The Library of Roam

The fabled Library of Roam is spoken of only in hushed rumors, as though to raise one’s voice might forever close its doors.

But the Library of Roam has no doors, or at least no outer doors to bar entry. Nor, for that matter, can it be found on any map of the known world. The only known way to enter the Library of Roam is to be fortunate enough to find its stacks within another library. Turn a corner amongst the stacks, and one just might find that the light has shifted, and that they are now dwarfed by the surrounding shelves of books—tomes bound in everything from ancient reed, to leather, to flimsy glossy paper.

Despite the jumbled appearance of the Library of Roam’s collection, there is a method to its organization. Unfortunately for any regular visitor, that method is known only to the Librarian and those lucky enough (or so diabolically cursed) as to visit in their dreams.

Dreamers who wander in from other dreamt libraries may easily find what they seek. Indeed, it is said that they are the Librarian’s favorite patrons, and may converse freely with the Librarian when any other patron would be thrown out for speaking. But no accidental dreaming guest has yet managed to check out a book, and few have managed to retain the knowledge of what they read. They wake with a strong memory of their dream, and a powerful sense of having found all the answers they sought, only to feel it slip away slowly until the dream finally drifts from them like sand passing through clutched fingers. The lucky ones, the few who manage to record all that they can recall immediately upon waking, sometimes piece their discovery back together… but just as many never do, and are left with an aching sense of loss.

Dreamers who enter the Library of Roam of their own volition, and with intent, are the rarest of the rare. They may be frequent visitors, and some have even been seen leaving with books in their hands. They are also frequently strange in ways that make them uncomfortable to be around, with obsessions that leave them unfit for most human fellowship. There are exceptions to every rule, but the Library’s smart waking guests will avoid Dreamers anyway.

Waking guests who find the Library’s stacks amidst another library’s stacks are faced with a dilemma. There is no guarantee that they will ever find the Library again, for it does travel on strange paths between deep sets of stacks out of sight of the outside world. But when they seek a book in the Library of Roam, they must give a note to the Librarian and seek their assistance. For waking guests, all communication must be done in writing. And giving the Librarian a copy of one’s own words somehow allows the Librarian to find any other words one has ever written. For those whose writings are important to them, whose writings must forever remain private, this may be too much to ask.

But if a request is submitted without speaking, the Librarian will always find what one seeks. It is up to the recipient to learn the language of the text they receive, and come to understand what gift they now hold. Luckily, the due date and return policy is lenient: depositing the book in any library’s returns pile will suffice, and one may have a book for as long as one likes. The limit, however, is one book at a time.

Some spend their whole lives seeking the Library of Roam, traveling the world chasing rumors of its presence. Others claim to have charted it to the course of the heavens and the cycles of insects, and swear that they can find it at need. Few have the time or patience to master the arts needed to fully appreciate the gift that the Library of Roam represents, but finding it remains a fond fantasy for many, a dollop of mystery and romance in the world that lures the hopeful ever onward.

Cloudhome

Cloudhome snags streamers of mist and fog on the plucking fingers of its ruins, a flat-tipped peninsula of stone stretching into the sky from the bone-white rock of Femur Butte. Cloudhome’s expanse hangs unsupported, only open air beneath it, and none know how it remains aloft. Those who live in its shadow say only that it must be the work of the ancients, some mystery known to those who came before that has since been lost. The locals who live below praise it for granting them with shade, and for catching the rainclouds which otherwise would escape their dry land for more hospitable climes. They also say that in times long past, Cloudhome was host to wonders that once changed the world. Now it is but a remnant, a fragment of what came before.

The paths up Femur Butte are arduous but well known, and the local goatherds have made a tradition of racing each other to the top. Only a few of them, however, dare to lead outsiders across the floating bridge of rock which arcs between the butte and Cloudhome. They say, and the visiting outsiders who return agree, that the air itself changes as one crosses the arc. It cools as one crosses the bridge, bringing a chill to the skin and frosting the breath of those still hot from their climb. Dew collects on the stones, dripping from the crumbling walls which yet stand on Cloudhome’s edge. Epiphytic fruiting vines cling to the stonework, their berries a bright and lustrous purple that bursts against the stones’ gray.

Within the walls of Cloudhome visitors find a great sense of peace. Mist clings to every surface, clouds caught inside the ruins’ bounds. Those who have investigated the ruins describe a feeling of rest, of safety, and of a great desire to lay down and let their worries give way to sleep. Those who sleep in Cloudhome and return say they have had the most marvelous dreams, often coming back transformed and inspired by their experience… but few who sleep there have made it back down again. Something about the place pulls one ever deeper into the ruins, with a draw that is difficult to escape. The bodies of those who never wake do not rot, but are called Sleepers by other visitors, and are left undisturbed. They may yet rise from their slumbers, reason others, and more than one legend prophesies the day when all those so blessed by peace will stand again.

Yet the ruins of Cloudhome are not all quiet. In some parts, there are unceasing noises, low rumbles and grinding from inside walls or beneath floors. Elsewhere lights flicker like foxfire in the mists, glimmers that lead ever further into the vine-entombed ruins. There are stories of vast black glass panes, where points of blue and green light gleam and shift, and of statues which speak to all who approach them in tongues long lost. And the ground does not all feel stable beneath one’s feet; inquisitive antiquarians have vanished into suddenly-gaping clefts in the flagstones, and more than one stone block has fallen from the sky to the ground below. Broad stone doors may open or close with little warning and no one to shift them, walls have rattled together and opened new passageways where none before existed, and thus the ruins of Cloudhome have preserved themselves as an unmappable enigma.

Even so, people still come from near and far. Some come seeking peace. Others seek, and find, lost knowledge etched in its stones, or buried in the ruins among the traces of a time and people long past. Healers, alchemists, and herbalists concoct medicines made from the plants and fruit of Cloudhome, fetching a high price far afield amongst those in the know. Many wish to know how it is that such a place could exist, let alone soar among the clouds with only a narrow tether to the earth stretching out beside it. Some few come with the dream of changing the world, of changing themselves, seeking wisdom in the dreams found amidst the clouds. 

Pillars of the Stars

Eight pillars of rock, metal, and glass soar towards the sky from a wide open plain. Set in a circle, with strange arrangements of mid-air arcs and lines connecting each with others, these pillars stand thousands of feet tall. Their shade alone has shaped the world nearby. Each is wider than a copse of vast trees. Together, they dwarf most cities.

No life clings to their exteriors, except a strange lichen that grows on the Pillars and no where else. Their stone is mixed intricately with their glass and metal, not as an ore but as though someone somehow blended all three together from separate pieces. The variation on the surface lies ropy in places, smooth in others, all congealed together in sheets and bands that run from the pillars’ bases to their very tops.

The pillars are believed by many to hold keys to the secrets of the night sky. Their arrangement, and the twining layers of arches and straight lines between them, etch lines across the stars that possess deeper significance. No oracle disagrees with this. Many seers believe that the truest reading of one’s fate can only be found amongst the Pillars. More than that, the Pillars are known to alter the fates of those who have spent time amongst them, though little is known of how such changes occur or how severe they may be. 

Those whose futures have been prophesied, and who have visited the Pillars, find that their prophesies no longer hold power over them. Those whose fates have been spoken, whether by curse or by boon, may have those fates tilted or twisted by visiting the Pillars. So it is that the Pillars receive pilgrims desperate to alter their futures; those who consider themselves truly cursed seek an alternate path forward, and few who know their future holds good fortune are willing to travel anywhere near the vast monoliths.

The Pillars do not guarantee any good outcomes, however. Indeed, many who visit them suffer unlikely and woe-begotten ends. Some few even die at the Pillars themselves, skin blistered by the unyielding cold of the stars, or ears riven and bloody from the Pillars’ rising whine. The columns are not silent: at all times, each has its own hum. But their hums and harmonies come and go, shifting, ebbing, and flowing in volume and tone.

Somehow, these tones do not bother the animals which have come to live in the Pillars’ shade. The most notable of these are the deer which have been said to dwell among the stones. Even when pilgrims have fled, their ears ringing and beginning to seep red, there have been sightings of deer watching, unharmed, while birdsong echoes. Some pilgrims have claimed that a stag with antlers of stone and glass watches over the herds. Others speak of the foxes which roam the land in the Pillars’ shadows, with their unblinking eyes of verdigris.

None have yet ascended the Pillars, though some few have tried. It is thought that any who reached their tips might touch the heavens, or find that they had reached the bridge to the stars themselves—and perhaps even beyond.

The Heart Garden

The Heart Garden, as it is called in rumors and legend, is said to lie deep within the brambled thickets of a vast wild… possibly within several different wilds if the stories are true. Those stories say that, no matter from whence one arrived, it is always warm there, and it is lit from within by a softly pulsing glow that rises from the black earth itself. This pulse is always a heart beat, a quiet lub-dub that can be felt through the soles of one’s boots. It suffuses the land and the Garden, and the fruit which grow within that dense thicket are said to pulse in time with it. Those fruit, the heart-fruit, hang at the center of the legends told of the place: glistening dark red, dripping with their juice, all beating in time. They’re said to be the size of a large clenched fist, fibrous, dense, and chewy. But their properties, the stories told of what comes to those who can eat an entire fruit still fresh and warm from the vine, drive the otherwise sane and sensible to unconscionable risk in their pursuit.

The heart-fruit are said to offer many different things, if one knows how to choose wisely.

Some gift the eater with a true vision—though whether prophecy, the ability to see through all lies and misdirection, or ancient knowledge is unclear.

Other heart-fruit are said to beat with the land’s pulse within the chest of the one who eats them, sharing the vitality of the earth itself. There are tales of those so gifted who have ventured into the wilderness to find refuge from the depredations of civilization, or who have gathered up their strength to oust those who twist the earth against itself… or even those who’ve gathered others around them to teach them to hear the land’s heartbeat themselves.

Legends speak of the foolish, those who chose their fruit poorly and so grew a new vine in the Garden from their fertile chest. They also speak of the brave—who sought the heart-fruit for others and thereby returned them from the brink of death—and the kind, who planted seeds of their own gifts in the Garden so that others might benefit from them. There is no one story, no one fate of one who eats that fruit.

Nor is the Garden untended, for the Garden’s keepers are spoken of in hushed tones and are known to linger in the brambles and watch those who seek the Garden’s depths. Most claim that the keepers are robed and retiring, reluctant to speak with others or to engage with the world beyond their Garden. They are sworn to tend the place they protect, and to train the vines together until some greater pattern emerges and the heartbeat may be heard loud and clear. These keepers may be approached and questioned, but they are not bound to help any who trespass within their thicket.

Indeed, it’s claimed that some keepers have set the Garden itself against interlopers. Beasts roam the thicket and may pursue for sport or hunger. Strange mushrooms grow amongst the rich loam, with spores that bring sweet sleep and more rich nourishment for the spreading mycelia. The vines constrict and cluster, choke and grasp. Many who seek the Heart Garden are never again seen.

But yet there are stories which tell how to reach the Garden, and while many fail to reach it those few who succeed all hold the same lesson. The Garden is not bound. It is not a place as other places may be. If it is sought, and if the seeker holds the Heart Garden’s path in their own heart, they will pursue the Garden through the depths of the thickest wilds they can find. Only when they are lost within the deepest reaches, when the growth around them blocks out all light, will they find the brambles drawing closer and tighter until they give way to the warm black earth and the crawling sensation up the back of one’s spine. Then it is up to the seeker to find their way into the center of the Heart Garden, following the beat of the earth and the hints of light which lead them on.

That is the only way in. But no matter what route one took in, the journey out is never the same.

Draws, Dangers, and One-Shots, quick thoughts

When I’m building my own one-shot scenarios, I focus particularly on draws and dangers.

Draws are anything that compel people to be somewhere, preferably of their own volition. I want my players, and their characters (the PCs), to *want* to be where they are. I write about this in Be Hungry, a post about making characters, but here I’m thinking of it from the storyteller’s perspective. I want players to feel engaged, for their characters to actively pursue things in the course of play. If they don’t want to be there (player or PC), they have few reasons to stay involved with anything in a scenario. It’s possible to trap characters in a situation they don’t want to be in, but that’s usually more stressful for players. In fact, it’s so uncomfortable that it’s a frequent trope of horror stories. More on that later.

Dangers are just that; a danger is anything that might threaten the well-being of a character, or which presents a potentially harmful obstacle between a character and what they desire. A danger’s potential harm could operate on any of several levels: physical peril, social or emotional threat, or jeopardizing other things a character values. The severity of the danger is critical, and needs to be calibrated against both the draws of the scenario and the other dangers present.

Dangers must be calibrated against each other because they shape how PCs react to the world around them. If a danger is sufficiently scary, PCs will do whatever they can to avoid it. This could include facing other dangers which seem less scary, or simply turning tail and fleeing.

Dangers must also be calibrated against the scenario’s draws, because those dangers may scare off PCs or cause them to despair. As a concrete example, if PCs seek a unique treasure but discover that it lies on the far side of a vast pit full of demons, they may decide that the treasure isn’t worth the trouble. If there’s a secret route to the treasure and the PCs don’t find it, the PCs will probably just shrug and move on, marking that treasure as something to come back for later. This is perfectly normal and fine in most games, and such juxtapositions of draws and dangers have their place in stories, but it’s not going to deliver a triumphant story experience in that game session.

“We came, we saw, we turned around and went home because demons are scary.” As a story, it’s a little anticlimactic. Keep in mind, because this post is focused on one-shots, I’m not as interested in foreshadowing large challenges for later sessions… which is where that anticlimactic story may have a larger role.

To tell a dramatic and triumphant story—a frequent goal of one-shot scenarios—PCs should engage with dangers, resolve them, and reach the draw they sought. Ideally those dangers are scary enough to unsettle the players and make players feel good about resolving or bypassing them, but not bad enough to convince the PCs to give up and go home. It’s a careful balancing act. And it’s a balancing act that you can build into the scenario from the very beginning, both by making sure that the draws pulling PCs in are sufficiently exciting, and by making sure that the dangers don’t seem that bad at the start.

Notice the “seem” in there. It’s entirely possible to reveal that dangers are worse than the PCs expected part way through a scenario. Revealing that the danger’s threat is worse than previously realized is a very traditional way of increasing the tension of any story. It’s possible to do poorly, or to wear out the trope by doing it too reliably, but when done well it’s delightful.

Finally, one quick note on how horror scenarios work with draws and dangers.

Horror stories, which I mentioned near the beginning when talking about trapping PCs, can be different. Some horror stories thrive on the PCs’ sense of helplessness, their feeling stuck with a danger that is too great for them to defeat unscathed, or to overcome without losing in the process. In these horror scenarios, overwhelming dangers lie between the PCs and whatever the scenario’s draw may be (usually escape, or resolving the danger without overwhelming sacrifice). Classic movie examples could include anything involving being trapped in a space with something hunting you: Alien, any number of serial killer movies, various murder-puzzle movies like the Saw series, etc.

This doesn’t describe all horror stories though, and the topic is big enough that I’m going to leave the rest of it for another time.

Highwoodshire

Highwoodshire sits atop the hills, overlooking the fertile farming and grazing land below to the south and east. The land rises from river valleys to high meadows, edged by gentle slopes or crumbling cliffs. Several small forests grace the hilltops, along with a patchwork of farmsteads and villages scattered about amongst the fields, pastures, and groves. There are several productive mines in the area, with a long history of moderate use, but most notably Highwoodshire is home to an old set of forts, small temples, and watchtowers, fallen into variable disrepair.

The shire was once the seat of a knightly order, home to skilled soldiers and a strong fighting levy, held closely by the knights for many years against encroachment from the north and west by the pale people known as the Hungry Ones. The knightly order was eventually disbanded in disgrace, and their primary seat in the shire was sieged and burned when they refused to surrender to their ostensible liege. But their holdings were well built and many remain to this day. Their northwesternmost watchtower still stands strong, watching over the wide, dry grasslands of the northwest, never taken by any sieging force. It was only lost after the order was disbanded, when the small garrison finally starved to death holding off a mass of Hungry People, never receiving the support they had expected.

After the destruction of the knight’s order and several further waves of conflict, the Hungry People and the folk of Highwoodshire co-mingled and settled in peace on the hills overlooking the river valleys beyond. The temples of the order were mostly either neglected or rebuilt for the new beliefs of the mixed folk, though a few smaller ones still retained followers who held to older ways. Much of the knowledge and wealth accrued by the knights was looted or destroyed in the sacking of their forts after they were disbanded, but it is said by many that there were still more treasures and tomes hidden deep within their forts and temples that were never found. The locals are proud of their stories of the knights, even those who are conspicuously pale, and they relish telling stories of the obstinacy of that order… even as they disavow their more reviled practices.

Those in the know doubt the locals’ claims of religious and cultural propriety. There is some evidence that the practices publicly reviled by the folk of Highwoodshire are in fact maintained in secret. Some even say that the knights never partook of those practices, despite their reputation to the contrary, and that they instead were vilified for the practices of the people under their protection. There are scholarly disagreements among those who maintain the knights’ innocence as to whether the knights were aware of the practices and intentionally sheltered the people in their lands, or whether they were unaware of the habits of those they protected. Of course, most people simply lump the knights in with the rest, and say good riddance to the whole lot—ignoring the rumors of people going missing on the high hills, or the odd habits of those who live there still.

Highwoodshire remains strategically valuable as a geographic strongpoint with many remnant structures, but it has been some time since any group was permitted to maintain fortifications in the area. Instead, it is a fairly quiet place these days. Its quiet is only marred by the rumors of old treasures, secrets, and shames hidden deep in the old ruins, and by the whispers of forbidden rituals and almost-forgotten ways maintained by ancient sects in the wooded hills overlooking the peaceful farmland below.

The Cenote of Tetlekcheh

The Cenote of Tetlekcheh drops from the jungle floor deep into the rock below. Far below the surface, dark water glimmers in the noon sun, patinated by streams of leaf-filtered sunlight. The ruins above have long since been worn away or overgrown, but within the cenote it is different; an entire city remains there, etched and built into the walls of the broad cavern’s mouth.

Though all (or almost all) agree that the original inhabitants left long ago, few agree as to why. What is known for sure is that the cenote still holds great importance to many despite its relative neglect. Some see the cenote as a religious site, and a brave few force themselves through the jungles around the cenote in order to make their pilgrimage and pay homage. Others claim that the cenote is in fact an entrance to far more important and extensive networks of caves and waterways, which were (they claim) the reason that the city within it was built in the first place. Everyone agrees that the remnants of those who once lived there are valuable, even though most of the remaining artifacts lie below the water deep within the pit.

The buildings which line the wall of the pit all open onto a spiraling thoroughfare which runs, like a screw’s thread, up and down the pit’s edge in one long line. Here and there steeper, faster routes up and down exist: ancient stone stairways, carved ladder rungs slick with condensation, even what must be carved eyelets for rope and pulleys to maneuver loads up and down the cenote’s walls. Most who visit do not venture within, instead staying safe as they pay their respects above.

There are those who claim to have traded with dwellers below, and those who have ventured in who say that they have been chased out by the things still there inside. Certainly some have thrown valuable goods into the cenote, usually gold or other precious metals and gems, explaining that they do so to propitiate the things that dwell below. Others have thrown goods into the cenote in apparent expectation that they will receive goods in return, or perhaps have their wishes granted. It is not clear to what extent they have received either goods or fulfilled wishes.

The few who do venture down into the cenote quickly learn that centuries of neglect and the constant dripping of water will make nearly any surface perilously slippery.

The cenote smells of wet stone, dirt, mellow old rot, and moss and other greenery. It echoes with birdcalls from above, croaking frogs from below, and the chirrups of peepers and other small insects. The jungle’s regular storms resound in the confined space, the sound of rainfall drowning out all other noise as it reverberates from the water below like a massive buzzing drum.

Those storms constantly refill the cenote, though its water level varies more than the casual observer might anticipate. Many floors of buildings remain un-flooded, eroded by plants and the constant drip of water, but there are several floors which are only sometimes inundated, and a few more below the usual waterline that sometimes drain. Without any warning, the cenote has been known to fill rapidly on a sunny day, or to drain suddenly during a storm. Those who pay careful attention have their theories, but a few of them are quite able to forecast reliably when the cenote will lose more of its water and reveal some of its usually sodden secrets.

The recovery of those secrets is a remarkably rewarding exercise, even if it is a dangerous one. There are many who would like to have something from within the cenote, but who are not willing to venture in there for themselves—and there are some who would like to have trustworthy company for such a quest. The removal of those secrets, be they artifacts, ancient valuables, or even simply knowledge of those who once dwelled there, is strongly opposed by some others, and it’s possible that there have been murders committed both for and against the recovery of such things.

All who would venture in do so at their own risk. Even during the height of the day, little effective sunlight reaches into the cenote’s depths. Those who would bring their own light are well advised to make sure that it will withstand constant dripping water from above. Those who would bring anything that might soak through, rot, or otherwise be destroyed by moisture are best advised to abandon their attempt, or come to terms with the temporary nature of such things. Furthermore, the constant gentle passage of water (and the occasional violent passage of it) has left much of the cenote’s architecture unstable. The thoroughfare crumbles and collapses in places, and nearly all of it is slick.

There are many rumors told of the things that still live within the cenote. Some claim that they are little more than monsters, others say that they are people, others even claim that they were the original inhabitants of the cenote and have merely been changed. Yet other people claim that all the rumors are no more than that, and should be ignored. But those disbelievers struggle to explain the vociferous choruses which rise from deep within the cenote at odd hours, instead falling back on the tired claim that it is a natural phenomenon. Few agree, and the cenote remains an only half-known piece of the landscape, calling to those with more bravery, curiosity, or greed than sense.

The Twin Falls

The Twin Falls drop in a single stream from a cleft cliff face. One river splits into two mouths at the cliff’s edge, their columns of water remerging into one for the plummet to the impossibly smooth waters below. Some strange trick of the depths beneath the falls sucks the roaring water into a still lake, the surface mirror smooth from the edge of the falling column outwards.

This, perhaps, is the true source of the Twin Falls’ name; standing on the low rise that rings the lake below like an amphitheater’s seats, looking into the lake shows two waterfalls, one dropping from above as the other meets it from below—an unbroken column across the plane of the lake.

The low rise is itself well shaped, as though it might have been intentionally sculpted into place. Here and there one may find tiny nooks carved into the rise, large enough for a picnic blanket were one to hew space from the jungle’s covetous grasp. Each nook offers a view of the falls, every one from a different angle. No large trees grow on the rise, though several tower along the cliff’s edge high above and many more soar in the space beyond the berm.

Where the lake’s water goes, no one knows.

It is said that people once lived around the Twin Falls. Certainly those who know where and how to look will see their traces. Those suspicious enough to pry or imagine will find plentiful fuel for their ideas—whether from those conveniently sized nooks and their alignment through the mouths of the falls with astronomical bodies above, or from the many hillocks that dot the rainforest beyond, or from the shapings still visible in the stone of the cliff face and the land past it. Regardless, none of those people still remain.

Stories are told of why they disappeared. Those with a predilection for the sword speculate that the missing people were invaded and subjugated, though little explanation is given for why no one remained. The more mystically inclined wonder at the deep knowledge needed to build such an astronomical sighting system, and argue that the people obtained enlightenment or found some higher truth of the world. Those whose suspicions run deeper speak in hushed tones of the lake itself, claiming that it must be a cenote deep enough to swallow the river above, with a belled top perfectly shaped by masterful stoneworkers in order to preserve the mirrored surface. These speculators, the especially paranoid and fanciful, whisper of the sun’s path on the longest day, the way it illuminates everything below, how the lake’s reflection twists for just a moment as the sun finally sets, and how there are stories of folk going missing in the jungles there on the longest day. Stories of a city in the lake, painted gold by the setting solstice sun, are easily explained away as sun-blindness.

No matter the reasons, Twin Falls is a place of stunning grandeur. It does not take an overactive imagination to see why some might once have settled in the lands nearby. Nor, from the eager greenery that clings tightly and encroaches day by day, is it difficult to see why one might choose to leave. Molds fester in dark places, and rot takes hold and does not let go. Nor are the jungles around Twin Falls quiet. Hungry things prowl there, and travelers are wise to go armed and ready. The wild beasts of that place are territorial and indiscriminate where they are not simply predatory. Worse still are the dreams some say come to them there as the days lengthen, the call of the lake, the powerful tug of its waters and the songs heard from a city that hangs golden in their dreams just beyond the mirror of the setting sun.

The Churn, Starhome, Ozbek’s Folly

The Churn is a place of ancient cataclysm and ruination, a vast crater many miles across with a still molten caldera at its heart. Called Ozbek’s Folly by some, Starhome by others, the bowl of the Churn is shrouded in endlessly circling winds that carry the dust of millions dead. These winds harry sand over bedrock, stripping down all that cannot find shelter in a safe lee. Where ridge lines of fractured rock rise above the blasted terrain, narrow ribbons of greenery thrive in their wind-shadow. So too do crevasses harbor streams, rivers of life that the knowledgable may follow into the crater’s center where oases ring the caldera in the eye of the Churn’s storm.

The stories told of the Churn say that whatever caused it still lies at its heart, wreathed in the molten rock it wrought so long ago.

There are those who live within the Churn’s ever-windy desolation, people who have grown strange over time. They have changed in their generations of clinging to the green, of braving the scouring winds to find new life or old traces of the time before. They have altered themselves in their generations of imbibing the waters which rise from the rents in the earth near the caldera’s heat. Feared by those who live beyond the Churn’s high and crumbling walls, the crater-folk mostly keep to themselves.

When people from outside the Churn venture in, they all report being watched and tracked. Some outsiders who have visited and survived tell stories of their companions being eaten; some say by crater-folk, or by other hungry things which dwell within the churn—sometimes both at the same time. Others dismiss these claims, or accuse the storytellers of covering their own desperate cannibalism. These others point to the tiny but highly profitable trade with crater-folk as proof that they are not hungry monsters: some few have managed to exchange good tools and supplies for rare herbs and rocks, or for small precious otherworldly things much sought after by the outside world.

Despite its permanent dust storm and the vicious nature of travel within the Churn, people continue to seek its heart.

Those who call it Starhome claim that a fallen star sings from the center of the caldera, its song raising the winds which circle it without cease. They wish to gaze upon its beauty, and to discover its secrets. Some few, no doubt, would take it for themselves if they could. Starhome, to hear them describe it, holds at its center a marvel from beyond this world, something so purely divine that it could make one like unto a god. In their eyes, the caldera’s molten rock is merely the final barrier to the shining glory within, while the waters of the oases around it contain the essence of that star and may share its blessings on those who drink of them.

Those who call it Ozbek’s Folly put more weight in the stories told of the land as it was before the Churn. They say that the crater obliterated the city of Ozbek, a once towering center of might and learning. According to them, the city had such power as to seek the inner mysteries of the universe, and such poor judgment as to succeed. But because of their mistakes, which cost the lives of uncountable people and their city, the remnants of their civilization are now available for any who would venture within the Churn. At the city’s dead heart, now a smoking caldera, the most precious of their artifacts may yet remain.

Those who dwell within the Churn have other stories. But beyond hints which needle at the lies the curious tell themselves, the crater-dwellers keep those stories to themselves.

World Building: The Thousand Year Empire

I’m putting together a game for teens stuck in social distancing mode due to Covid-19, to be played over Discord. I’m using Exemplars & Eidolons, which I mentioned here. This is all being run through the auspices of the LARP camp where I work. I created this setting years ago, and have expanded it through several games since; for the quick and dirty version, think Romance of the Three Kingdoms meets Avatar: TLA, with a soundtrack by Lustmord and Dead Can Dance.

***

The Thousand Year Empress disappeared 20 years ago. No matter what else they disagree on, everyone can agree on that. Some say she was murdered, others that she died of disease or old age, and yet others claim that she ascended into the Celestial Firmament and left the mortal realm to its suffering.

Another thing all agree on: the Empire has suffered ever since.

Without the Empress’ guidance, her vast Empire has descended into chaos. Provinces take up arms against each other, proclaiming themselves Protectors of the Empire or rightful people’s rebellions. Several provinces claim to have the Empress’ true heir to guide them: sometimes one of her children or more distant descendants, sometimes claiming to have the reborn Empress herself.

Drought, flood, and famine scour the lands. Bandit armies rise and maraud. Some provinces fall to plague. There are rumors of disappearances, of demons, and of other worse things. And it is known that in some places the dead themselves rise and set themselves against the living. Some even say that the dead walk at the behest of the Empress, whose talking corpse leads them to retake her domain from beyond the grave.

The Empire as it was is gone.

But it need not be so forever; there are still pockets of stability, and many struggle to protect the land and each other. Many members of the Empress’ ancient knightly orders—both honorable and disgraced—and many of her ministers still strive to prevent bloodshed, to restore peace, and to build upon what they saved from that which came before. Here and there provinces band together in amity, supporting each other against the dangers of the world. It is a dangerous time, but it is a time when a dedicated few may make a difference.

What will YOU do?