Saturday, 18 July 2020

Navigating Complex Environments

If you look at Blighttown in Dark Souls, it'd be really boring to run as a dungeon.

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The interesting parts of Blighttown arise as the result of a bunch of smaller micro-decisions you make as you navigate the complex environment - not only would mapping this out take a long time, in play it's unlikely to be interesting - many smaller choices without much information to go on.

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I think we're better off looking to use the aggregate result - the interesting bit where rubber meets road whilst also allowing players to meaningfully input into the end result. To do this, we can abstract these choices into a system.
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As I see it there's one main decision players are making from this high-level view - how do we balance speed (i.e. splitting up and examining multiple routes to go forward) and safety (not doing that, and exploring only as a group).

First up we have an objective - either to explore some designated amount or to use the complex environment to get from point A to point B. Either way, we assign them a number. This number needs to be reached by rolling dice and keeping a cumulative score - when it is, you did the thing you were trying to do. We'll workshop some hard numbers later. Important note - once a route is known, it's known. Characters don't need to explore again.

So what dice do we roll, and how many?

Roll dice equal to the number of search parties - each search party being a distinct group. Two groups exploring? Two dice.

The sides of the dice we roll depends on how dangerous the environment is - we use the dice to trigger encounters as well as increase our score. The smaller the dice, the less progress you'll probably make per exploration, because stuff keeps happening and slowing you down.

Each roll of these dice represents a chunk of meaningful time. In traditional dungeons, this is about 10 minutes - an hour feels intuitively right for this. You could try extrapolating this up for weird 'problem-space'-crawls where each turn is a day but I don't think it'd work.

Whenever the maximum roll on an exploration dice is achieved, roll a normal encounter - but use the surprise and encounter distance rules from your retroclone of choice for each search party and the monsters. (Currently, that's Delving Deeper for me - so 2d6 x 10 feet distance without surprise, 1d6 x 10 with surprise)

If that number -1 is rolled, roll a d4 or d6 (depending on cruelty) on  the following chart for some consequences.


  1. Lost - characters will have to explore to discover the route back.
  2. Separated - Search parties lose contact - yelling etc. will cause normal encounter checks...
  3. Circular path - negate the gain on this dice.
  4.  or more - no consequence


Okay numbers:

Really Fucking Dangerous - d4
Dangerous  - d6
Adventuresome - d8
Baby's Day Out - d10

To work out the score needed, I'd just multiply the rough number of hours it could take by five.

Thursday, 11 June 2020

Running a Game

This is everything I can think of/remember doing when I run games without focusing on stuff like encounter tables and whatever - more the social aspect and prep rather than why a 2d6 bellcurve encounter table is superior or how to do a hexcrawl. I'll update it with anything good that gets suggested. Obviously everything is JUST MY OPINION but I'm not gonna type that out a whole bunch

maybe we can talk about those tools later

also everything is opinion when you think about it gang

Caveats -
 I run for a group of friends online and have done for like 6 or 7 years, transitioning from IRL games due to geography and life.
Sessions are about 1.5 hours to 2 hours and mostly in the 'Old-School' tradition.
Most campaigns run for 1-2 years, some going on for 3.
I use a mix of improvisation for most details and prep for tactical and major structural elements.

This said, when I've run in-person one-shot games for longer with new people, the sessions have been fun and feedback good. 


Tuesday, 26 May 2020

Sphinx

Flay the poet and roll them in sand.

Leave them to bake in the sun.

When the vultures come they will drink their blood and borrow their wings.

This is one of the paths a man could walk to leave mortality behind.

HD 4* / AC as Leather / Damage 1d6 

*Supernatural HP

Thursday, 21 May 2020

1836 - Half Finished Game

 I started work on this late last year as I was reading The Sabres of Paradise - Lesley Blanch (which is great). I'm never going to finish this but there might be stuff you want to loot. Enjoy


1836
The Mission
You play as hand-picked soldiers of the British Empire. You are attempting to forge a path
through the Caucasus Mountains to meet with the Imam Shamil, delivering weapons and
supplies to support their war against the Russian Empire.

Characters

Most humans have 4 HP.

Saves

Characters have 3 saves. Each of these is equal to 7+1d6.


The saves are:
Reflex - used for reaction and dodging.
Physique - used for strength and toughness.
Will - used for mental fortitude and bravery.


The rules will call for these to be tested. To do so, attempt to roll under them on a d20.
Rolling above the value is a failure.

Roles

Select one of the following.


1.Trooper - Begins with 5HP and has a +1 Duel modifier.
2.Sharpshooter - May negate any one factor halving the Accuracy of a ranged weapon.
3.Surgeon - Using one dose of medicine, may heal a character by 1d6 over the course of an hour.
4.Cavalry - May reroll one or both dice used for Horsemanship checks.
5.Officer - Adds +1 to Morale tests for Group Combat and improves Will of allies by +1.
6.Engineer - 


Troopers begin with a Musket, a Bayonet, a Knife, Ammunition and Tent & Sundry.
Sharpshooters begin with a Rifle, a Knife, Ammunition and Tent & Sundry.
Surgeons begin with a Musket, a Bayonet, a Knife, Medicine, Ammunition and Tent & Sundry.
Cavalry begin with a Carbine, a Sword, a Warhorse, Ammunition and Tent & Sundry.
Officers begin with a two Pistols, a Sword, a Warhorse, Ammunition and Tent & Sundry.
Engineers begin with

Wednesday, 20 May 2020

Ents

Amongst woods visited too-often they lurch between their erstwhile siblings.

They have seen one man kill another in anger.

They have watched the hunters.

They stalk.

Trees take a long time to burn.

HD 6* / AC as Leather / Damage 2d6

*Supernatural HP. If set alight, they take 1d6+3 rounds to burn to death.

--

The Ian Miller ents are very firmly lodged in my brain. You should take the time to look at them.

Saturday, 16 May 2020

Trolls

To create a troll, take up pliers and empty the head of teeth.

Into each bleeding socket insert a talon of glass. Many will break - this is why most trolls cannot speak, tongues a mess of ruined scraps.

Remove the finger-nails and replace them with blades of glass. Many will break - this is why most trolls cannot use tools, fingers rent apart.

As the glass cuts them, they grow. As they grow, the glass cuts them.

This is why their wounds close in minutes. This is why they always hunger.

This is one of the paths a man could walk to leave mortality behind.

HD 4 / AC as Leather / Damage 1d6

Re-rolls HP at the beginning of each round.


Thursday, 14 May 2020

Gnolls

All took the mask willingly. To those not understanding what it entails, the mask is inert. It is made of thick stone. It depicts a snarling dog.

Once donned by the willing, it cannot be removed. One wearing the mask is utterly loyal to the one who offered them the mask. If this chain is broken, they are free but retain their subordinates. All await this day, but are powerless to hasten it.

Domesticated animals and crops despise them, and wither in their captivity.

This is one of the paths a man could take to leave mortality behind.

HD 1* / AC as Armour / Damage as Weapon

*Supernatural HP - the body is as loyal as the mind, unwilling to die despite horrific wounds.



Wednesday, 13 May 2020

Wraiths

A single stone out of place is all it takes. A tendril of darkness will worm it's way in, and coil itself around the corpse like a lover. Such a tether denies the spirit rest. Beneath the barrows, they forget who they were. The honest mistake of a twisted stone becomes a deliberate betrayal.

Draped in their funeral panoply they emerge under cover of night - seeking those who denied them rest. Sunlight banishes them to their tomb - and opening that to the sky would destroy them utterly.

They are careful to never be seen emerging - and to open all of the barrows is sure to invite more restless dead.

Those they slay are bound to them as thralls, and will rise with them every night - a poor imitation of what they were promised in death.

HD 2* / AC as Unarmoured / Damage as Weapon, applied to Constitution.

*Incorporeal - Cannot be harmed bar by Silver Weapons (Quadruple price, -1 to hit corporeal foes) and Magic.


Tuesday, 12 May 2020

Giants

The only art left to the giants is self mutilation.

The ruins they haunt are filled with blacksmiths, poets and sculptors, trapped in bronze cages. All eventually starve.

HD 10 / AC as Unarmoured / Damage 2d6

Monday, 11 May 2020

Orcs

There is never an orc.
There are always orcs.

Within the belly of each is a burning nugget of iron. Carve off a limb and embed a slug of iron. Wait a week as muscle forms, cramping in agony around a splinter of white-hot pain.

Their black blood ruins metal, corroding it beyond repair. Arms and armour used against them will be useless in 3 days.

Left in the Sun, they die in hours.       

At night they slink from the mountains for meat and metal.

HD 1 / AC as Armour / Damage as Weapon

Friday, 8 May 2020

Druids

our mouths are full of soil
hands beneath these hills
grasping flint and barrow
worm-sinews

road-breaker
fort-burner
legate-eater

the woods are deeper than
maps and dreams and empires


HD 2 / AC as Unarmoured / Normal Damage - 1 Spell from Vivimancy or Cunning Craft


Spell schools from 'Wonder & Wickedness' and 'Marvels & Malisons' respectively.


Wednesday, 6 May 2020

Minotaur


To make a minotaur, start with clay. Form a pot in the shape of the head of a bull. The mouth must be wide enough to scrape the temples as it is pushed over the head.  

Once donned, the wearer cannot eat. Their moans of hunger will echo through the pot, distorted into braying and roars. As they grow more emaciated, the remaining flesh becomes harder, turning all but the surest blows. They will be able to tear men in half.


They cannot see through the pot, and so swing their clay heads left to right, listening for you.  


Now loose them into your labyrinth to stumble and squat and hunt in the dark. 


This is one of the paths a man could walk to leave mortality behind.


HD 4* / AC as Unarmoured / Damage with Advantage


*Supernatural HP

Thursday, 16 April 2020

A Weapon is not a Tool

fuckin about with a heavily houseruled OD&D for no particular reason.

No thieves, no clerics, magic users powered by Wonder and Wickedness, also stealing this idea b/c it slaps

the issue is this leaves only 2 classes, and only 1 getting unique stuff on a per character basis.

so - give Fighters a reason to not just wear Plate:

Fighters wearing Leather armour add 2 to their saving throw rolls vs Wand/Ray & Breath Weapons

Fighters wearing Plate armour subtract 2 from their saving throw rolls vs Wand/Ray & Breath Weapons

and then give them choices to make with weapons - obviously, this doesn't have to be mechanical, but i think it helps some players. they're all meant to be broadly comparable and useful in different situations.

All weapons deal 1d6 damage - light weapons with disadvantage, heavy weapons with advantage.

Battle-Axe - Medium - May sacrifice 3 damage from an attack to attempt a weapon/shield strip. Roll a second attack - if successful, a weapon or shield can be ripped from the grip of the opponent.
Club - Light - Forgo damage to attempt to stun - after a successful attack, target attempts to save vs paralysis - failure results in them losing their combat round. Further strikes against them are at +2.
Crossbow*- Medium - Ignores armour, 1 round reload
Dagger - Light  -Throwable, usable in grapple situation.
Flail - Medium  - Ignores shields
Greatsword - Heavy - Upon a killing blow, the wielder can roll another attack. This effect can be triggered multiple times.
Hand-Axe - Light - Throwable. If 4+ damage is dealt, the Hand-axe bounces, 'attacking' again.
Polearm*† - Heavy - Grant a nominated adjacent ally -2 AC
Javelin - Medium - Throwable
Longbow* - Medium - +1 to hit per round spent aiming
Mace - Medium - Increases AC of those struck by 1 to a maximum of 7
Quarterstaff* - Light - Opponents must save vs Breath Weapon to approach, failure resulting in an automatic hit with this weapon
Shortbow* - Medium - Can split move and fire (i.e. move fire move)
Shortsword - Light - Riposte twice
Sling - Light - Can be used to launch grenades
Spear† - Medium - Wielder may chose hold their attack until someone tries to approach them - they then roll an attack first.
Sword - Medium - Riposte once
Two-Handed Axe* - Heavy - If a 6 is rolled for damage, roll another d6 and add the result. This effect can be triggered multiple times. Increase the wielders AC by +1.
Warhammer* - Heavy - Those struck are thrown backwards if unable to make a save vs paralysis. Use the damage rolled to determine distance.

† denotes a weapon with reach, being able to strike from behind another
* denotes weapons requiring two hands
Riposte: Attacks against the wielder which score below 7 (before AC is applied) result in the wielder being able to attempt a counter-attack, resolved normally.

Saturday, 8 February 2020

Things Goblins Do

cw: sadism, violence, cruelty to animals and children,
basically if you didn't like the elves you'll really not like these goblins

goblins aren't cute. goblins aren't fun. goblins are fucking horrible.

they live in trash and build scrap-iron shivs. they lurk and crawl and titter in sadistic glee. a goblin can fit through a hole the size of a shilling given enough time. a goblin will stab another to see if the growth on it's face bleeds differently.

1hd
ac as armour
damage as weapon
morale 6
2d6 appearing

roll d66 (2d6 with the first dice being the tens and the second being the units)


d66What Goblins Do
11Steal the clothes from your children and pretend to be them.
12Kill the family dog and nail it's face to your door.
13Put poison in the fireplace whilst you sleep and stab you whilst you escape the poison smoke.
14Hamstring the horses whilst they sleep so you can't go and get help.
15Shit in your well.
16Put razor-blades in fruit still on the tree.
21Breed rats for violence and make them fight.
22Steal your baby and wear them as armour.
23Capture birds and snap their beaks.
24Collect the genitalia of their victims.
25Crawl under the floorboards and stick needles through the gaps.
26Slither down the chimney, steal a hammer and nail your ankle to the bed.
31Kill the prize bull, slit open it's belly and wait there for you.
32Ring your house in lantern oil and set it ablaze.
33Leave one alive to tell you what they saw.
34Strangle you six or seven times before getting bored and smashing your skull in.
35Eat your fingers, toes, ears nose and eyes and cauterize the wounds.
36Tie you to the corpse of your friend with barbed wire.
41Fill a bag with cats and bludgeon you with it.
42Skin your back and your feet and throw you in the ocean.
43Remodel your face after their own with a knife and a hammer.
44Worm into the space between the walls and listen to you at your most intimate.
45Ejaculate in your books so the pages are ruined.
46Hide from everyone but you until you are isolated and distrusted.
51Smear pigs in pitch and ride them towards you, holding a torch.
52Tattoo your face and hands with their goblin scrawl.
53Replace your dice with weighted ones and mark your cards.
54Hang the weakest of their band from the rafters of a church, waiting above for you to cut down the corpse.
55Leave the corpses of animals on your doorstep.
56Set dogshit alight and throw it at you.
61Piss in the alecask.
62Leave your chicken coop open for the fox.
63Pull moles out of their holes and hide in their burrows.
64Hold tadpoles in their mouths until they grow legs - and then eat them.
65Scream every night to stop you sleeping.
66Give your child a knife.

Saturday, 23 November 2019

Mothership Module Kickstarter

For those who somehow missed it - I've been writing a module for Mothership, and it's being Kickstarted now! It's got AI and androids and horror and should be of passable quality.

CLICK THE PICTURE FOR THAT LINK



Saturday, 12 October 2019

KRX - Enslaved by the Insect Overlords - Troika Hack


The wonderful K Yani has very kindly laid this out in PDF, as well as fixed a few errors in the text. Cheers!

https://drive.google.com/open?id=1NO_YfQZ_ucYSqaVXgPM9jlIewyhuutzi


Booklet for Letter size printing, graphics off, dots for notes on, no cropmarks
https://drive.google.com/open?id=1hF2XpMkVRO2yaI9BBfKaoBvJFncSmfG2

Booklet for A4 size printing, graphics off, dotes for notes on, no cropmarks
https://drive.google.com/open?id=1h3Rk2TZ1-ab2Rvenxqb5agCDuytTVCyy

Rule 0

Don't tell the players shit.

Humanity is in thralldom to the enslaving insects, black carapace nightmares brandishing their neural whips else lounging in their quilled towers, purple-shine black metal walls studded with spikes hung with taut fungus-flesh rupture-loom above rioting corpse-built slums filled with the un-engaged surplus. Bruise-hue skies studded with eight tumour-moons loom above such vistas. Some amongst these pitiful dwellers covet the parasites swarming the hives, becoming willing hosts to alien biologies, accretions of strange fluids limbs and senses. The empire of the Insects is decadent and vile and unchallenged, the whole world locked in their mandible grip - rot farms, mines, wilderness and cities alike are unquestionably their dominion. All castes of owned beings throng and move through society, all bound up and up to the pitiless insects, attempting to eke out survival when not under orders. All of this is witnessed through alien compound eyes. They are known as the Krx.

Wednesday, 2 October 2019

Hooden - Formerly Known as Die Broken

Remember this? I changed the name because I thought it fucking sucked and also added a bunch of shit like another adventure and junk

click pic for pdf


Saturday, 21 September 2019

Six Troikas 4

more              troikas               again


41 Troika the Cruel




A city of ruthless hierarchy and razor-blade blessings. No art without suffering, and preferably yours. No transaction is without debasement and sadistic, gleeful thrills. None escape untainted - either tarred forever in the eyes of the inhabitants as a weak supplicant or hated and feared as a steel-fanged oppressor - such a duality itself being delightfully cruel. 

The cruelty, of course, would be hollow without comparison. Some of this is afforded by the visitors - but never enough. No, the cruelty of cruelties is the deliberate fostering of hope and love and kindness in the spined depths of the city. Always, there are brave and hopeful rebels willing to love and die and resist. Sometimes they succeed - for weeks, the city knows joy. Then the cruelties seep back in, the poison of a toxic city. A ripe harvest of pain.

Where in the cycle is the city?
  1. Misery runs rampant. Cruelty is omnipresent and half-hearted, a going-through of the motions. The aesthetics of pain but none of the spite. Empathy is nominally punished by the black-clad secret police, but most have given up, the monstrosity of their work roosting in minds barren of hope. Cruelty auto-cannibalizes.
  2. A spark of hope - a vision of a city unburdened by these barbed-wire shackles which seem so entrenched - no, the shackles are rusty and we have the strength to break free! Bide our time and we shall know victory, comrades!
  3. Freedom calls, and we must answer! It is time to rise up and overthrow the oppressors - to take ownership of our lives and to know that in our struggle we live free of such cruelties and may breathe air clean and unsullied by the stink of sadists! The city burns as the lackeys of the old order fight a retreating battle through the streets, ever pushed back.
  4. A bounty of kindness - the milk of compassion overflows and floods the streets. Travelers and inhabitants alike are joined in song and share willingly, knowing that they have secured joy and harmony. The leaders are just and noble and live the principles they sacrificed so much for.
  5. Cruelty sets in. The revolutionary structure calcifies. Hierarchy insidiously rebuilds itself, the old foundations wearing the veneer of the new. Distinctions between groups are drawn up and bloom fresh enmities.
  6. Sadism is ascendant. The arts are interrogated, and all pretense of empathy destroyed. Only ego and pain exist. Special groups of people are designated and protected, their right to assert superiority enshrined in law. Oh, the laws - they rise above, protection over justice. Prisons never exhale, only breathing more and more prisoners into themselves, where they enact cruelties upon one another. Hate is alive and vicious, coiling through the city, tense and ready to strike.

42 Troika the Vaporous


Oh, to define Troika! Such is the idle dream of poets and philosophers. And yet, we shall while away the hours trying to specify some element, some kernel of essence of such a city. The boundaries are hazily defined - one may be out meandering only to realise they are within the city itself. Indeterminate buildings forever on the edge of reach and vision simultaneously. Who lives there? Well, you know. Faces swim and drift and shake. A warm insubstantial glow and amnesia caress.

Hm?
  1. Ah, of course.
  2. Not at all.
  3. Surely not?
  4. I dimly recall.
  5. Nothing of the sort.
  6. Probably.

43 Troika the Entombed


The city itself is dead - we are all carrion-feeders, gathered throughout these decaying stones and clawing our way through clotted streets. No air stirs the lungs of this city - no rivers pulse with life. A city of eternal decay, the sky a flat grey curve - the roof of this tomb.
The dead, of course, must be honored lest they return with a vengeance - and so great a corpse must have been terrible in life. Funeral processions are constant, Bewailers and Dirgists trying to out-grief one another, rivals in the funerary arts. Out of respect for the deceased, only black may be worn in the city. The shrines to give offerings to this tomb-space are found on every corner, stacked high with untouchable grave-goods. To steal from one of these shrines ensures that you will join Troika in the slumber of death.

What is the Funeral Rite currently?

  1. Animal Sacrifice - great heaps of butchered giraffes, defeated lions, bloody sheep and burnt swine fill the streets with a charnel drift. Endless crates of bleating braying roaring whining beasts are imported - all of the dead doors of Troika are thrown open to receive more and more animals - all to show how very dearly missed Troika will be!
  2. Reconstruction - around the outskirts they build other Troikas - fine representations of what they imagined the city looked like in life. Architectural critics wander through these, viciously attacking any deviation from the current popular imagining - creativity is only bent to the meticulous imagining of the past. Innovation is despised.
  3. Consumption - the living must, respectfully, consume the dead and by doing so carry them onward and within them. How one eats a city is a somewhat open question - all manner of stone broths, air-dried meats and fermented root vegetables are offered, each claiming to have the truest essence of the dead city within them.
  4. Cremation - traditionally, such an act would be known as arson - indeed, the crematory technicians of Troika are recruited from all manner of pyromaniacal places. As the corpse of Troika is all stone, damage is more limited than one would expect - however, all are expected to contribute some small chip of their domicile to add to the pyre. Many will gladly pay others to substitute chips of their own buildings - cremation-by-proxy.
  5. Enshroudment - the city must have a funeral shroud. Buying such quantities of material (and paying for the daring expertise of such funeral-riggers) necessitates a city-wide effort - and is assisted by Sphere-piracy, golden barges tearing through spheres in search of bolts of cloth and fabric for this immense covering. 
  6. Beautification - no expense is spared in the complete and total renovation of the city. To account for the subjectivity of beauty, artists and critics of all stripes are imported in the thousands, given a patch of the city and set to work. The city becomes a right of competing aesthetics, a frenzy of artistic creation. Novel and heretofore impossible styles live and die in the space of days, localized to a few streets. 

44 Troika the Consumed


Between the spheres dwell ecologies cosmic in scale. The scope of such things is more than most minds can comprehend, let alone contain. The cycles of predation are titanic, hungers the size of universes stalking one another behind the humpbacked sky. Of course, not all are predators - even these strange beasts must have some equivalent of the herbivores, and it is those who devour Troika. Some swoop and nibble-tear, the plankton of the void. Others, larger, tear great chunks of the city loose. Finally, there are many who happily swallow the city whole. Strangely, it is the last who cause the least disturbance - the rivers flow with aetheric digestive fluid and the sky has dim intimations of stomach lining, but otherwise much remains the same - treasure-hunters flock to the city to plumb the riches of a gut filled with the artefacts of the void, handily gathered into a concentrated (relatively) area.

What Consumes Troika currently?

  1. Shrieking aether-prawns, hideous rainbow-hued crustanceans, armoured against the void, their locomotive gases mixing with the air to form poison fumes. Each "stands" some 10ft tall, a nightmare curve of shell, talon and mandibles. Despite their desire to feed on Troika, they are quite friendly if one can brave the gases, liable to apologise but firmly institing that they simply must have a few more mouthfuls of your roof.
  2. Barnacle-buildings slam down from above, rooting themselves in place before spewing their digestive fluids, melting the city and funneling it toward their impact-craters. They are perfectly happy to be used as a replacement, warning their temporary residents before violently tearing themselves free and moving away.
  3. Gargantuan mind-maws, the size of cities, subsisting on the idea of Troika itself. They swallow the city whole, humming contentedly as the concept of such a city fills them. Such consumption does not detract from the city - indeed, it reinforces the very concept - how else would they derive sustenance if it were not a city?
  4. Vorpal-Nose Probisci, their entire form consisting of sky-scraper needles and great bloated balloons far far above human sight. They plunge deep into the city, draining it of some unknowable essence. Nihilists and pessimists flock to Troika as it is sucked dry of some essential, unnameable concept whilst the positive thinkers leave in droves, paying handsomely for passage anywhere else.
  5. Parasitised Sphere, subsumed entirely to the will of some mechanistic intellect, directs all of it's energies and efforts to the deconstruction and assimilation of Troika. Such strange sustenance poisons the mind, and eventually the tide reverses - Troika begins to consume the Sphere in return, some strange symbiotic liberation-revenge. It is theorised that all the spheres would be overtaken by such machines without Troika. 
  6. Starving Star-Worm, unable to find an explosion to eat, instead lashes out and attempts to burrow into Troika. It bumps clumsily through the streets, smashing it's face repeatedly into the unfortunately solid structures and floors. If it finds liquid, it will drown. Otherwise, it will eventually bludgeon itself to death, and a glut of void-hardened worm-leather clothes and armour will flood the spheres.

45 Troika the Towering


Infinity is not horizontal you flat-minded peasant - it is vertical! The natural curvature of existence itself - up!!! Consider Troika, the fine city, that central spire of existence - it goes UP! Forever! You've never been??! Each tier of the city lies between another two - yes, sandwiched, if you must - in an infinite chain, each denizen of that city aspiring to move up to find the highest tier of Troika! Hm? Of course there is a top - otherwise it ceases to be a tower. Yes, it can still be infinite - and no, before you ask, it is most certainly not a loop. You cannot see the twinned tower, reversed, can you? No. It is an infinite spire crowned by what must be a glorious vision of the Sublime. No, I've never been.

46 Troika the Haunted


Troika is a city haunted by itself. What exists is but a pale reflection of the potential glories which could-have-been, might-be, were or currently are. Time itself wears thin in Troika, and as such the city is hyperpositioned atop itself, and those infinite possibilities influence one another in a reciprocal chain. All actions are not merely eternal, but may indeed influence themselves into stranger and more twisted forms, the ramifications echoing out across the layered possibilities. Throwing stones into ponds to see the ripples is strictly prohibited, the cascade of possible ripples causing break-downs in what thin walls remain between the realities.

Each possibility is struggling to assert itself as the primary ground of haunting, and as such tear at one another to assert dominance. This manifests as terrible reality-consuming pale flames, able to undo you with a mere spark. When such turf-wars between turf ignite, residents are advised to leave. Who advises them depends on who you ask - some would say it is the invading reality trying to encourage deserters.