Wednesday, May 21, 2025

White Tower - The Curse

The Lands of the White Tower are infected with a terrible Curse. Invisible, untraceable, transmitted from any thing living and dead, tilled into the land itself. The Curse causes things to grow strange and monstrous, mutinous against man, and irreparably wild. As the old spirits of nature establish their domain among the Cursed lands, so wanes the domain of man.

The deeper towards the Tower one delves, the worse the Curse gets. Certain objects and creatures carry it particularly well. Unseen it spreads between proximal things. The longer you spend around a Cursed person or thing, the more it spreads to you.

The Curse affects biologies differently. Contrary to rumor, though, it spreads at equal rate.

Biology

Stage 1 

(1-2 Units)

Stage 2

(3-6 Units)

Stage 3

(7-9 Units)

Stage 4

(10-29 Units)

Stage 5

(30-59 Units)

Stage 6

(60+ Units)

Human or Dragon

Nausea

Fatigue, Headache

Mutation

Greater Mutation

Zombification

Death

Elf

Fatigue

Drowsiness

Weakness, Frailty

Visible Aging

Infirm

Death

Dark Elf

Agitation

Vomiting

Bloodthirstiness

Hallucinations

Vampirism

Nosferatum

Dwarf

Muscle Stiffness

Loss of Smell

Loss of Hearing

Loss of Pain

Petrification

Death

Halfling

Thirst

Fever

Hunger

Unquenchable Hunger

Ghoulification

Ghastification

Orc

Dizziness

Vertigo

Weakness

Shrinking

Diminution

Disappearance

Tiefling

Temptation

Addiction

Withdrawal

Uncontrolled Hedonism

Fall to Vice

Super-Ego Death



HUMANS
Nausea, fatigue, headache, fever, then mutation. Extreme cases of mutation are rumored to have the subject's flesh melting like a candle, assimilating and melding with other creatures like The Thing, distributing their essence as they go and likewise taking it upon themselves.

ELVES
Fatigue, weakness, frailty, drowsiness, then visible aging.

Few have seen an old elf. They don't wear age gracefully like humans do. Elves magically aged, for this is the only way they can be aged, appear monstrous. Their features get sharper, more exaggerated. Heads elongate, chins narrow, ears extend. They seem more like insects than elves if too far gone.

DARK ELVES
The Curse gets in their blood and kills it. As the blood dies, they thirst for more. When it gets in the bones it files their teeth and nails. They hear the call of the wild, of bats and wolves that live in the cursed lands. The Sun, which merely blinded, now burns.

DWARVES
Stiffness, loss of smell, blindness, loss of sensation, then petrification.

It's rumored that somewhere within the gaze of the White Tower there lies a forest of statues - a lost hold of Dwarven kin lost to the Curse. Texts acquired from explorers into the forest revealed that they were fleeing some dark entity, and that the risks of the Curse were less than that of staying.

HALFLINGS
Thirst, fever, hunger, then the unquenchable hunger.

Ghouls are a blight upon the nearby lands. Immortal, ravenously hungry, and prone to seek out civilization, thereby spreading the Curse. Local sheriffs and constabularies are keen to address ghoul problems quickly, lest their influence spread.

ORCS
Dizziness, weakness, vertigo, then shrinking.

It would be comical, were it not so serious. Orcs shrink, like someone was slowly isometrically transforming them down. One of the greater mysteries of the curse, no doubt.

TIEFLINGS
Temptation, addiction, withdrawal, then the fall to vice.

The strangest of the Curses effects befalls the Tieflings, who suffer no physical maladies but exclusively illnesses of the mind. The Curse amplifies any presently-existing vices the Tiefling carries, cranking one or more of them into overdrive. Addictions become screaming, withdrawals become impossible to ignore, internal demons become proudly displayed. A fully fallen Tiefling becomes an Id-Creature, a slave to their fleeting desires and needs.

Thursday, May 15, 2025

Twilight City - Novan Law

These customary laws are kept by the Temple of November, where they reside in the written records and oral accounts of the forebearers. And no, you may not see them! If it is required, an excerpt may be requested of the temple priests, and they will go check it themselves. According to the priests, untrained eyes cannot be trusted to interpret law.




Table I: Trial Proceedings

- A plaintiff summons a defendant to court. If they will not go then the plaintiff must call a witness. Only then may force be given.

- If the defendant tries to run, the plaintiff will stop them.

- If the defendant is too old or sick to come to court, then the plaintiff must carry or drag them upon a stretcher, or otherwise arrange transportation upon the shoulders of a porter. Said porter need not be cushioned.

- When the parties are agreed on the subject of the matter, a judge shall announce it.

- If terms are not agreed, then the matter shall be put forth to the magistrate or proper assembly.

- If one party should flee during the proceedings, then the judge shall rule against them.

- No trial shall last longer than the judge can remain awake.

- The testimony or witness of birds is invalid.

Table II: Crimes Against Gods

- Defilers and expropriators of citizens' tombs shall be whipped and then burned alive, as sacrifice to Hydur.

- Matricides will be crushed by a giant boulder if they are of equestrian class. If lower, then they shall be thrown into a pool to be devoured by sea creatures, to appease Tiamat.

- Those found trespassing in sacred spaces will be scourged with a flail of bees. If they are a thief they shall be crucified and given to parasitic wasps to be eaten from within.

- Violators of the observations of sacred days will be tied to a stone for up to six weeks. [Note: stone weights may vary]

- Kin killers shall be crushed by a giant boulder.

- Poisoners shall be thrown into a pit of angry snakes and bees.

- It is forbidden to dedicate for consecrated use that of which ownership is a matter of controversy.

Table III: Crimes Against Individuals

- A matron who defrauds her client will be cursed.

- Whoever falls through their neighbor's roof or awnings, or becomes liable by producing ineffective load-bearing structure, should pay them 150 silver pieces.

- If one commits an outrage against another, they should pay them 50 silver pieces.

- One who lures away another's mushrooms shall be buried alive as sacrifice to Dolena.

- Whoever drops a tool or stone from a high place and kills someone below, and did not purposefully aim and hurl it, to atone shall offer a flagon of honey and a silk spider as peace offering.

- Whoever enchants another by evil incantation shall forfeit one third of their property to the victim.

- Should cultivated insects escape and steal another's crops, then the insects shall be forfeit, and the victim shall receive a flagon of honey.

- One whose bees nest in another's cattle shall pay the full price of the livestock, plus 1/3rd the produce of the hive.

Table IV: Rights

- The mother shall have the power of life and death over her children.

- If the mother attempts to sell her daughter into slavery three times, then she (the daughter) shall become free of her.

- A notably deformed child shall be given to the Sea.

- Slaves granted weapons for the purpose of war or defense shall become free immediately.

- Godchildren shall be free of the mother or of bondage if they enter service into a Temple.

Table V: Necromancy

- A dead person shall not be raised, or suffered to exist within the city, except during the Carnalia. [Note: Within the Pomerium]

- If a Novan citizen dies intestate and without direct heir, and the body has not been burned, the body shall be brought before the temple priestesses and given question.

- A dead person shall not be questioned within six weeks of their own funeral, or as long as mourners remain at their grave. [Note: 'Whichever comes sooner' implied]

- A house of a wraith or spirit shall not be kept within one twenty feet of another home. [Note: Within another house]

- The corpses of children shall not be raised if they have been named.

- Wasps shall not be given to a corpse which is to be burned.

- Undead given weapons for the purpose of war or defense shall be unbound of all contracts.

Table VI: Gods Against Gods

- If the priestesses of two orders shall come into conflict over the use of a forum, and in the absence of the Queen Surrogate, they shall flip a even-sided coin to determine the outcome.

- No meeting shall be held within the city during a Red Moon.

- One who claims a god by rite of Invocatio, upon verification and institution by the Conclave, shall come into effect as a noble House, with all privileges granted thereby.

- Gifts given to idols or temples will not be donated second-hand to other deities, nor given to sacrifice for other gods.

- Deconsecrated religious materials will be given to land, air, or sea in accordance with their proper protocol. No home or temple shall be built within 100 feet of such a well or burning place.

Wednesday, May 7, 2025

POMERIUM - Twilight City


© Sovrintendenza Capitolina ai Beni Culturali

POMERIUM

No weapons of war are allowed. No magic may be cast. Soldiers and Magistrates immediately and effectively resign their privileges upon entering. No farms, and no undead are allowed within. The heart of the city is watched by the ghosts of the ancestors, whose gravestones form its boundary. They watch, and they ward... They often miss concealed knives.

The Wall

The priestesses built The Wall around the Pomerium themselves. They blessed every stone and made all their gods present to witness their deeds. Strong stones taken from the deepest depths of the mountain, or trekked mile upon mile from fallen Glazz'gibrar, carried by hand in the darkness, to be the walls of the city's beating heart. They took the grave markers of their own ancestors to make this wall. They poured their blood and bits of their flesh into it, with countless precious livestock exsanguinated upon those stones. To the old Houses, The Wall is not simply a wall, it is The Wall. It's personal. It's their history. It's a reminder of their solidarity, of their eternal greatness. Their ancestors are buried in that wall. Their ashes mixed all together with the glue. The Wall holds the old Novan patrician class together like cement, reminding them of their inalienable truth: that we are Novan, and those outside are not.

The Wall is showing signs of weakness. The city is so much more than it was back in those days, when The Wall was all, and outside The Wall there were only bereft hinterlands and birdherds on the mountain. As the city expands year after year, The Wall slowly crumbles at the seams, like an old leather belt fraying under the weight of an excessive meal.

And with it goes the solidarity... A prophecy was made by the High Priestess Amantia as she gave her flesh to the stone: 

"When this Wall falls, the wolves will eat their own."

The prophecy was interpreted to mean that The Wall would last forever. That the impossible would need to happen. Like 'when pigs fly' or the like. It is common knowledge in November, after all, that wolves do not eat their own. The timber wolves of the Feyfjord lands, after all, do abhor cannibalism. They say so themselves. Nobody has heard of, much less seen such a thing.

But the wolves don't remember the hard times, before their covenants with the two-legged gods. Wolves will indeed eat their own when the bread runs out.


D1: The Great Forum

Where the Adamantine Stair meets the Amantian Way, and so divides the Pomerium into four quadrants, like the chambers of the heart, to the four Ruling Deities of the World and their temples: Hydur, Dolena, Manmanuk, and Tiamat.

A copy of the Calendar is displayed for all to view. Official pronouncements are made by loud-mouthed hawkers, standing elevated on barrels or makeshift stages. Sometimes they comically hang from ropes or chains from the ceiling, hoisted up with pulleys by sturdy freedmen so that the whole Forum can see and hear them. Folk call them 'String Puppets' mockingly. Hawking is not an honorable profession.

At any particular time, except on important holidays, there are 2d4 trials happening simultaneously throughout the Forum. It's extraordinarily loud, with every judge, juror, witness, and plaintiff all trying to be heard over the din. A booming voice is a necessary trait for a lawyer.

The Great Forum is cleared out frequently for festivals and triumphs by the priestesses of the Temple of November. Idols from the temples, paraded around the city, often enthrone here at the end of their journeys.


The Reservoir of Vatluna

The pure waters of the Keystone Temple flow out into a public reservoir haunted by the ghost of its architect, an Affjordian dwarf named Vatluna. The grave stone which is her spirit's home stands upon the water's edge. She is seen sometimes walking out on the water, as a shadowy mist, staring down at the reflected sky.


Temple of Jabber-Dal

Also called The Temple of Law, the Temple of Fjordan Hydur, and the Manxome House

So inscribed above the threshold:

Grasp the rope around my neck
Pull as hard as you can, you gods
Even all together, you cannot lift me
And tear me from this throne.

Hydur is the god of air and vengeance. And here he is also a god of law. His twin sons by Tiamat were parting blades. Their names are Jabber and Dal. Before this house the wronged wail curses for vengeance and capital crimes are punished.

The most common form of execution is defenestration, usually from the windows of the Temple onto the rocks below. More severe crimes often warrant death by crush - by rolling a giant boulder down a parabola containing the condemned.

The Bisecting Sword

Wielded throughout the ages by Blackguards and Paladins of legend alike, this profusely heavy horse-cutting-sword requires tremendous strength and skill to wield. However, its strikes never fail to cut its target in twain. Lower from upper, left from right, soul from body - those struck by the sword are always split in perfect halves. It's said that the sword was wielded by the first mythic hero of Elves to split night from day, man from woman, the land from the sea, and heaven from earth.

It is kept in the Manxome House, a sub-house of the temple complex. It is adorned with many mirrors, that from any point within one may see nearly the entire interior. There it is guarded by the Manxome Cult, whose members split their souls in twain. Each cult member carries two bodies: each holding half of their personality and memory. Most often, one is fearsome, hedonistic, and violent, while the other is demure, calm, and rational - like Hyde and Jekyll.

The Sword is kept with eleven identical false copies, each one bearing a Curse of Instant Death upon those who would manipulate or touch it. Only the High Priestess of the Manxome Cult knows which Sword is true, and she is split into a coy liar and a cryptic truth-teller.


The Keystone Temple

Also called The Temple of LegacyThe Temple of the Stone, the Reliquary of Dolena's Eye, or The Temple of Thought.

The forefront of the temple contains Dolena's Eye - a pool shallow at the edges but very deep at the center, like a spin top in profile. It contains the memories of Amantia, the Second Spider Queen, greatest of the old monarchs in works and in legacy. The pool is administered by the Seven Psyches - seven virgin boys possessed of strong psychic potential, selected by the seclusive Aquan Cult. The position brings great prestige to the House or family whose boy has been selected... provided their religious vows remain untarnished for their thirty-year term. Assaulting one of them is a death sentence, punishable by boulder-crushing.

Keystone of Kin

The Keystone of Kin was acquired from the sack of the Walled Forest of Kin, and preceding Evocation of their goddess of springs. It was said in legend that as long as the Keystone remained within the Forest its walls would forever repel invaders. This was evidently true.

It's said that the Keystone is a fragment of the Spring Goddess's mind. From it flows a crystal water containing the memories of the foundation of the world.

Water carries memories. One must know its language, Aquan, to read them. This secret is guarded jealously by the Aquan Cult, who maintain their monopoly on psychic powers by sensing and inducting young candidates into their order. (In practice, it is something like the X-Men if they all had the powers of Professor Xavier.)

The water lingering in underground aquifers is old and pure. It has travelled long and slow in its journey. The memories in these pools produce lucid thoughts, like watching a video of something happening.

The Halls of The Keystone Temple are long and twisting, full of Romanesque arches and somber refectory pools. Within the thoughts of visitors resound and echo with tumultuous noise. To not give way intention one's thoughts must be excessively shielded.

Its priests train themselves to completely silence their thoughts, acting purely on bodily instinct, that they may move throughout the Temple quietly. They drink directly from the spring, filling their minds with the music of eons past that it resonates in perfect clarity within the temple.

Historically, these priests were used as assassins against enemies of Glazz'gibrar. They trained to be empty vessels of death: instincts honed to impossible speed, never surrendering information to the enemy - quiet, invisible, and deadly as nerve gas. The elves called them the Deadly Silence, for entire Houses would quietly perish without so much as a peep. Sometimes undiscovered until the bodies were rotting and the smell began to bother neighbors.


Temple of Hell's Mill

Also called The Temple of Birth, The Temple of Tiamat, or The Temple of Matron's Make.

Sea serpents of stone enwrap the great columns, teeth bared wings spread. It's humid and hot, and at any given time there might be up to thirty women in labor within the antechamber. Tiamat, that deep sea thing, watches over them with shining eyes. The conductor-priestesses are excellent midwives. Ushering in new life is good training for the use of Hell's Mill.

Tiamat, dragon-goddess of ocean and disaster, from whom all are descended. To pray to her is to pray for mercy, to preempt catastrophe in little manageable portions to avoid greater turmoil down the road. It is tradition among the Novans for pregnant women to sacrifice to her once every trimester and once every month to ensure a safe birth and healthy offspring. Sacrifices among the noble Houses can be quite extravagant, particularly if it is a noblewoman's first child.

This practice led to the downfall of the monarchy. Facing the possibility of an infertile Spider Queen, the royal house kidnapped and sacrificed the noble sons of the equestrian Houses to assuage Tiamat's wrath and give the queen a child. Human sacrifice was no rare occurrence in Glazz'gibrar, but this crossed the line. The noble Houses could not abide such flagrant tyranny.

Hell's Mill

A modest-sized mill bequeathing to its users limitless oil, flour, and phosphorus. It takes the strength of six laborers to grind it. Pilfered from the Deep Dwarves, whose god gifted it to provide sustenance and comfort for their people.

The oil produced by the mill has many uses: cooking, lubrication, illumination. It burns bright and long, and effectively protects hair while giving it a beautiful luster. Foods cooked in it are delicious and filling. Even a cup of the flour, when cooked into a flatbread, is dense and high in sustenance, keeping a strong adult fed for a week. It is the panacea for armies on the march, and an ambrosia to the hungry. The phosphorus glows in the dark, and has numerous military, agricultural, and alchemical applications.

If it has so many good uses, then why is it called The Mill of Hell? Because all of these substances are extraordinarily flammable. In irresponsible hands it has been the cause of countless deaths, by flame, asphyxiation, or explosion. Legions of mill-turners and priests have perished in fires related to the Mill, not least because the grinding of the mill increases this risk all by itself. It is a greed trap: turn the mill too fast and it will spark, setting everything alight.

Thus, within the Temple of Hell's Mill there is the ever-present steady tempo of drum and pipe. To the somber beat everything is extracted with careful consideration by priest-laborers constantly skirting the line of maximum production and total annihilation. There are special roles within the Temple: the musicians whose ability to keep tempo, the Conductor-Priestess who commands the speed of all things, the strong men and women who grind the wheel, and those who guard against sabotage.

No flames are allowed within the Temple. It is a place of total darkness. To the drow this is not an inconvenience. It is, however, very cold. The Temple is guarded by large cultures of Brown Mold. Any flame brought into its dark passages will be swarmed and snuffed out by the icy fungi. The priests of the temple know which passages to traverse and which to avoid, and how to step among them without causing the Mold to attack. Infested skeletons patrol the halls, and there are many hidden pits and mold-seeking phosphorus traps.


Temple of Chaos

Also called The Temple of Rule, The Court, The Temple of Manmanuk, and The Senate Chambers.

Foreigners often find it ironic that the highest body of government of the republic frequently gathers under the auspices of Manmanuk, the Mad Dreaming God. From his idol's perch above the amphitheater do the senators, shrieking in their argumentative tongues, gathered in their silken crescent, ever seem the grin of chaos. From his seat it is not hard to reckon. Nor is it from any public attendee, who must instead listen upon the steps of the Temple, or out in the Forum where the enticed mob gathers, listening to the relayed echoes of rhetoric being shouted down the way.

The State is a living thing. It gestates in the womb of a city, dreaming the dream of Politics. All the gods and all the miniscule People dance upon the stage of its dream, arguing what is to be said and what is to be done, while King Manmanuk dozes in the front row, confused and inattentive. That is, until the Chorus cries out in unison, and the Mad King stirs. So the Senate floods into the din, like an irregular tide, shaping the chaos.

Aside from the initial call to order, there are no hard rules in the Senate. They can gather anywhere, go anywhere. (It may look awfully silly: some hundred-odd wealthy grandmas marching in a long train throughout the city, escorted by muscly lictors with the righteous authority to beat people up.) They conduct trials and investigations, giving question however they please. They can summon whoever they please. Whatever be the concern of the State, they can deal with it, personally. It must be personally. The further from the dream and the stage, the less power they have. 

If the Senate wants to arrest you, they will ultimately do it themselves. Though many of them are old, they should not be underestimated. Every one of them, after all, was a soldier. Every one of them was inducted in the Cult of the Moon and given the rites to abrogate their fear of battle. They may be old, but they're killers. Every. Single. One.

Wednesday, April 9, 2025

TENEBRIS - Twilight City


TENEBRIS

"All things flow to Tenebris."

The deep dark bowel of the city, buried down, down in the mountain. Water pours from a hundred hissing capillaries above. Omnipresent is the sound of something skittering. There's always a loose bug or sewer pipe. It has long curving passageways guarded by people who have never seen the light of day, and by creatures whose names are only known by the chthonic gods. 

Here lie the city's hivelike fungal fields, which until but recently fed most of the city before the ascendence of sun-based agriculture. There are rivers of metropolitan shit navigated by the most unfortunate of souls. The air is rippled with heavy gases from below. Pockets of magma sometimes breach the walls, leaving convective black warts along the otherwise smooth tunnels. These breaches do not often last long: for despite its hellish countenance and the weight of an entire city above it, Tenebris is a place loved severely by the gods of the earth, in all its dark glory.

The Temple of Dark Sea Monks

There is a temple in the dark depths in which none may leave, alive or dead. Its boundaries are marked with hostile architecture: spikes on every surface, angles that don't sit right, hostile symbols that induce thoughts of repulsion. It is protected from every angle by a mountain of solid rock. Its single permeable entrance is a wall. The lay acolytes toss things over it in a silken sack, and replies are tossed back. Not even sound escapes the Temple.

It is the Temple of the Calendar, which the Order of the Dark Sea Monks hold custody. None who enter may leave, and are forever compelled, body and spirit, to that place. The Temple protects the 120 Idols, each of which represents a week in the calendar. The entire calendar cycles in approximately 3 of our Earth solar-years.

Each Idol grants a unique blessing to those who pray before it on its corresponding week of the calendar. Such boons are typically minor things: to have the wind at your back, to come upon unexpectedly minor wealth, to be blessed in cleaning. The blessings on the solstices and equinoxes, though, are by far the more powerful.

Some weeks will grant Curses, though these are far more rare and typically minor. One exception being the Idol of 111th, which kills those who pray upon it. This idol is prayed at regardless, either in respect of ritual sacrifice or for those seeking a quick death.

Source

The monks within are peaceful and serene, knowing of their everlasting fate. When they die, they become ghosts that wander the grounds, then as shades as whatever remnants of memory fade. Eventually they sink into the stones, becoming one with the Temple and creating its distinct shadow-imprints.

The monks are maintained by food and water tossed over the threshold by the lay-volunteers at the entrance. Supposedly, this is how the idols were stolen in the past: tossed out by those within, fated to never exit themselves, and destined for whatever punishment the remaining monks could muster.

The Idols are arranged in a rotunda, as the degrees of a circle or compass. There are noticeably little gaps in the arrangement. Six Idols have been stolen over the millennia. Once by the great Thief Mandolin, twice by a Traitor, and thrice again by unknown looters during the Nightmare-Razing of Glazz'gibrar.

The most powerful of these Idols is the one for the Omitted Leap Month. Brought out once every ten thousand years, it is said to have granted a year-long Time Stop to those who prayed to it - they would inherit this leap year, being the only ones affected by time during this period. Unfortunately for the Monks, this one was stolen in the most recent razing and its whereabouts are unknown.


H1: Altar to True Intentions

Nobody is sure where it came from or who keeps the black candle lit. Perhaps it came from somewhere underneath our waking eyes - some liminal space between projection and projector.

The Black Candle is sacred to the priests of the Temple of Shadows. Their acolytes from Bright Town are sent to guard it in week-long shifts. As practitioners of the Burning Hands, they have religious authority to do harm to iconoclasts. Tread carefully by the altar, particularly at the week's end, or you're likely to get lit up by a hotshot acolyte who hasn't slept in three days.

Shadows cast by the candle's green flame show the casters' True intentions. If this intention is to snuff out the candle, then three Shadows will manifest and attack the assailant. The Candle will be replaced in one week if it falls.

Marker Maker

A yard filled with boulders and unfinished tombstones. Within, the house of Cossa di Beleth, who works on one marker-stone at a time with the slow relentlessness of oncoming death. She makes cippi - little temple-houses for the dead, who in their death keep vigil over sacred boundaries, like border-soldiers watching out into the dark frontier at the end of the world. Houses for the esteemed dead require long hard hours, and the relentlessness of one who knows their fate. Often she works in total darkness, sealed within her workshop of stone, the only hint of her continued existence being the gentle reverberations in the walls.

You will see her handiwork everywhere: along the walls of the city, along water pipes and aqueducts, bordering grave-dens and marking long miles in the featureless Dark deep below. Marker Making is a tradition far, far older than the city. Older than history and certainly much older than memory. So old, that no Matriarch would dare to question it.


Cippus Perusinus

d10

This Cippi Is A(n)…

Made Of…

It Has…

And…

1

Obelisk

Marble, black veins in white flesh, the muscle of the mountain

Fresh offerings. Whoever cares for the interned cares deeply for them still.

It’s been smoothed by wind and water.

2

Temple

Obsidian, the black clotted blood of the mountain

An urn, where the physical remains reside.

Chips of pyrite embedded. A wealthy ghost resides within.

3

Little House

Limestone, the lovely fat of the mountain

A lit flame. Whoever is buried here was a virgin.

Sapphire inlay. The tenant was of exceptional beauty in life.

4

Box

Slate, the dark bones of the mountain

Lead chains enveloping. This one is dangerous still. Do not touch it with flesh or shadow.

Ample radioactivity. Drow can see it. Keep your distance.

5

Altar

Granite, the marrow of the mountain

Engraved pictures. Of whomever now resides. Not uncommon for lower or middle class folk.

It has been smoothed in some places, with fingers or lips. This one was loved.

6

Half-Round Headstone

Quartz, the teeth and nails of the mountain

A sculpture atop. The ghost inside takes this shape, were it to emerge. They can be beautiful, impressive, and/or terrifying.

Bronze inlays, oxidized to a lovely green. A warrior’s tomb.

7

Triangular Prism

Wood, a temporary dwelling. Its decay is indicative of the need for some kind of change or maintenance.

A fully decorated interior, like a model house. May be hard to initially see, and impossible to see it all unless you were the size of a mouse.

Depictions of berries. Usually a number of them. This one was blessed with fertility.

8

Hexagonal Prism

Stained Glass, colored with captured soul-stuff. Put your ear to it and you can hear the fragmented whispers of the pseudo-dead.

Words written on it. Most likely a contract in which this marker takes part. The ghost inside is bound to observe, enforce, or take part in it.

The names of their children are inscribed. You could track them down, if you wanted.

9

Cross

Force Glass, utterly unmoldable and unbreakable, except with the lost knowledge of the spider-queen’s glaziers

Guardians. Living or entombed. Either way they’re still as statues, keeping vigil over this monument.

An “X” inscribed. This person was enslaved, but was freed in their lifetime.

10

Alcove Into Something Larger

Black Glass; its realness supersedes yours; the gods are present in the void

An alien shape. The ghost of something unsleeping and terrible resides within. These are the most dangerous of all.

It’s been defaced or moulded. Entropy or immorality takes its due.


Vintner 

Mushroom wine tastes foul if you're unused to it. Proper Wine Fungus grows on corpses, or on sewage-treated fungal wood if you're cheap. The fields of Gnossus di la Mendal are the former, and he only takes the finest corpses.

Sacrificial animals are the finest growing scaffold. Once the meat and organs have been stripped off and sacrificed, there is a boney medium in which the Wine Fungus grows best. There are two principle varieties:

Ghoulhammer - Fruits in an auburn hammerhead body. Prefers desiccated environments. Grows best upon beds of shredded bones mixed with strips of structural fungi. Kept dry, desiccated almost, the mushrooms grow well. Used in a wide variety of dishes. Makes a very dry, bitter-tasting wine.

Flensemorel - Fruit of hexacomb cap the color of royal purple. Prefers wet environments. Grows best in evaporating trenches of sewage. Care must be taken in harvesting, lest illness creep in. Makes a full-bodied and spicy wine, often mixed with wasp honey to sweeten intensely.

The quality of the bones, and the quality of the sewage have great impact on the taste of the wine. Vintners such as Gnossus frequently vie with one another for access to each. Greatest among the bones are those belonging to Titans: great monstrous corpses unearthed beneath the world. Greatest among the sewage is that which washes down from Temples above: often carrying god-kissed remains where scraps missed their greedy lips.

Estate Nix

Nix is the goddess of jealous love. That, and mantises. House Nix has both in great abundance. 

The estate is a botanical garden filled to the brim with carnivorous plants and flowering things. You'll never know what's a pretty flower and what's going to snatch you up without getting a very risky look. The children of Nix, the sacred Flowered Mantises happily eat people, and happily eat each other. To love is to eat, and to eat is to love, with them.

If you're lucky, you might hear their lyric poetry. It's very beautiful. Fruit metaphors are common.

It is rumored that the matriarch Koren de Nix is an absolute deviant! Cannibalism was the exclusive right of the outlawed Royal House, and currently may only be done (legally) during the ceremonies of the office of the Queen-Surrogate. The rumor is that when Koren occupied the office, she developed a bit of a taste for man-flesh... If anybody ever proves to what extent, the current Castigators would Black Mark her for sure.

Dark Fields

Where the capillaries of the city's water and waste flows out to its furthest extent. Ant-colony fields of fungi grown by blind tenders in the dark. The air is dusty with spawn, and the toil is difficult. Small things are always crawling in the walls.

To be an independent small farmer down here is increasingly unmarketable. Zombies are becoming a popular labor source: they give food to the spawn instead of requiring it, and they don't need wages. They're slowly replacing slaves and free laborers, corpse by corpse. With every war their numbers expand. And with every dispossession and debt accrued, these citizens are forced into the city, where they contemplate the Knife...

River of Darkness

It begins somewhere below Hiss and branches out like a mold slime: the city's waste-river. Every toilet, every sewer, every bath water flows down here. Lighting a torch will set it alight, and those who navigate it must do so in darkness. To be a riverman upon these waters is the worst job in the city, bar none. It is relegated to those suffering from curses that prevent them from seeking other work. It is penance work given as alternative to capital punishment.

The rivermen prevent clogs. Sometimes salvageable valuables drop down from above. More often than not it's bodies: the most common way to dispose of a murder victim is to throw them in the sewers, to be digested by the city's bowels or eaten by foul scavengers that live in those waters. The Rivermen can make a tidy profit off selling these bodies to necromancers, after a little bit of cleanup.


H2: The Campus Mar

Where the legions of November gather to be accounted. Where the Assembly of Measures weighs warriors for their worth. Where the heads of Houses proclaim their property for taxation, and their household heads for counting. Where the Castigators issue the Black Marks, stripping citizens of their privileges. Where festivals are held for the gods of the earth. Where the worm-god Mar crawls beneath your feet.

Mar is a humble god. They get along well with other gods. The god of wriggling eyeless things. But also of wealth: of good soil, seeds and eggs, accounting and finance. There is a small shrine near the center of the field: in which rotting fruits are fed to sacred worms in bowls of pure gold, as they do in House Fingol-Mar. Nobody would dare steal them: for fear of the curse of eyeless things beneath your feet.

The field itself lies on a wide underground plateau, colonized with soft short beds of yellow and dark green fungus. To a surface-dweller, it is the color of rot: of bruising or decay. To Novans it is the color of life. Just above it begins the Adamantine Stair, that unbreakable spine of the city. Below it lies the Underdark hinterlands, where much of the city's food is grown.

Moonwater Gardens

Watched by the Indefatigable Koron, the Silver Servant - a golem of stained glass rescued from the lost temples of Glazz'gibrar. They are shaped as most fearsome avatar of territory and vengeance: the long-necked swan. 

Pools of toxic moonwater so dense you could walk upon them. The Leaden Lillies, whose roots stretch deep into the earth, can grow nowhere else. The lilies possess a powerful magical anima: illusions cast in their presence become permanent, save by Dispel Magic. When a person, or something resembling a person is created in such a way, it is called a Shade.

Koron gives one Lilly but once per year to the Sterilis, an old infertile man or eunuch, often a slave. During the Phallera, the younger men beat and curse the Sterilis, channeling all age or anxiety-induced performance issues into him. Most often the Sterilis crafts for themselves a new, youthful body, but not always... Sometimes Koron crafts for them an illusion of other things.

Sauce Maker

Where the saucemaker Alfonda di Timurin makes industrial quantities of the twice-fermented sauce called Nurex, widely acclaimed in the city. It's slightly spicy and savory, and numbs the lips if you eat enough of it. Goes often with mushroom loafs, meat, bread, or soup. 

Made from cavepool-dwelling snails, extracted from their shells and ground into a paste, which is then allowed to grow a blue mold upon it, which is mixed with a mushroom wine to make a kind of moldy wine and allowed to ferment, which is then skimmed off the top to make a cheese, which is melted and boiled with high mineral water to its final delicious form!

Estate Fingol-Mar

A rich and old House, blessed by the elder joining of the worm god Mar and the ancient matron Fingol. Ever has their union produced seemingly endless wealth: the clan boasts divine methods of accounting, serendipitous luck in matters of law, and generous finances. Matriarch Quil de Fingol-Mar is possessed of powerful magic which gives her the unsettling form of the Walking Worm.

It always smells like rotting fruit here. Precious artisanal bowls are placed with rotting sweet things, for the worms to consume. The Matron of the House possesses a great number of undead servants, bound by contract to eternal serve. Those of the House claim that it is their ancestor, Fingol, who wrote the first contract between god and man, and ever have they kept this pious expertise.

Dowser

They say that Fili du Fingol-Mar could hear the songs of water in the womb. When his mother walked over underground aquifers she'd feel her son quiver and dance. This little guy rolls around in puddles with the worms, and prospects for the Black Blood of the Earth at the behest of his matron.

Nominally, he offers his services to anyone. But if you really want his time you'll need to be in good graces with Fingol-Mar. The workshop is a collection of subsurface liquid-finding equipment: wooden staves and metal prongs, tuning forks and burrowing snails tied to strings, drills sculpted into gods' hands.

Armorer

Ladna du Grachia was struck by natural lightning as a child and survived, so you know she makes good weapons. Her forearms bear the birthmarks of vengeance - as highly prized in this trade as they come. She and her seventeen apprentices make mail, shields, swords, and spears. Sometimes they make gladiatorial weapons on special commission.

Landa directs the blows of the hammer, working with six striking apprentices at a time. Her leathery hands are resilient enough that she can touch forge-heated metal without harm. She uses this to feel the bend in the iron and coax the steel into shape.


H3: Magmatic Gates

The earth is covered in sand hotter than a beach in summer. Folk unused to it walk about on toothed clogs, and avoid touching the walls without thick airy gloves. The Magmatic Gates are watched at all times by doglike fires and temple servants donned in mail and crested helm. Vanguard to the guardians of the Gates is the shrine of the Riverwatcher.

In the days before death, a young warrior woman of fire fell in love with the spirit of a river. But cruel Time slowly pried them apart, year after year, bit by bit, until He the River could no longer be found. She waited so long her body hardened to stone.

Eschewed lovers and companions of missing persons come here to pray for resolve. They offer her splashes of wine or water to cool her beheated body. Men sometimes kiss her sandaled feet or bronze cheek - to burn their lips in sympathy to the Riverwatcher, and as proof to others of their mourning.

Brazier Maker

To contain fire is no impious task. It is mischievous on the best days, and wrathful on the worst. By stone and metal may the doglike fires be penned to their place by the works of Publi the Firecatcher, client to the Kordelians.

Living fire must be tricked to occupy a brazier. It does not contain itself willingly, but rather must be lured like how one would trap a stray dog. Tinder, cage, and fuel all factor into the flame's caution. Publi makes them in fantastical shapes: dragon's heads, effigies, offering bowls, doll houses with little doll people.

When trapped, the fires can be fierce guardians: licking and fuming and crackling at trespassers with wanton violence. Temple servants use them to guard forbidden rooms or temple stores. Evidence of a burn is a golden standard of criminal guilt in court.

The Hot Block

A hotbox insula carved into the warmest, darkest corner of Tenebris - hell to some, but welcome to deep-living folk. As such it's become popular with subterranean foreigners. Every open-aired space is like a sauna, and each room is like an oven. It has a habit of attracting mostly-harmless volcano snakes. The folk of the insula have begun naming them: 'Bomb', 'Cordillera', 'Fumarole', etc.

The spirit of the dorm has eyes like burning coals and lingers behind doors and dangling out of exhaust pipes. The folk of the Hot Block sometimes find diamonds hidden in dark crevices, and by tradition these are used for communal purpose like purchases sacrifices for holidays or paying for a doctor.

Doctor

Proponent of sweating, philosopher of topology, and an excellent judge of truthfulness. Gwin du Kaisar is as fine a doctor as they come in November, provided you pay. Were you as wise in the ways of medicine as she, then you too would know that all medical knowledge is the study of knots. Stabbed with a sword? Knots will fix it. Cancer? Knots'll fix that. That, and knowing the proper gods to pray to.

Common Ailments

Who/Where to Make Offerings

Accompanied By…

Battle Wounds (Cuts, Non-Internal)

Temple of Knots, House Kaisar,

Sweating, Cleaning, Stitches

Battle Wounds (Puncture)

Temple of Knots, House Kaisar, 

Sweating, Stitches

Battle Wounds (Internal Injury)

Temple of Knots, Baelic Baths, Estate Timurin

Sweating

Burns (Fire/Lightning)

Keystone Temple, Temple of Hydur

Soaking in Vinegar and/or Honey

Frostbite

Estate Hakar, Jeweler,

Sweating

Infection

Magmatic Gates, Temple of Jabber-Dal, The Campus Mar

Sweating

Brain Injury

Temple of King’s Crowns, The Keystone Temple

Trepanning, Cranial Molding Crown

Memory Loss

Temple of Dreams, Temple of the Dark Sea Monks, The Keystone Temple

Sweating, Dreamwood Smoke

Haunted

Jandus Two-Tongued, Altar of True Intentions

Consult a Seer or Augur, Sacrifices to the Haunter.

Bad Luck

The Faceless Man, The Black Altar of Unveiled Reality, The Campus Mar

Sweating

Poisoned

House Kordelia, Temple of Hell’s Mill, 

Sweating, Blood Transfusion

Cancer

Temple of Knots, Temple of Jabber-Dal

Wasp Venom

Plague

Metamorphic Apartments, Temple of Jabber-Dal

Sweating, Cold Shock

Gout

King of Gout, Calderan Market, Temple of Hell’s Mill

Profuse Sweating

Cursed

The Unicorn, Mystery House

Consult a Seer or Augur

Petrification

Temple of Beauty, Temple of November

Stone Scouring, Temporary Entombment

Infertility

Altar of the Girthy Mother, Finder

Sacrifices During the Phalaera

Jaundice

Temple of November

Lightly venomous spider bites

Deafness

The Keystone Temple

Aural Seeds

Afflictions of the Eye

Woman With Geode Eyes, House Grachia, Shade Lily Grove

Dreamwood Smoke, 

Afflictions of the Liver

Ruined House, Two Wine-Stained Youths

Sweating

Afflictions of the Lungs

Harbath!, The Faceless Man

Honeywasp Honey, Temporary Entombment

Afflictions of the Gastrointestinal

The Eviscerated Woman, Rude Theater, Temple of Hell’s Mill

Sweating, Snake Venom

Afflictions of the Mouth

House Grachia, Jandus Two-Tongued, Magmatic Gates

Venom Mouthwashing

Afflictions of the Reproductive System

Altar of the Girthy Mother, Temple of Beauty, Temple of Hell’s Mill

Sweating

Afflictions of the Bone/Spine

Adamantine Stair, Baelic Baths, Stepmonger’s Guild

Constriction

Afflictions of the Heart

Magmatic Gates, Temple of November, Keystone Temple

Sweating, Garlic

Tomb to the Brave

Where the honored brave rest - those who perished in honorable combat in the arena. Three victories are needed to be considered for burial here, or one impossible win. Their cremated remains guarded by thick stone doors and dire warnings upon them: "May thieves face Phlangtheron." 

Phlantheron was a gladiator of legendary strength. He was the first of his style, birthing a class of gladiator that became an archetype after his passing: that of The Crushing Wall. Wielding two shields, heavily armored, the Wall would seek to crush his opponents limbs in the jagged teeth between them, or smother them under their sheer armored mass. He is the looming fury of the earthquake itself: the foe, the heel, the vengeance against hubris - the universal fear of those who live underground.

From this archetype others began to emerge in his wake: 

  • the Spider, with numb-poisoned spear and sticky nets
  • the Wasp, with hallucination-poisoned knife and light armor, fly-wires Thunderdome style, a small team of allied pullers to hoist and lower them
  • the Snake, naked and thickly oiled, with two pain-poisoned daggers
  • the Tyrant, heavy armor, flail or flanged mace
  • the Flame, brass armored arms, two flaming whips
  • the Sun, shining helm and cuirass, mirror shield, short sword
  • the Crushing Wall, heavily armored, with two massive shields

The doors are shaped like his shields. They're trapped to snap shut on the unprepared, crushing limb and bone between them by huge hidden counterweights.