Month 1 Done
Month 1 Done
New Month Looms Empty, Thrilling, Undone
- items
- encounterable creatures / sentient elements
- relationships with other rooms in the building
- traps & triggers & dmgy things
- trouble for me
- major story arcs
Still playing catch-up, so for now, can't ruminate too longly on the how and why of any particular room.
[As I go about ruminating longly on the how and why of each room. Jesus.]
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1/22 A BIG PRINTER AND A WEDGED BODY IN OPEN SPACE — accidental dots of sketching have drawn up an enormous printer that's been properly taken apart and stripped of its metal, as well as a massive heating duct overhead (I suppose likely an air vent for AC more than heat) which has a body draped over it.
A preserved body? A body like Poor Ceev Five, one of Engine's own? Well, one would need to climb up there to see — it wouldn't take a master thief to recognize that whoever is hanging up there got up by way of the 3/4-high walls that seem to split this 'room' from those adjacent. A leg up might do from the chair nearby — no tremendous risk outside a clumsy fall, though the body is definitely drained of its fluids well enough to be practically embalmed — brittle hair, stiffened in death, palms of crackly skin show that the skin was melted away before death — was he trying to crawl up the duct to escape something? — well the ceiling does jut up here but I wager (based on the plastic in his wallet and the lack of other potential culprits) that this is old Rob Methodical (the picture's faded but he was alive, unsmiling, in his CTV9 buzz-in card's picture, bristling moustache, eyes high, wide-set, and buggy. And he was up there doing the last thing he tried to do — stash a big packet of paper money, three diamonds worth a cool whistle, and a drive, a little plastic thing that probably explains everything to anyone who can listen to drives. (A good spot in addition to the first provided in Room 1/4 is in 3/2). He got it tucked above the duct-work pretty well; who knows where his ladder went.
Meanwhile, hundreds of years later, the guess wraiths love the ducts. They are somewhat aimless, you know, but they convene like white matrimony up that exposed tunnel — hopefully if you have a happy climber in your game, you've kept them harmless — because this duct is like, tunnel of love, two in, two out, all the way up to where the duct's roof-top exit has created an eddy, a hollow spot technically outside the CTV9 building in the ground around it.
Yes — a spore-y stardust cluster of baby guess wraiths — choke as you might on the pollen of this particular engagement, it would be a beautiful revelation that deep underground bag-like jellyfish floaters have nests and those nests have thousands or just hundreds of tiny baby bag-like jellyfish floaters.
Hit them with the right red-violet light and call it the magic of life.
Some salvage could probably still be got off the printer. The paper in the trays didn't go anywhere fast. Need a ream? The cabinet nearby has a box full, though the troubador bat won't cherish the intrusion, seeing as it finally got some food. Just make note of the black foot-and-hand grease where the ripped cables used to go down [this, where the bat enters] so its blasting noises aren't totally upsetting to novice PC's.
Notes on the Day: Damn, so quick, the life and help of R. Methodical. I'm going to hope that he isn't my last treasure stasher. The Onus is nearby — 'boss?', 'illusion?' — not until the 27th. I have that long to hold my breath. I still remember his face.
Going to be reading Oblivion by DFW on this trip. It's been awhile since I've sat down with his mind. Should be engaging and hopefully I'll have the restful self capable of actually engaging the text. I've just drawn a particular room so rather than read first, I'll launch into at least a brief description of what I've seen before reading.
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1/23 A POWER ROOM COVERED IN NEON MURAL AND A WEIRD OBJECT — It's a no-nonsense door on the back wall of 1/22 — HEFTY handle with a touchpad on it, and it looks as though the scrabblings of whichever past seekers of entry haven't got through or removed it, gallant (gouging) efforts at trying to pry it loose, but both mechanism and door are heavy. (Code is 1112—little green light).
Don't stress though, there are alternative ways, a much simpler locked door there at the end of 1/25, an easy stairwell to elevated walkways in 1/30, and the third locked door in 1/26. (All codes and door-sizes are actually the same, minus the walkway at 1/30 which is unlocked. It's just a stairwell in.)
(Side note: I find it silly how concerned I've become with writing entrances, as if they couldn't be found. They are outside of story and should just be encountered in a second pass-through: unless there is something of a plot to how they are opened)
(For now and henceforth, I'll engage only with rooms and hallways occupied by interest, so's to save energy. A secondary pass on the dungeon will differentiate entrance/thresholds with an easy sub-table.)
Like so.
Writing entrances is probably a means of avoiding difficulty and finding voice.
MEANWHILE IN 1/23: Cracking the door, the presence of confusing mass that precedes engagement with deep black caverns, massive hives, or in this case, a stranglework of pipes, tubes and wires — strikes. Above and about, at 90° angles, long yellow black and silver pipes of thickness from a finger to a pair of hands knocking together seem to form great blocks of matter in cubes, though this vantage on the scene is likely easiest understood if you popped your head in via the ductwork from the previous room, or have gained access via ladder, steps or otherwise, to the mesh-metal gangplank that's strung from roof suspension, and which walks just above the path of chattered ash snaking three easy turns to the back edge of the room, and to either of the other access doors from elsewhere.
This is where the Onus has stashed its Reason and the slim disk is set, affixed, to the metal of an old powerbox by a trunk of epoxy. It is an onyx-like stone or metal that has been carved at its outer boundary by tallies of a strange and repeating kind. Below it in fabulous pigments and spreading from its bowl-shape outwards, are figures done up in unknown paints, an incandescent-and-neon mural that, as characters recognize its focus at the Reason, become evermore obvious flowing in lines and sketches over and up the pipes and everywhere.
Can't be too stingy and occult can we? Are there any recognizable/ decipherable truths to this mess?
Well the Onus is an Old Survivor. There aren't many Old Survivors and so the poor thing's brain doesn't have much in the way of referant; has, over the milennia, adapted its immortality to art, art beyond record keeping. It very much believes the slips of its ratty paints provide the only instance of its reality, as compared to the rather rigid and perpetual realities of the universe. This is to say — there are the mathematics of existence and there are the slips of the flesh. Being one of the early participants in trials of immortality by citizens of Old Yurth (those days before I-ZO), it never experienced the ends of that tender galactic civilization and was, already, quite hermetic. In fact, it owned a television station, once upon a time, and even once called itself Omar Gonzales, which it reduced over time as its sense of language decomposed, to Onus, or Ones, in spelling. The Reason it pried from the satellite on top of the building and epoxied to the powerbox, finding symbol in it and symbollic comfort in maintaining the electrical and HVAC units of the long-submerged skyscraper.
Bear in mind the world that was buried in Martian dust was one when human longevity, life longevity, had been extended to immortality, so energy, fusion energy, would not have been so far-fetched. Perhaps the building's power is failing or can fail at some point, but so is and will the sun, and the Onus is tracking both of these things.
It only speaks in a very dusty Spanish and while PCs may encounter it here, applying its glass-and-plastic-based paints, more likely it is elsewhere, most often in 1/27.
Clever —very clever— folks might note
the tallies on the Reason correspond to years since the first coming of I-ZO and also the etched Triangle that signals delta in the small staple-like forms of the Onus' calendar. As with the priests at
Plebas Mons (though without the aid of anyone else) [historical write-up in the footnotes], the Onus has charted an intersection with
the Eclipse, because what else do we have to look to in an immortal future but happenings in the sky?
Otherwise, the room is humming and gurgling happily. A well-labelled set of tools for electrical repair and testing are hung on the wall in two red boxes with the intials O.G. stencilled into them.
Notes from the Day — Random NPC dialogue:
- "The light permits me to see."
- "My hubris was my downfall!"
Also: Vocab
Something strange has started to happen. I have now tried 4 different manners or orders in creating my dungeon rooms —
- write, then draw each room in pencil, then ink;
- sketch all rooms in pencil, then write each room, then ink;
- write the names of each room on the map, write each room, draw it in pencil, then ink;
- and now, sketch vague errant marks, make them permanent, and ink each room one at a time, and then write each room last.
This final method is provoking absolutely the oddest drawings that I am forced to go back and interpret as something salvageable as a story or part of a cohesive place/whole.
For what it's worth I find it the most exciting and terrifying because my doodling/illustrative mind forgoes context and reality almost entirely for an aesthetic, while my writerly brain — much more practiced and austere in its artistic aims — is screaming from its cage "but what the fuck is that?"
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1/24 A BATHING MEDITATION POD AND A TOWEL ROOM — Accessible only via a locked door from 1/31, this passageway appears lain since well after the original manufacture of the surrounding building, with a glassy and unmarkable flooring tile of a pale white, and a high ceiling, higher than ought to be expected. The hum of the adjacent control room is audible and soothing in its state of maintenance.
Overhead a few rudimentary vents have nearly popped free. Is it the sticky heat of this odd corridor that expands the metal after the desert night has managed to pinch the tin of these little vents? The screws can be found further down in the cracks between tiles, so more likely something(s) has slash have pushed and slash or worked their way in slash out.
Excessive.
The corridor bounded by its walls moves past a simple white-lit alcove powered by a single wall stud-bar of light that if removed, maintains its glow (that'll require some work, however). Silver wall mounts hold six towels of dun and white and a pair of slippers are cheap and could slide onto a large man's feet.
The burble gives it away — six wide steps spread down into a subset black room with an ovuloid tank. Long cords run to its eggshell perimeter and jack in, and the buttons on its edge cause a crease to appear, a lid to sheer back and open, with blue radiant lighting giving form to the single step and two and a half-feet of water being calmly circulated by a pump and filter, findable in moments.
A row of buttons, of course, are along the pod's interior, 1 to 5, and a familiar set of natural sounds (see 1/21) pump out of the stippled speakers just above the water line.
This is no trap but an opportunity. The water herein is salinated and buoyant — the lid will seal automatically after a minute of investigation and insight, and a vanilla glow will emit from around a singular circular button that will invert the action and free a bather. That glow will fade after a similar minute and the pod's sensors will gently shift the temperature of the water to match the inhabitant's body. Eventually, the darkness and lack of gravity and — should the user turn off the natural sounds — soundlessness — will provoke possibility of disembodiedness that can lift the user into the upper reaches of their mind, outside of cognition. A clever or demanding DM might prompt the bather with an expansive question; a more generous and white-glove DM might reveal a re-interpretation or an understanding of a plot particular to the character. A treasure-happy DM might add a spell to a wizard's spell list or boost wisdom by a several points for awhile (though not forever). If more than one character gets in, assume a lot more frolicking, subtracting any meditative benefits and adding a bit more salt in the eyes.
The maker of the pod, a company called DINO have decal'd their trademark stegosaurus design on its exterior. Any move to unplug the machine for whatever reason should succeed with little trouble. You can likely guess who uses this thing with some frequency, to meditate on what death might actually be like.
Yes!
Notes from the Day: Some vocabulary to play with:
- about to ululate
- its entropic converse
- gilt rococo
- acknowledge, parody, and evect
- exaggerated bonhomie
- ricin & botulinus
- cognomen
- abrin, phytotoxin
- castor
- jequirity beans
- the tank's deltate nozzle
- Dexedrine-
- the exordial presentation
- putatitively experimental
- ptyalin
- emetic prosthesis
- retroscenic
And this wisdom, too, from Oblivion: (on being young and observing adults):
"Barring some obvious problems or characteristc, most adults' faces were not easy to attend closely at that age — their very adultness obscured all other characteristics."
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1/25 THE PAINT PREPARATION ROOM THAT DOESNT LOOK THAT WAY — The door has been chopped to bits — clean bits though — not perfectly straight but something like the work of an amateur wood splitter out to make kindling. Sand is pressing in at the roof edges and the northern wall is bulging in places as if pressed in and long-damaged by wet matter. Light catches on broken casement glass — some sort of audio-visual equipment display rack whose locks — small keyed silver things — in being ripped off and discarded, shattered two of the six panes. That glass has been tidied and sits in six small heaps of gradually diminishing fineness on a central table, and a selection of long foreign wire casings have been stretched out across the same length.
At table's end, a mounted mechanical device, unpowered, in whose shadow is the powdered debris of both plastic and glass. A simple wooden bowl on a shelf nearby completes the Onus's paint-making kit — relatively soft-hard materials that are thin (read: wood, pastics, glass, small ceramics) can be passed through the device (two tightly & adjustably spaced rollers); passed through, and crushed to dust.
A trail of long passage, soiled floor that has been cleaned and cleaned but which undoubtedly shows the grooving of thousands of footsteps moves to the many active spaces in this 'territory'.
Most have come to recognize the Onus's retreat as somewhat off-limits and 1/25 -1/31 is essentially his. This makes it less likely that any jump scares will induce any horror or magical awe in the PCs, but it's likely that all of the details will be inspected with self-centered consideration ("How can I use the machine") rather than consideration that this is the space and home of something that has lived here for thousands of years and that cannot die of old age. As such, I would suggest introducing signs of the Onus's inhabitance and vivacity almost immediately. He is an avid hummer of tunes that've broken down into tones; he has a terrible shuffle and scrapes his right leg across floors; and generally he moves around the rooms of his home occupied as much by the things that have always occupied him as ever — he watches the skies, charts the rings and stars using the lone satellite still to his name in distant orbit (El Orgullo de Cielo), he paints, bathes, cleans the power room, and periodically looks out the door of 1/25 to sigh and sketch its frame with a long, slender finger. You can paint him as bumbling, wise, eccentric, but his language and communication methods are elementary at best.
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1/26 A ROOM FOR ARTISTIC CONSIDERATION OR STUDY — The doors have been slid wide —pocket doors— slid into their pockets and blocked back almost absent-mindedly by books — Gardner's Art Through the Ages, Miller's Introduction to Cultural Anthropology, three books in Spanish by Allende and Fuentes — all of which are quite well-kept. All old things get old though.
A shelf holds a pair of incredible glasses with a series of dials that can be rotated to magnify to microscopic detail, and the inverse, telescopic depth. They are thick as hell and weigh around ten pounds and are as wide as a small woman's shoulders — but advantage would be gained from a single eye set to their glass. They have some quality of being hand-made, too.
A stool in the center of the room, and on the wall, the original oil of The Course of Empire by Cole, ancient oils now faded to prairie-like pastels, but so what.
A lamp sits on a corner shelf among candles,
a creature-mask strung on leather beside it, and
three small detail tools for picking apart metal objects.
A gram-weight scale is propped up though dead of batteries, and if the light gets turned on [the lamp], it draws color from the room and sheds it all across the painting filling it back to life. Anything holding it seems the foci of its blanching power, up to a range of ten or so feet, and anything it is focused on receives a full dose of saturation. This is a potential boon for healers who could use the device to accentuate the body's bloodlines and ailments, or for those seeking discrepancies in the make of a stone wall for secret passages, etc.
Of course, the Onus simply uses it to look at paintings, and to paint.
Notes on the Day: Only resources and some potential inspiration from various reading (Madhouse at the End of the World and Strange Tales of an Oriental Idol.
- The life of Henry Morton Stanley
- The life of Elisha Kent Kane
- peritonitis
- scarlet fever
- woodchuck was a delicacy
- "the stickly sweet stench of a sugar refinery"
- "The Flemish Jesuit Nicolas Trigault committed suicide when the Vatican rejected the term he had recommended as the official Chinese translation of God."
- barquentine (various spellings)
- Light has divine power, people's souls reside in their shadows, and with the changing of the season, spirits disappear. (Inuit folklore)
- star-crossed
- sailed broadside into
- "Three of the schooner's men caught in the tangled rigging were sucked into the ocean with her."
- The histrionic J.B. Pond
- "an isolated tribe of men, feeding and dressing from liberal sea farms"
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1/27 OLD MORDENKAIN'S PARLOR — It's mostly a six-foot sculpture of a marble and obsidian cat that holds central sway in the room, though the old kitty isn't properly central to the space and instead is, plinth and all, just bustled up against the western wall watching the door like an old-time scarecrow, poised to take out the vermin that always did come in this door and that Old Mordenkain used to dutifully eradicate as was his or her suspected duty.
However instead now it's just eyes-on the bamboo-mat in front of the door which has been lain with its own kind of vermin control, a stankly sweet set of sticky dots that'll sure give a brief temporary pleasure to the floor's insect menace, and then will keep them quite secure. Fair warning to anybody who comes high-stepping on through without some attention to their step. Half the mat's covered in pads, the other half is clear walking. Good chance (and man is it sticky) that this tacky digesting enzyme and the mat are coming with whoever makes a misstep, and will in a couple days, make its way through their boot soles.
Good kitty.
Once in the room though, from any of its myriad entrances, like the Onus's entire 'estate', you'll find the room entirely plush and well cared-for. Everywhere there was company-owned furniture, that furniture is gone, and its removal camouflaged with a new hand-made shelving, a long instrument panel, and an incredibly bizarre seat and device that may or may not be powered on, and that likely is — that the Onus is likely stepping out of in its very slow way, ponderously large head and slow-blinking eyes adjusting to lighting outside the machine's billows and drape. It [the machine] has RAC-700X and a couple of relatively tame stripes decal'd down its side, as well as a steel ball at its end fizzed with micro metals and glass wiring.
The RAC 700X is a stargazing machine, the surprisingly portable (for what it does) pilot-ship of its associate sister satellite in the sky (see 1/25). Small thrusters aboard the proxy craft can be used to gain mobility, gain perspective on the rings. The Onus is of late trying to gain an understanding of Pilot's increased rate of activity (speed) as well as the holes that've begun opening up around the planet (filling great cooling vats at the center of Yurth by draining several large lakes yet to be named).
He'd be open to talking about it depending on the PC's entrance. He might also decide that waltzing into his parlor with weapons raised, pilfiering and or playing with his shit, deserves immediate removal. His manner of doing so in my head has itinerantly been a simple evaporation device (and heaven forbid PCs get their hands on that), a stun & lock imprisonment device, or something equally game-breaky. He has been alive for twenty-some thousand years so some degree of survivability that keeps the various torments of that length of the time away is due. He's the Oz of the building, just not at the end of the Emerald City.
I figure there's a healthy star-chart archive against the northern wall, and a small cat-door built into a scaffolding tower that hasn't been used in years against the southern wall, but which runs to 1/31.
Notes on the Day: A world without my 03 Micron means a world with the thinner, slower 01. The fire is on digitally behind me, and I recognize that with a smaller pen, I simply need to cover less space with each stroke. An incredible birthday yesterday happily — a Sichuan restaurant (still no idea how my friend finds and familiarizes himself with these places, but he does). I haven't asked how. Last night I was introduced to boiled beef and/or beef in hot broth — outstanding, and some sort of crispy chicken with peppers. Doubly outstanding. I think I'd seen it before and not known how to take it.
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1/28 A ROOM WITH A STRANGE BENCH AND A POLYHEDRAL DARKNESS — In the eastern portion of the central CTV9 hall above the stairwell, something juts up from the floor below like a half wall.
It pulses ever so slightly, a faint purple below the hazy greys — and on inspection, is a vaguely transparent — (30% opacity) — glassy substance that has encased an old sculpture mount, as though teak had been shorn up and polished to hold a series of friezes and been encased in rock candy — (actually its aflx, a by-product of 2/5's constant production, which has mounted through the subfloor and congealed around the nearest organic mass — in this case a beautiful trapezoidal piece of greenheart wood that had been skinned from the once-jungle of this area when it wasn't a desert, and turned into a hollow bench).
Sitting there now would prove to have less than desirable effects for clothes especially, but even hard leather wouldn't come away unscathed.
Across, a thin set of stairs rises to a side hallway and in the room's center, a darkness retains its black hold, no matter the light. Perhaps it's some side effect of the aflx, but a lamp, torch, flame, or magic bauble can be walked from one corner to the next of this area, and not a whisper of light will reach in, nor a whisper of light reach out. The wild thing perhaps more than the impenetrability of the light though, is less its density which on certain dark nights in the desert one can at least experience close to, but more its angularity, which sits almost like a many-sided die with its slants and its flat planes up in a polyhedral hemisphere to the ceiling.
A sharp mind might pick up on the shape and thus the possibility of a radius, a circumference, and thus perhaps a center, and if they do the estimative math right, recognize that were they to crawl towards it, at this dome's center is an outstretched skeletal hand (a graceful one with the horrible —no, wait— the bugs don't fear darkness—instead: the bone meal that they left in their wake is long wetted and has grown the grassy nodules the dark deer of the moss & mushroom caverns of the fifth floor thrive on called plax curd — which, as all great below-ground decomposers do — grows on the nitrogen-dense manufacture of no-longer living bodies like that of the now-dead dark elf whose hand was outstretched in death, still holding the small onyx figurine—a stone that in the time of its use held the shape and spirit of a panther, but in long dormancy has leaked from its vessel and lost itself to original form (the stone is the vessel and the darkness its djinn).
With the right prompting though, the obscuring form could be cajoled back into its carrying stone and carried again through the world as a peculiar companion. It is sentient, but bears no common name.
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1/29 SOMEONE TRIED TO WORK HERE ON SALVAGING PANELS — All of the panels stacked here could not be configured to remake the square walls that they once formed and remain in this room, so the supply has clearly been dismantled from all around CTV9's 12th floor and dragged here. And sure enough scratches in the tile below the dust cleared by PC boots shows heavy damage and some broken bits — plastics, metal twists and the edge of a stone knife or near enough the panels in a neat row by the wall to paint this corner a makeshift workspace — someone got to the business of stripping something from these.
Someone with a decent memory will recall 1/2, where identical panels lay in much less controlled piles, still with their magnetic backing on.
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1/30 A WEIRD SEMI-SECRET DOOR AND BEDSPACE — The spectral lamp's light may or may not be on, absorbing color and shifting the visual landscape in curious ways [useful as it is, for the flags], but this domicile, the Onus's most common 'place of being' is bifurcated by a half wall, and a set of thin wooden stairs lead up almost to the roof before giving entrance to the tube-work of 1/23. Otherwise it seems the room ends in an abrupt thin wall.
A set of instrumentation is built into the southern edge of the room — a trio of very color-faded pennants above a set of thick-cut wires (again, the lamp will help bring back the colors). Simple felt things, yellow and blue and yellow and blue respectively, maybe as long as an elbow to hand; each hangs from a long string below a set of notches.
We're hoping for an effect here, right? Move this flag to this position and that to another and voila, the creak of a wall tilting upwards reveals— [If you love puzzles, make one of the book's elsewhere Aberg's Concise History of Sweden and make the flags have to match the Swedish cross in twelve holes; otherwise, blue yellow blue in three notches is a fine password]—like an olden-time garage, a room within the room, richly carpeted with a mat in the corner and a pair of over-ear phones which bring a constant stream of morse in dots and dashes, signalling the current state of both fluids and power in the entire CTV9 facility as tapped off by the liberal hordes of ints down in 9/11 and 9/12 respectively (ints to be detailed at some point as very small and very logical and excellent calculators and cleaners).
A logbook is laying on a slanted shelf mounted to the wall, with translations of the morse into numbers with percents, and with enough time on their hands and a decent eye for statistics, someone might look through the well-dated log to note the three power outages in the last 450 years (previous logbooks have been happily eradicated, but the Onus has been doing this [communicating with his tiny workers] for a very long time). These power outages happen to coincide not incidentally with a series of intrusions on the sixth floor that have been "dealt with" but not actually dealt with, if you know what I mean.
So glad for that little flag detail, eh? Makes no sense and I hate it but I learned something from it about
- leaving this activity behind when in the middle of digesting a particular NPC's lifestyle and habitat and
- drawing my rooms before writing them because while senselesness can be endearing and impenetrable in a doodle, it is not fun for me when I'm feeling 1/5 as creative as usual.
- So it goes.
At least the plush carpets roll on past the Onus's simple cot and pillow (who knows where he launders those sheets — perhaps his rather leathery hide doesn't drip the same oils and skin that yours and mine do and the rough hemp blanket thrown across doesn't soil as much as carpet does).
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1/31 NEW CAT HOME — The Onus's tiny friend and its tiny house. New Mordenkain, a blessedly small cat who is in fact a simple clone of Old Mordenkain (as Old was of Prior Mordenkain) lives in this small, august-hued room with/in a model replica house of the Onus's original modern-style beachfront property in San Blas, Mexico, back when such a place existed, replete with a small infinite wave pool that the cat loves to endlessly watch, dab, and occasionally drink from.
The Onus will visit his friend periodically, but largely leaves him to find his way to and from both the laboratory and the domestic spaces that the cat frequents in 1/26, etc, by way of a very cat-sized series of tunnels that run at the floorboards.
•
Notes on the Week: Finishing here and loathing it [editor: now I see that my loathing was temporary; there is good in these pages]. I want to move on to February, draw the stairwells down, and never doodle first, write later again, even if it means my maps are plain and very much like maps I drew at 13.
Just some general notes: I really hope that I start to close down some stories, or at least take a second loop back through them on Level 2, because I can feel myself opening every clown door in my fun-cart and soon it will suck the truth & reality out of the place and make it not storied, and instead just like fireworks and the thing I know about fireworks is the most amazing ones are the first ones and they get gradually less interesting, until someone says fuck it and lights them all, and at that point, if you play your timing wrong, you get labeled 'bad finale' and its all that's remembered.
I'd rather light candles, in that case, and walk with two of them through a dark mysterious space. Hopefully haunted. I'm just certain that Level One was way more than a candle. Mostly as a result of the last two weeks.
•
Stories to follow: Rob Methodical's Drive: Hopefully an Explanation Please; Why is Pilot Going Faster and Faster, Folks? There's Some Production Going on At Mass Quantities Down on Floor 2; Dark Deer, Tell Me More; How the Onus Got Hold of Information Regarding the Eclipse and How We Could Too; Old Power Outages Which Let Something Bad In; Ints: Their Lifecycles and Harmonious Work Ethic (Is It Replicable?); Engine is Draining Lakes To ... Cool Stuff?; Does DINO Still Matter To This World?; &—There Are Other Old Survivors
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PREVIEW OF THE MONTH TO COME — [because I did not have my notes typed up, it was impossible to move into a new map and thus just some comprehensive thinking about the world of the 2nd Level emerges] — Call this a brainstorm because I'm almost certain there are some level connections between the most recent entries and the area I'm writing into and I don't want to overwrite any possibilities.
Interestingly (or difficulty+), I keyed the work I was doing in a different order than the previous month so that I won't be following the stairwells, elevators, or other passages down to this level in the first week, and thus also will not necessarily have a linear means of 'walking' through from the floor above to this one.
If I remember correctly, the scattered nano-brain of the Irredeemable (and Indestructable) Thex Pe'Chan was going to creep down from above, to here, if the right switch was thrown. This leads me to thinking of this level as, besides the level we've just come from, the deepest level of a dungeon in a kingdom whose castle is in the depths of the earth. Only the worst miscreant would be here — the betrayer (though a betrayer of a specific mission, so as with many criminals, a hero to others).
Her Majesty the Milk Queen's Tread might have passed through here if PC's cracked that particular elevator, and perhaps here or a level above, moisture from the clay strata this deep has permeated the walls, crumbled them more thoroughly, and given the place a skunkier vibe than the more airless upper eaves.
One step closer to the four-armed slave and the link chest, and perhaps a place to begin gaining information that could make that encounter more manageable or meaningful. I imagine a lot of blackness, and a rudimentary, transformed space, still rarely visited, but much less office-like than CTV9's upstairs headquarters; perhaps an auditorium and the newsroom (or views of the newsroom via a glass-walled walkway), a few more offices thick with shaggy overgrowth — and one or two more intelligent prisoners who describe being at the 'lowest level of the Blood King / Bronze King / Tall King's dungeon' — .
Need to decide ultimately if these prisoners & their associated gaolers are a part of Engine's people (I think they are) and since the bulk of Engine's work is being done under Tuth [the distant and huge capital of Yaddack], how this frontier barony might actually not be organized around the same founding principals or motivational aims as the rest of the civilization.
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Also I'm including an older historical write-up of Plebas Mons from the campaign, since it's been a couple posts since I plugged in some alternative material that expands the world, and it's mentioned in room 1/23.
Plebas Mons
The convening
hall of the Yaddish clergy. As old as Tuth, an ancient granite circle, simple
in adornment with the four flags of the priesthood, each white with a band
representing the distance and their order from Yurth in ochre, drawn from the
clay flats and painted on. Most of the building is a convening hall only
visited in daylight hours since no flame or magic light can pass into the
sanctified space, made of walls so thick it would be impossible given the
access and resources of the times to build such a thing. Even sand giants, the
master craftsmen of Yaddack, have found the building impossible unseamed, and
its shape—a flawless circle pitched open at the ceiling so that the light of
the Quiet Sun traces along the elegant lines that guide down the
building’s interior—similarly perplexing and impossible to recreate. Scaffolding was erected to study the markings, the lines,
and it was discovered a calendar whose abrupt end was marked by the lone black
circle of basalt, seeming like a plug high up on the wall.
Matching
granite rounds elevated on thin legs bely the observer’s sense of weight and
gravity and serve as the meeting halls main ‘stage’ while twelve circles, like
flat trees, circle that central dais, installed by craftsmen from the south.
When meetings of the Council occur weekly the floors are swept by acolytes with
stiff brooms and the room is—Plebas Mons entire—is vacated. However sacrosanct
the building may be when a session is called however, it is a house of the poor
and homeless at all other times—overrun by the crippled and sick who sleep in
the shade and sanctuary of the building.