[GAME IDEA] The Crystal Odeium

By Desslok, in Game Masters

Another one from deep on my hard drive from my old web page. I totally forgot about this, and never did get around to actually using it, but it's a pretty cool Macguffin for GMs wanting other periods of the Star Wars universe without all the wibbly-wobbly, timey-wimey headaches. . .

The Crystal Odeum

History:
Much like The Lost Treasures of Xim, or Volda, the Planet Of Gold, the legends and myths surrounding the Crystal Odeum are thick and plentiful indeed, obscuring whatever truths are to be had. However, unlike the other fictitious treasures mentioned - the Crystal Odeum was very real.

Its origins begin approximately eight thousand years ago, with a Jedi named Mal Jinn Taal, during the era known as the ancient republic. Jedi Tal was a renowned master craftsman, skilled at working with crystal. He was only a moderate Jedi, but a first rate artist.

It was just after the great Battle of the Outlaw Star, where no less than 75 Jedi Knights were slain. Mal Jinn Taal was distraught and disheartened at the terrible loss. Friends, companions, lovers - all gone forever. Although there is no death in the Force, there is still a sense of loss to the beings of crude matter left behind. Jedi Taal vowed that it would never happen again, and set about his greatest - and most ambitious project - the Crystal Odeum.

It's known by many names The Vault of Memories, The Crystal Eye, Shol'Omen - but in the end, they all mean the same thing - a veritable wonder of the galaxy.

The Odeum is a simple structure on a mid rim world whos name is long since lost to the mists of time. It's a simple excavation, deep inside a moderate sized mesa, surrounded by harsh desert. The complex, in the most basic terms is part holochron, part archive, part holographic projector - all governed by what can only be termed as an extremely advanced AI program - although such a term is only vaguely appropriate. The true nature of how the Odeum functions are not fully understood.

The construction of the Odeum took nearly the remainder of Mal Jinn Taal's life to complete. Alone, he worked, fashioning the cavern, it's subsystems, the entrance way - all ornately done by his hand. The labor of love went on for decades in solitude, with only the occasional visitor. Then, as the last crystal shard was placed, Jedi Tall was contented. He emerged, calmly sat by the entrance, and became one with the Force.

For thousands of years after, other Jedi traveled to the site, contributing what knowledge they could. Offerings of historical events, friends and loved ones, random thoughts - all this and more were contributed to the Odeum. Scholars and other non-Jedi, working in conjunction with the Jedi Order, were eventually also allowed to contribute and seek knowledge. In time, the Odeum truly became a nexus of wisdom in the galaxy.

Sadly, this grand wonder was lost in an unprecedented - and unexpected catastrophe. The planet, whose name has long been forgotten, was struck by a Extinction Level Event - an asteroid upwards of 12 kilometers across impacted with the globe. The devastation was instant and immediate. A firestorm raged across the surface of the planet exterminating nearly all life. Debris and dust clouded the sky for a thousand years, forcing the temperature well below freezing. Few beings were caught in the devastation, fortunately. However, as the world became less and less habitable, the structure was forgotten. The silent and dead world slowly spun in it's orbit while the galaxy moved on with it's life. Eventually, the world passed from memory and into legend.

Nature, on the other hand is infinitely more resilient than most beings give it credit for. In the silence of the next millennium, life slowly returned to the devastated planet. Even more amazing, the Cavern survived intact - buried, but functional. This was mainly due to the underground nature of the structure and the happenstance of its placement - shielded by a natural canyon in a rugged mountain range. If such a thing is possible, the Force was truly with this building.

Modern history:
In the years just before the rise of the Empire, the Odeum came to light once again. Shortly before the Naboo crisis, a group of Padawans was forced out of hyperspace by the gravity shadow of the lost world. Upon landing and further investigation, they accidentally stumbled across the Crystal Odeum - intact and in working condition. The simple act of being in the right place at the right time again opened up the lost oracle to the galaxy at large.

However, during Palpatine's bid for power, the Cavern was towards the top of his list in targets. It's threat far outweighed it's usefulness. Simply put - the structure was far too effective a weapon in the hands of his enemies, or potentially instrumental in the restoration of the Jedi Knights. No matter how you looked at it, the Odeum was the key to his undoing. And so, sadly, one of the oldest structures in the known galaxy did not endure the fury of the Sith.

After the battle of Endor and the fall of the Empire, stories of the Crystal Odeum surfaced once again. This time it came from highly placed defectors in the Empire who had heard of whispered tales that the artifact survived the Jedi purge. Rumors that Palpatine somehow removed it from its indigenous home and transported it across the galaxy to his hidden world of Byss. In light of the recent discoveries of such artifacts as the Eternal Stones of the Derenna, the Lost Heart of Zodin and the complete works of Bordin Mass stored away in Palpatine's remote personal museums, such rumors cannot be discounted. Surely such a feat such as transporting such an assembly would be simplicity for one who has the technology to build moon sized planet destroying space stations at his command. Perhaps the Crystal Odeum survives to this day.

The physical construction of the Odeum:
From the surface, the entrance to the chamber is a simple black obelisk about 3.5 meters tall. The only feature on the outside is a small rainbow colored pyramid just above the featureless door. A simple twist of the pyramid above the nearly seamless opening, and the stone door irises open. A ornate hallway leads downward at a moderate angle into the bowels of the mesa.

The chamber is roughly the scale of a mid-size sports arena, a bowl shape about 500 meters across. There are several tiers along the edges, about 8 feet tall, and 30 feet deep. From the ceiling hang thousands of crystal shards - spikes anywhere from 3 inches long to 4 feet long.

In the very center of the arena is a small table about 3 feet high. It's a rough stone surface, with a raised edge. The lip of the table is 3 or 4 centimeters high. The tabletop surface is covered with faintly glowing gems - red, blue, green, purple - all colors of the spectrum are represented. The gems are neatly arranged in a 15 by 15 grid, with color placement in a seemingly random order. Each gem and be turned and depressed ever so slightly, activating the chamber.

The Capabilities of the Chamber:
Much like the Holocron technology that it was based on, the Chamber was capable of creating life like, interactive personas - avatars of the gatekeeper and so forth. The gatekeeper, of course, is Mal Jinn Taal - who is just a cryptic and elusive in death as he was in life.

Even more amazing, the Chamber can recreate - in stunning detail, full historical events. The battle of Jera- Dun, where a thousand Jedi were slain at the hands of the Fanatical army of the Xylon Empire? Within reach. The final stand of the Nightmare Child against the Republic in the Thousand Days of Darkness? Simplicity itself. Mind you, not everything was stored, and not everything can be reproduced in full holographic glory - but a great deal can. It can either play back in a passive replay mode, or an fully interactive mode. True the chamber cannot be completely interactive, as the contents are just images and projections of light, but short of that the stars are the limit.

Game Notes:
The Crystal Odeum, in the simplest terms, is a GM's passport to period pieces without messy complications that go hand in hand with time travel adventures. Any period through the Galactic Republic's history, up to the last thousand years or so, can be recreated in stunning accuracy.

The period of the Old Republic can also be recreated, but in much less detail. The Odeum had only been rediscovered a handful of decades before Palpatine's dark shadow obscured the galaxy. Also, this would be one of Palpatine's first targets during the purge - leaving this exposed would be a disastrous misstep in the Empire's campaign against the Jedi.

"But, wait a moment" a detail oriented player says "with the Odeum activated, if I started walking in one direction, why don’t I eventually run into a wall?" The technobabble answer is: The Odeum carefully and subtly alters it's holographic surroundings as the characters approach the wall, visually tricking them into not running into obstacles. The more Star Wars answer: It just works, okay?

Also, a GM should be aware of the potential game imbalance that the Odeum presents. A GM may not want knowledge of the Old Times in the hands of the players. To offset this, sections of the Odeum could easily have been damaged - either during the initial disaster, or during the move to the Emperor's treasure storehouse on Byss.

Since anyone who knew how to operate the controls is long since dead, activating the Odeum is mainly a hit or miss affair - entirely up to the GM's discretion on what is presented. There are thousands of subtle and intricate variations to the controls, and no owners' manual. Eventually a kind GM may allow characters a <><><><> Education roll (at minimum) to get within the ballpark of the desired result. However, such a outcome is left entirely to the province of the GM.

It's a much easier process, should a Jedi wish to add knowledge and information to the Odeum. With a <><><> Computer roll, the character may enter data. This can range from simple dictation and story telling to full on Control roll and several hours worth of meditation for a Jedi to infuse the Odium with a major event. Of course, more perspectives from other characters will allow greater and more lifelike detail.

Using the Crystal Odeum in a game:
In the tradition of the MacGuffin, the players first encounter with the Odeum should be rumors of it's existence, not an actual physical encounter with the chamber. A Raiders of the Lost Ark style game would be appropriate - the players hear tell of a lost Jedi temple in the lowest levels of Coruscant, where only the brave and the foolhardy would dare to go. Investigating the temple uncovers a map incomplete map to the lost planet and just enough details about the Odeum to be tantalizing. Of course Agents of Evil have learned of the Odeum's existence, and seek to claim it first. Suddenly the players find themselves in a race for the ultimate Jedi prize in the galaxy.

Of course the GM's options open once the players have secured the Odeum. Imagine the look on their faces when the players first activate the chamber - and seemingly find themselves back in the days of the Ancient Republic.

Perhaps the players are a team of Jedi assigned to study the Odeum when Palpatine decides to uproot the structure. Since Palpatine would not do such an important task in half measures, it is clearly a loosing proposition from the moment the Empire/Sith shows its ugly head in the system. The characters have to fight a holding action while recovering what notes they can before having to abandon the Odeum.

Edited by Desslok

Oh, I am so going to use this! One of my players is actually a Scholar leaning towards an Indiana Jones type of career. We were even toying the the idea that his Obligation would be Bounty/Mistaken identity because he resembles a certain smuggler that Jabba is looking for. He's currently heading the team on an expedition to locate a missing ore freighter. (the Edmund Fitzgerald plot I created, inspired by Desslok's earlier Game idea of the CFS Republic )

The Crystal Odeium would be a major find in itself, AND would provide countless adventure hooks, as he uses the chamber like the Map Room in "Raiders."

Totally going to use this THANKS!

Heya Desslok! I love the idea! Do you mind if I use it as the McGuffin for an adventure? I was thinking of writing a Galactic Civil War Era adventure that uses this as the central McGuffin - it would see the characters learning of the Crystal and searching it whereabouts, only to get there a few steps ahead of the Empire. The survival of the Chamber and it's continued secrecy would depend on the heroes actions in the grand finale, and their actions would determine if the ending was a bitter sweet one with a only traces of the knowledge being smuggled by the PCs in the face of the chamber's destruction or giving into the Dark Side and butchering the entire Imperial force to a man to maintain the secret and having the Chamber fully realized and available for the war.

No! You may not use it, and you should count yourself lucky that I even let your unworthy eyes gaze upon my Text of Awesomeness!

Of course you may! That's why I posted it!

Just come back and tell us all about how it went down!

Edited by Desslok

LoL, well, in typical Kyla style I was more thinking about making it a game module for everyone - like the Force Explorer halloween adventure.

Yes please - I thought that other game was a blast, so I'd be curious to see what you did with this.

So in the new campaign I'm trying to pen, I'm trying to get the PCs to go on an exploratory adventure where they put together a map of an ancient artifact lost to time, and are united in their pursuit to discover this artifact and "save the galaxy". Since the Empire, a rival archaeologist, and a crime lord all want their hands on this, the PCs will have to be smart with how they use it. Does saving the galaxy mean using this wonder against evil, or destroy it to keep it out of the hands of evil? There will no doubt be heavy implications to their use of this thing.

Long story short: I was trying to figure out what my campaign was missing and I think this is what I was looking for, thank you for the story idea!

Kyla, your module looks great. I don't know whether or not but Caliban happens to be the name of the shattered world gone mobile planetoid base of the Dark Angels space marine chapter from Warhammer 40k.

If this is done intentionally, awesome!! :D

LoL, well, in typical Kyla style I was more thinking about making it a game module for everyone - like the Force Explorer halloween adventure.

Please do!

LoL, well, in typical Kyla style I was more thinking about making it a game module for everyone - like the Force Explorer halloween adventure.

Do it!

Also, how are you creating a PDF that looks like the FFG ones? I'm thinking of starting a Clone Wars/Mando supplement, and it has to look decent.

Edited by Vestij Jai Galaar

LoL, well, in typical Kyla style I was more thinking about making it a game module for everyone - like the Force Explorer halloween adventure.

Do it!

Also, how are you creating a PDF that looks like the FFG ones? I'm thinking of starting a Clone Wars/Mando supplement, and it has to look decent.

Mandos you say? Allow me to help you.

Kyla, your module looks great. I don't know whether or not but Caliban happens to be the name of the shattered world gone mobile planetoid base of the Dark Angels space marine chapter from Warhammer 40k.

If this is done intentionally, awesome!! :D

ASCI, actually I ***REDACTED BY ORDER OF THE EMPEROR***

Also, how are you creating a PDF that looks like the FFG ones? I'm thinking of starting a Clone Wars/Mando supplement, and it has to look decent.

MS Publisher, actually. I have a host of templates that I use for the Page Backgrounds, page numbers, text and dialogue boxes, and of course the dice symbols. I've gotten a couple of fonts that match for the larger text areas, and then a whole lot of layout work.

Edited by Kyla