have at least one dedicated companion on their missions, ranging from invisible crocodiles to telekinetic bumblebees and obscene blobs of extra-dimensional flesh.

Curses - These nutters have sealed curses in their own bodies, and when unleashed, these curses will raise sandstorms, tear apart the environment, turn people into toads, and otherwise wreak havoc - the only problem is that the more powerful the curse being unleashed is, the higher the DC to control it. Unlike spells, curses that become uncontrolled cause no meltdown, but the GM gets to wreak havoc with them.

Dimensions - Wizards in this division cultivate an internal connection to a specific dimension within their own bodies. Such dimensions are often relatively simplistic in nature, being dominated by a single overarching concept, such as cheese, metal, joy or trees.

Environmentalists - They control Shapsar's weather. In the area immediately around them, they have one effect. Maybe it's a personal rainstorm that follows them, or perhaps flowers bloom when they pass within 20 feet. It's not going to be an aura of mind-slavery or a circle of flames, but it can be useful - maybe they lower inhibitions, or make all food near them taste exceptionally good.

Guardians - These fellows have runic tattoos that can form shields and barriers, essentially acting as magical building blocks. They can conjure these up without risk of meltdown, as long as they don't try to instantly summon anything larger than they are - such things require time to set up. Runic barriers dissolve when the wizard leaves if not reinforced with other spells.

Hunters - Focused on slaying disruptive supernatural entities, Hunters are capable of action-movie feats including enhanced strength and speed, resilience to damage, and for the really dramatic, running on walls and so on. Tend to be show-offs.

Medics - One of the few divisions that shows some common sense, according to themselves, Medics benefit from excellent health care, and an automatic resurrection procedure that tends to focus on having a lot of pre-prepared spare bodies - when one dies, one back on Shapzar wakes up.

Navigation - They get a glob of silver-white stuff placed in their head that grants them visions, and lets them move their senses away from their body as if they were controlling a camera. While doing this, their body lies comatose.

Public relations - A silver tongue is what you get here - any low-level charm effect can be pulled off quite easily. Animals can be commanded, people will fetch you things, and otherwise take on any task that doesn't put them to a great deal of trouble or risk quite happily.

### The Reindeer of Shapzar

First introduced in the Christmas Special 2017, The Reindeer of Shapzar are a sled team of Lovecraftian and Cronenbergian esque creatures that pull a flying sled. They often die and new ones are crafted from the leftovers of any dead ones. It is quite likely that at one point they were actually reindeer. A prominent member is Smith the Replacement Reindeer.