Mysteries

## Unsorted Mystery Ideas

Some of these are probably suited to one-shot adventures or set-pieces; others might be suited to be Central Mysteries for Mage chronicle settings. Others might serve as either or, depending on how they're grouped together.

1. Animals are becoming people. On their own.
2. Luck flares, good and bad, in extreme spikes.
3. Time fractures; inside of them events may loop or repeat or freeze.
4. Nightmares plague people. Some of them are prophetic. Some of them are lies. There is no discernable difference between the two; but sometimes prophecies are fulfilled by people acting in line with -- or against -- the lies.
5. The Devil manifests before people, dealing them wishes for souls; and then becoming psychopaths.
6. Sleepers who dream enter a collective Astral dream while sleeping; living entirely separate lives in a secondary world.
7. Doors occasionally open to a secret realm of jade and blood, instead of where they're supposed to.
8. History literally repeats itself -- time holes break out.
9. The day and night cycles seem to alter Verges between paths.
10. The Writing On The Wall is real, and symbolic, and unprovoked. Yet, it occurs.
11. In the depths of the waters nearby, Ruins appear and disappear; often filled with treasures.
12. The ghosts of battles fought in ages or realms far, far away are raging still.
13. Awakened magic is dangerous and falling apart; the Abyss has a hold here.
14. Runes with ancient wisdom and secrets often appear in the shadows in this area.
15. Here, God answers prayers. Demons possess people. Angels deliver messages from on high.
16. An old asylum seemingly grows rooms and hallways never before mapped. A world of imprisonment and insanity lies beyond.
17. A magic blade appears before those chosen to strike someone down, urging them to murder.
18. The dead do not die. They remain animate; not undead, still wounded -- but not dying.
19. A single house looms on the horizon, here. Nobody has ever been inside it.
20. Strange creatures: Not spirit, not goetia, not abyssal, not ghosts, stalk this area and kill all those who displease them.
21. The dead reach out and whisper to those who walk through this Graveyard; but there are no ghosts.
22. All promises here are binding, Curses follow those who break their word.
23. There is never an opportunity to cast spells without sleeper witnesses here; they always seem to stumble in on things.
24. Madness overtakes particular people in this area, turning them violent and crazy.
25. A specific spot in this field has always attracted lightning; despite any and all laws of physics.
26. There is no truthful answer to the question "Who created this swordsmanship style?"
27. Sunlight \*heals\* people here.
28. People who die here leave behind ghosts that are nothing like they were in life -- at all.
29. Intoxication seems to imbue sleepers with some kind of low-level magical ability, here.
30. Anyone entering the Astral from this location can only arrive in a singular realm fo the Temenos; they may not even enter their own Oneiros. A band of violent entities controls the Astral territories.
31. Occasionally, people here fall under a compulsion with know discernable origin -- to steal. They always seem to forget where the objects go.
32. The fog here eats people. Literally.
33. Righteousness over-rides free will, here. Here, people's Vices do not restore willpower. Only their Virtues do; and actions taken in line with their Virtues refund any WP spent if the actions succeed.
34. Shooting stars land here regularly, leaving craters with strange magical side-effects.
35. People who sleep here do not dream: they die, and are ressurected when the awaken.
36. Nobody here knows their own parents. Everyone here has lost their children. There are no exceptions; all families are adopted.
37. People who are murdered here invariably leave ghosts behind.
38. In these parts, Items of significance often disappear from where they belong, and appear elsewhere, with no known cause.
39. Major astral events always seem to hold significant sway over the events that occur in the lives of mages and sleepers who live here.
40. Occasionally, books here open up to grimoires. Once closed, they open up normally. Nobody knows how or why.
41. The Forest here seems to have it's will; and it always gets it's way. People vanish and return, amnesiacs. Key figures die to animal attacks. Weather conspires to protect the trees from flames.
42. People occasionally not only suffer unprovoked amnesia, but when they do, they become someone else entirely -- with sympathetic links, true histories, memories and personalities all their own.
43. Ectoplasm secretes arbitrarily; appearing primarily in food as it is cooked.
44. The Shadows in an area come to life; taking on minds of their own. Worse, they seem to be working toward some hive-minded agenda.
45. Souls' tethers to their bodies are weak, here. Only the most vile kinds of Mages make their beds in this territory -- or those who are hunting them.
46. Twilight does not seem to exist, here. All entities Manifest automatically by entering the area.
47. This area has not known anything but snow and ice for a hundred years; but it exists in a perfectly temporate -- or worse, warm -- climated area.
48. Avernian Gates seem to open unprovoked; some at random, some as though exacting some kind of sinister plot that involves the disappearance of their victims, always properly timed to make things worse...