Wednesday, 11 December 2024

A Minimal Setting Document - Equipment

The original wager was that a setting document needed only three things to properly function - a class list, a language list, and an equipment list. The classes are coming along quite nicely, so I thought I would spend some time thinking about equipment.

My first thought is that I am not really temperamentally equipped to approach this from first principles. I sometimes find minutia interesting and fun, but putting 100 mundane objects in their relatively correct economic niche would require an extended flow state (or Ritalin) that I am not currently in the mood to attempt to invoke. Instead I will write up some equipment unique to the setting, and allow these to sit atop the ultra-core work of others.

Even writing this makes me think that redoing the ultra-core work yourself is a worthwhile exercise so I may revisit this. In the meantime I have forwarded to some good lists by Cyberspace and Anti e - one of them is a magisterial 43 page document available under open license, the others appear in common reference works like the AD&D 1e PHB, or Skerples' ever-excellent Many Rats on Sticks. You can pick your flavour.


Equipment V0


DRUGS


The culture of the Barony is a drug culture, socially organised around hygiene, conspicuous displays of wealth, and the management of brain chemistry with chemicals. Drugs are important as medicines but also as social binders. Alcohol is around, but the majority of recreational drugs are smoked from pipes. Every adult has a pipe, and most people own a good quality one that might be ornamented or passed down in a family. 

This means that what we would consider party drugs are cheaply available almost everywhere. Their quality and purity are generally high, unless you are very poor. Addiction is handled socially, in much the same way that alcoholism is in our society. 

All drugs are listed in smokeable doses. There are also exotic drugs that are imported from the Empire of the White City - these are of much higher chemical purity and can be synthetically mixed and filtered to give precise effects. These arrive in single-use glass injectables that cannot be manufactured outside of the White City (the tech base isn't there). They are rare but famous, and how most people know about the empire (it is called the Glass Kingdom by most people who don't know much about it, solely by reference to these ampules). 


Medicine

  • Prophylactics, 10 silver per dose.
  • Curatives, 35 silver per dose.
  • Immune Boosters, 1 silver per dose.
  • Painkillers, 10 silver per dose. Painkillers are highly addictive. The search for an effective, non-addictive painkiller is this setting's Philosopher's Stone, and there are parables that invoke the search as a noble but impossible goal (it's not the drug that they need, it's the absence of pain). 


'Working Drugs' 

People in the Barony believe that dissociative and manic states are tools, and that each is appropriate for different types of work. Everyone uses these (many of the classes use them for their class features), much like we drink coffee to help us get up and into the office. You can get very cheap doses of each (10 copper), which have a nasty taste and smell, and a chance for unpleasant side effects (things like minor memory lapses, or a blood nose). 

  • Stimulants, 2 silver per dose. 
  • Sedatives, 2 silver per dose. 


Social Drugs and Cosmetics

  • Narcotics, 2 silver per dose. The most common social drug, often mixed with sedatives or stimulants for different flavours of social bonding. Cheap and effective, used by everyone. Culturally, most private houses and all inns will have a private space dedicated to taking these with intimates. Mildly addictive. 
  • Psychotics, 5 silver per dose. Used for intense, high-speed social bonding, often by soldiers, business partners, clergy, labour gangs, criminals etc. The group experience a (more or less) controlled psychosis together, which can have powerful bonding effects, although it can also destroy trust. Considered high-risk but acceptable behaviour, vaguely analogous to drinking until extreme intoxication. Also called the poet's drug. A minority of people find psychotics powerfully addictive; this is thought to be linked more to character and temperament than anything physiological. 
  • Psychedelics, 5 silver per dose. Psychedelics are associated with the academies, artists, and the nobility, although they are enjoyed in private by people across societal strata. They are popularly believed to open the mind to difficult or abstract concepts, and to allow travel into dream landscapes. There is some truth to this - some entities are known to only communicate while the student is under the influence of psychedelics. 
  • Cosmetics and Perfumes, prices extremely variable. There are a vast array of cosmetics available in the Barony, and anyone of any standing at all will make extensive use of them. The cultural expectations are that any adult will make their face beautiful, healthy-looking, and of uniform complexion, something that wards against disease and its disfigurements. There is a countercultural fashion among criminals, urban gangs, and teenagers to mimic the symptoms of various diseases in their makeup (particularly common; wet red or pink makeup around the eyes), which is considered shockingly bad taste and profoundly irreligious. 


How irreligious punks will probably look when they come at you. 


Exotic Drugs

These are imported from the White City and injected using single-use glass ampules. Using them is a display of great wealth and privilege; it also indicates favour with the Baroness and the merchant houses. 

  • Imperial War Drugs, 200 silver per dose. War drugs sharpen reflexes, increase aggression, and suppress pain and fear. They can turn a meek person into a killer quickly and efficiently. They are also ruinously addictive and using them is generally frowned on and viewed as vaguely suicidal. They are very easy to overdose on. 
  • Imperial Psychotics, 250 silver per dose. These induce an intense hallucinogenic trance during which adrenalin and cortisol production spikes dramatically. They dramatically increase physical strength, creativity, mental sharpness, and paranoia, and completely dampen any trauma shock response from the body. They are beloved by artists and students, but like War Drugs (Imperial shock troops often use the two in conjunction on campaign) their use is considered deeply antisocial.
  • Imperial Teacher Drugs, 1200 silver per dose. Smoking a dose of Teacher Drugs has a chance of teaching you a skill - roll a CON save, on success you learn the skill. The process is very hard on the body, but also induces intense euphoria. Doing this too much can cause early-onset dementia. 
  • Imperial Patterners, 2500 silver per dose. Patterners can change a person's beliefs and ideals and imprint them with new ones - roll a CON save; on a failure your personality is overwritten. They are not often taken willingly (although there is a niche market in rich people trying to get over heartbreak), and must be prepared with specific 'patterns' built in (you now hate the Baroness, you now think your wife is trying to kill you, etc.). These are completely illegal in the Barony. Someone subjected to many patterns will develop early-onset dementia. 
  • Imperial Communers, 800 silver per dose. Communers will allow you to enter a trance in which you can adopt the neural chemistry of a target person or entity and hold a conversation with it. The effect is basically like having a conversation with someone or something in your head. The specific entity or person must be prepared into the dose, and the neural copy that you converse with only has the information that was originally prepared into the dose. Uses are various, they are used by Imperial diplomats and generals to commune with a copy of the Emperor, and sometime used by wealthy students and priests to talk with copies of God or other entities when they are otherwise cut off from them. More mundane uses include talking with loved ones, or easy access to specialists in specific fields. The copies are perfect but mindless and incapable of creativity. 
  • Imperial Lobotomisers, 800 silver per dose. This is a reversible, chemical lobotomy. A single dose will put someone into a vegetative coma, a second dose will bring them back. There is a non-trivial chance of brain damage each time this happens.
  • Imperial Sterilisers, 450 silver per dose. Reversible sterility, effective on all genders. One dose to switch on, one dose to switch off. No known side effects.
  • Imperial Torture Drugs, 300 silver per dose. Increase sensitivity to pain and massively increase anxiety and fear responses in the body. See much use by criminal gangs and the fixers of the nobility. There are not many things more feared in the Barony than being dosed up with these and then tortured to death. 
  • Imperial Calculator Drugs, 1000 silver per dose. Massively increases mental acuity and the raw computational power of the brain. This leads to savant like calculation ability for an hour or so. Uses the body's resources and an incredible rate - you will come out of the computation trance ravenous and exhausted. Many artists in the White City consider calculator drugs indispensable to the creation of any art that matters. 





WEAPONS AND WARGEAR


Assume that all the standard options are available.

In addition:

  • Mirrored Shields and Mirrored Armour, usual cost in silver x5. Any suit of metal armour or any metal shield can have its surface alchemically mirrored. This is not simply well-burnished steel, the effect is more like an industrially manufactured mirror from our world. For reasons that are poorly understood, entities of all sorts (angels and demons included) find it difficult to focus when presented with highly reflective surfaces. Also reflects light perfectly and can be used in all the fun mythic ways (medusas etc.).
  • Heated Weapons, basic cost of weapon +1500 silver. This is a finnicky addition to iron or steel weaponry, requiring the specialist skills of a chemist, a blacksmith, and a jeweller. A trigger is added to the hilt, which, when depressed, heats the blade so that it burns as well as cutting. In game terms this means that the trigger is depressed, and after a turn the weapon deals +1 fire damage. This addition comes with 30 charges, after which it must be recharged by professional artisans for 1000 silver. These weapons are notoriously impractical to use, as they make blades both more structurally brittle, and more difficult to safely handle, sheathe, etc. They are often sneered at by professionals as an affectation of the wealthy.
  • Execution Needle, 50 silver. A notorious gang weapon, essentially a thin steel spike with a powerful injection mechanism that engages when it is stabbed into someone. Treat as a dagger that deals one damage and that breaks on a critical miss, and that delivers a dose of whatever it is loaded with (often poison, just as often drugs or diseases) the first time you hit someone with it. They are very easy to conceal.
  • Injector Harness, 800 silver. A leather chest harness which can be loaded with up to 6 Imperial drug ampules. Any or all of these can be quickly injected into the person wearing the harness as a free action. They are associated with Imperial terror troops. There are various fashions in the Barony that mimic their form and look, but the injector tech can only be replicated by very skilled artisans. 
  • Formal Wear, +200 silver to a piece of armour or clothing, or +600 silver for a full suit of plate. Formal wear in the Barony in patterned on the tuxedo, with elaborate neck and wrist ornamentation. Day to day most nobles will wear this as clothing, but various types of armour can also be commissioned that will mimic its forms; lapels, constructed shoulders, fixing points for jewels at the throat and wrists, a helmet which will include a steel faceplate painted with exquisite and often personalised makeup. This gives you +1 on your reaction rolls to people who care about such things.  


More art by the superlative Carla Antonia.

That's all for now? Probably more to come, this feels like something that can be added to as and when. 


Quick notes before I forget: 

  • Holy Water is not blessed or magical, it is a chemical compound prepared by chemists. It is holy because it acts as a pleasant smelling and effective antiseptic and antibacterial solution. Angels love it, and often praise its creation as proof of the human closeness to God.
  • Petroleum is widely thought of as unclean and profane. It holds and carries disease better than any other medium. It can also be prepared by chemists. There are weapons systems that make use of this, spears and arrowheads with hollow tips that can be dosed with petroleum, etc. Execution by submersion into vast underground lakes of the stuff, or by forced ingestion, were practiced in barbaric ages past. 


Barbarian Alternatives: White Ape/Folk Hero

 Apparently I am no longer able to stop making blog posts. All to the good, I'm on holiday.


I have always hated DnD Barbarian classes (Conan was a Fighter/Thief, as everyone knows), so here are two sketches for alternative rage-based classes. Neither can take a subclass. 


WHITE APE

Your memories are dim and half formed; endless limestone caverns, black suns out of time, phosphorescence, damp rock, cool and dark. They took you somewhere else, and over the years your eyes adjusted to the brightness and the space, to the touch of the wind. They taught you language and gave you clothes, cooked food, wine, but you will always be separate from them, and this understanding is imprinted on your deepest soul.

Starting proficiencies: none.

Starting tools: none.

A +5 HP, +2 STR, +2 CON, White Ape, Fury, Deep Time
B Bonding
C Black Stars
D +3 HP, + 1 STR, +1 CON, The Gifts of the Earth

White Ape: You were stolen as a baby, and brought up from the caverns beneath the earth. You are visibly monstrous - you frighten people, and can intimidate them easily with displays of anger. You understand common, but cannot speak it. Any armour and gear that you wear will need to be custom made a high expense. You can climb anything climbable, and can grasp things in your feet as though they were hands. You have sharp, ripping claws and jaws, natural weapons that deal d6 damage. Only very educated or kind people have any chance of treating you with warmth or humanity. 

Fury: You enter a state of animalistic fury when threatened. You may invoke this at any time in combat, and once you have done so you will make two attacks instead of one each turn. While the fury is active you must move towards the nearest enemy and attack it until it is dead, before moving on to the next. Intelligent foes will exploit this, especially if they have had time to plan. The fury ends when the combat ends. It can also end early if you are subjected to mental effects such as charm, sleep, domination, etc., or if your morale breaks, and if it is broken this way cannot be used again that day. 

Deep Time: You cannot be aged magically, all spells of this nature will fail. You are biologically immortal (you don't know this, and it is vanishingly rare information), though you can still be slain by violence, and are immune to disease. Any attempt to read your mind fails.

Bonding: You have become protective of the members of your new family (up to 6 characters of your choosing; if you are a PC this will always be your party). Once per turn you may take damage for any member of this group, if you could plausibly leap between them and the source. Your Fury ability now allows you to move to the aid of a downed or threatened family member as an alternative to attacking the nearest threat. 

Black Stars: You remember the nighted world below; you see it in your dreams, where you walk again in its iridescent halls. You gain practical knowledge of the Underworld (much as a woodsman might have practical knowledge of a forest), and know the direction to its nearest opening on the surface. In your dreams you can speak the pattern language of the black stars, and if you leave offerings for them (dumped into wells, thrown into black pits in the earth) they will aid you in various ways. The stars know much of what happens below, but little of the surface.

The Gifts of the Earth: You are no longer a child, and quickly double in size. You can drink petroleum, and when you do so it counts as a full day's ration, and invokes a special version of your Fury ability, which grants you a second attack for 24 hours without any drawbacks. When you dream, the stars sings promises to you, of tranquility, peace, and immortality for the ones you love. You now understand that you will never die. You also know that if you bring the people you are bonded with down into the Underworld (not simply underground, you need to go in so deep that you can never expect to return), and feed them on the black blood of the earth, they too will be reborn into perfect bodies, as infant White Apes. 


It might have been the best Conan story?

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FOLK HERO

You are not an adventurer. You are a labourer, perhaps an artisan; a member of your community, who in some way exemplifies its morality and ideals. You are only human, but humans are capable of much when they dedicate their souls, and the strength of their bodies, to the people that they love.

Starting proficiencies: choose one from farmer, woodcutter, miner, blacksmith. You must possess at least 14 STR to be a Folk Hero (if your players want to use this class, DMs are encouraged to let them swap their highest attribute score with their STR score). 

Starting gear: A simple knife and the tools of your trade, which will include one main tool that you use as a weapon.

A +5HP, Tool Mastery, Trance of Labour
B Feat of Strength, Tall Tales
C The Next Generation
D Inheritance

Tool Mastery: You master one tool (an axe if a woodsman, a hammer if a blacksmith, etc.), with which you can perform the labour of three people. It is also a fearsome weapons in your hands; it must be used in both hands, and hits for d10 damage. 

Trance of Labour: You may enter a fugue state for a day and a night, wherein you can do the work of 10 people. On exiting the trance you will take d3+3 fatigue. You may also enter this trance during combat; for the duration, your attacks do +1 damage, you take -2 damage from non-magical attacks. If your community (this is not the party, it's most likely where you grew up or where your family lives. Clarify with the DM) is under direct threat, these bonuses are +2 and -3 respectively. At the end of combat, you take d3 fatigue. 

Feat of Strength: You are renowned far and wide for an impossible feat of strength, which you can perform once per day. This could be something like wrestling a bear or an ox, felling a tree with a single blow of your axe, bending iron bars, or lifting a boulder above your head. This feat can be used situationally - someone who can lift a boulder might instead lift a portcullis to allow their friends to escape a locked room, someone who can fell a tree might breach the wall of a manor, etc. It should allow you to make a STR roll that would normally be impossible, or succeed on a check that would normally require a roll. DMs are encouraged to be generous here. 

Tall Tales: You are known to be unkillable, and also to possess a fair and incorruptible heart. These stories are known in most towns, and will usually arrive before you do. If a group of people are drunk or otherwise intoxicated they become extremely susceptible to your suggestions. 

The Next Generation: A young tough from the village joins you on your adventure - perhaps  a wayward niece or nephew in need of straightening out. They are a level 0 commoner, but may take templates in fighter or specialist. They are devoted to you, and have unbreakable morale until the first time they see you roll on the Death and Dismemberment table or fail a morale check (when this happen they gain +1 WIS). When they join you in combat, your community always counts as under threat for the purposes of your Trance of Labour.

Inheritance: You always roll twice on the Death and Dismemberment table and take the result that you prefer. If you die or peacefully retire, your legend lives on to inspire others. If your next character is a Folk Hero, they will be from the same community (and probably related to you), and will start their career with A and B templates. They will benefit from your original feat of strength, and a new one of their own. This effect stacks over generations. 




Monday, 9 December 2024

Chemist Subclass/First Humans

 CHEMIST


You are an artisan, dedicated to experiment and enquiry. There is a good chance that you trained in the capital, but chemists are also rarely self-taught. Your services are always in demand, from the most opulent courts and apartments to the meanest slums. There are many flavours of addiction in this world, and you cater to most of them.


Starting gear: 6 glass vials, a mortar and pestle, a small scale, a notebook, a writing kit, a musical instrument (with which you gain proficiency).


Starting skills: chemistry, performance, medicine. 


A Chemistry, Hypnosis

B Separation, Traveller


Chemistry: You can mix a single smokeable dose of the following chemical compounds given 1 hour and 10s of ingredients: stimulants, sedatives, prophylactics, curatives, immune boosters, painkillers, deadly poison (ingestible). With 20s of ingredients you may make a vial of acid, holy water, or petroleum. If you can find someone to teach you, you may learn new recipes over your adventuring career. Your concoctions are reliable and effective. If you have access to an expensive chemist's laboratory both the time and the money requirements are halved. At the DM's discretion you may substitute costly ingredients with appropriate regents gathered in the world.

Hypnosis: By playing music you can induce a state of extreme relaxation in others. This can be used to give someone the full benefits from their full nights rest, even if there is some reason that they would otherwise be unable to (traumas, insanities, curses, etc.). It also cures any mundane insomnia. If you also expend a dose of sedatives, the target will recover the maximum possible exhaustion from their sleep.

Separation: Using 100s worth of ingredients and d3 days of preparation, you may craft a special Compound of Separation. This must be tailored to the biology of someone that you know intimately. Drinking a Compound of Separation tailored to you will remove your templates (all of them except your A template/s) and allow you to learn new ones - this is your second personality. Drinking another Compound will regain your original templates but forget any new ones that you have learned. You can swap between you first and second set of templates using these Compounds, and each set comes with a distinct personality. You may never have more than two personalities. If you imbibe one of these yourself you will lose your Chemist's B template, and be unable to create more of the Compounds of Separation until you regain your first personality. 

Traveller: If you hypnotise someone before they sleep, and have used a dose of sedatives to do so, you can at your discretion allow them to travel in their dreams. Dream travel allows someone to explore a perfect facsimile of any place that they have already seen. The dream space is perfect, and the dreamer will be alone there. It only works on things that you have seen - you will remember the layout of a library, but not the content of the books, unless you have actually read the books. You might use this to explore a building you are planning to return to, study a book that you have read before, note the details of a specific painting, or whatever you wish - the only stipulation is that nothing new can be created in the dream space. If there is a container or receptacle of some kind in the space, you may deposit memories there. You will forget this thing on waking, and you can retrieve it again by re entering the dream space. 



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FIRST HUMANS

The first humans were made to serve the dragon converts in their religious war against the core of the planet. They were horrible prototypes, built to kill and maim and terrorise. The things we call humans today are what remains of a servant species that God created to worship it while its true children were sealed beneath the earth, cut away from its sight. 

First Humans are around 20 feet tall. They are fused into baroque, insectile suits of Plutonium Armour and armed with the Tools of the First MurderersYou might rarely find one that has wandered up into the tunnels and caverns closer to the surface, but usually they do endless battle in the seas of plasma and liquid iron at the centre. After five thousand years of separation from the God who loosed them on the core they have been reduced to utterly inhuman things.

Stat them as 30HD humanoids. Plutonium Armour counts as Enchanted Plate +20. The Tools of the First Murderers are crudely made from sharpened flint - stat them as Enchanted Maces +20. 

First Humans cannot exist on the surface; they sink into the ground due to their mass (unless standing on solid bedrock). It is believed by the very few in the church who know of their existence that God created the gravitational force to keep them from ever gazing on its face again. 

They have the following abilities:

- Nothing that is killed by the Tools of the First Murderers can ever be resurrected.

- Anything that comes within 50ft of them is exposed to infection by the Anathema

- They cannot speak, and only understand the first language of God. They will obey any order given to them in that language. 


Design Notes:

First Humans are obviously not designed to be fought by GLOG characters, with their 2 attacks and 20 odd HP. Cunning powergamers may find ways to do this, but the thinking behind the stat block is twofold. The first thought is that they make interesting roadblocks or environmental hazards in a dungeon. Make sure that players know from the off that they can expect to be killed immediately if they go anywhere near it, and then see what they do. First Humans have serious drawbacks - they don't have any defence at all against magic (they were made before it existed), and they are heavy enough that there are only specific surfaces that can hold their weight (expect the dungeon to be seriously damaged and deformed if one starts walking through the floor).

The second thought is harder to articulate. There is some intrinsic value in having monsters listed at insane power scales relative to your players' characters, and I don;t think it has much to do with the game as it is played. I was thinking about the Neutronium Golem (statted with over 2 million HP, with a natural AC of 932, an attack that drains 3d6 levels, and an aura that deals 500 damage every six seconds to everything within 5000 miles) when writing this - I don't believe that these were really made to be played, or to force players to act in clever, non-combat ways, or anything like that. I think that they represent a writer who is interested in systems (which is what DMs are most of the time I think), talking to themselves about scale, and using the simulational machinery of the setting to do so. There is a sort of gonzo pleasure in making up a damage system that simulates getting hit with a sword, scaling that up to getting trampled by a rhino, and then scaling that up to falling into the heart of a sun. The joys of abstraction make the correlations superficially easy to draw out. Even when for most adventurers the difference between suffering 2000 damage and 20000000 damage is negligible, there is a genuine pleasure in reading about Neutronium Golems and their ilk. 





Sunday, 8 December 2024

What are your Dragons/Who's in Charge

Some more notes towards a coherent setting document. 


The Wyrms of the Sky

Everyone knows what dragons are. They fly, they breath fire. They are clever and ruthless. Knights killed them in ages past, and now they appear in heraldry, signifying dignity, ferocity, and clear vision. There has not been a verifiable sighting of a dragon in any recorded history in the archives of the Baroness or her academies.


The Truth 

There are those in the church who tell a story of the first days. It is not the creation myth as most people know it, and it is certainly not canonical, so it is usually described as a fantasy or children's story.

The dragons were the earth's first inhabitants. They were there when God arrived, and they lived in the upper air, for below the whole world was mixed together, earth and water and fire and wind, and nothing could survive or endure there. But the dragons didn't mind - they lived above the churning chaos and spent their time in social games, intrigues, and the debate of abstractions.

Then God came, and the dragons were its first converts. When they prayed God spoke to them, promising them dominion over the earth if they could tame it. God gave the dragons the terrible weapons and armaments of heaven, and they flew down into the chaos below and battled with it. By continent-shattering deeds the dragons forced chaos down into the molten iron centre of the earth. It was these first soldiers of God, with their apocalyptic weapons, who divided the earth out into its proper orders. 

God was pleased, and went about its work making the world, but it also saw that beneath the surface chaos still survived. So God spoke with its faithful and asked that they take up its armaments again, and it gifted to them its terrible Word, which annihilates all. To aid the dragons in their crusade to the centre God made the first men and women, and armed them likewise in the regalia of heaven. Then the whole of the host disappeared beneath the earth, beyond sight of the lesser humans left behind to pray for them, beyond even the sight of God. As the centuries wore on it became common knowledge that the dragons and their human allies had slain the churning thing at the heart of the world, and that they had themselves been slain in the contest. Then God made its angels, and no one had any need to remember or call upon dragons again.



The Worms of the Earth 

The dragons are still down there. Not all of them, many of them were actually killed in the mighty combat with chaos, but some remain. They are horrible things now. Their bodies are mangled and awful. They push themselves through rotting stone and ore deposits that boil about them, and they scream in pain; not the pain of the flesh, but the pain of separation from the sky and from their benevolent God. Many are blind, many have sloughed away their wings and other limbs. Their eyes are hateful and insane. They are wrapped in the stench of boiling metal, of bone sickness, of the decay of the soul. All dragons are insane, but all are highly intelligent. They cannot die except by violence, and there remain none in the world who might slay them. 

Dragons are kaiju sized, but you can pick your kaiju. They burrow through the deep earth like worms. They tunnel using their atomic breath, which melts stone into perfectly round, molten, poisonous shafts that honeycomb the lower chaos. Some still wear the armour of heaven, some still clutch their divine spears. Their rotting bodies pump disease into the air around them like smokestacks. Nothing survives them. Angels were made in their image (they are the reason that angels fly and breath solar fire), and fear them above all things.

Dragons cannot usually be killed by adventurers. They all possess the Breath of Annihilation (what remains of the terrible Word), which annihilates anything caught in it without a save. The Breath cuts though stone at about ten metres per second, and a dragon can exhale for about twenty seconds. There will always be a turn of obvious setup before the dragon uses this attack (it will be equally obvious which area will be affected - a perfectly straight beam the width of this particular dragon's maw, usually between 15 and 30 feet). Any air in the space exposed to the Breath will be superheated (dealing 5d6 per turn to anyone caught in it until it cools), and any tunnel cut into the bedrock this way will be poisoned with d3 random diseases for ten thousand years.

The dragon's body pumps sickness into the air like a biological furnace. Any space that they inhabit or move through will be infected with d3 random diseases for ten thousand years. Their words (all of them speak the first language of God, and they will always be understood by those that hear them) are also diseased - you can be infected if you hear them. This works at any range, and through any medium (including any recording or transmission - the words of a dragon will always spread disease). 

If you see a dragon that is still wearing its Regalia of Heaven it will never allow you to live and tell of its shame. You cannot look upon the Regalia without going blind for 3d6 days.

If the dragon is carrying a Spear of Heaven (and it still has arms to use it), it may choose to attack with the spear instead of with its jaws or claws. They can also throw them if they need to. Anything killed by a Spear of Heaven is unmade such that it has never been. There is no soul left, and none will remember the one so destroyed. All of their works will be erased as though they never were. The husk of the body does remain in the wake of the unmaking, and is one of the most cursed and unholy relics conceivable. 



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Who's in Charge? 

The corner of the world where my games take place is called the Barony, and it is (naturally enough) ruled by the Baroness. Baron/Baroness is a titled bestowed onto one of the heads of the Baronial Capital; they vote on which of their members is elevated, and the office is held for life. The heads of the city are nobility, military, academy, mercantile, and guild leaders, and there are usually around 50 of them.

The current Baroness (by custom they give up their name after being raised to the office) came from the military, where she served as a mercenary captain and then as a general in the citizen militia. She was voted in because many of the heads of the city thought that she might be pliable. Her reputation then was as a stolid, well-meaning, and slightly dim politician.

She is none of these things, and most of the city heads have slowly come around to this fact, with varying degrees of unease. She brought her staff with her from her mercenary days, and is a shrewd administrator with a good sense of how to keep the criminal and civilian populations of the capital happy. She is best known publicly for centralising much of the police power in the city into a well trained force named the Baronial Agents. They wear red armour, are expensively armed and equipped, carry writs of her authority, and are centrally trained in 'modern' police techniques (proto sherlock holmes type stuff). Most people are warily impressed by the agents, and they represent a serious shift away from the old power of the landed, regional nobility and towards visible, muscular, centralised authority. The Baroness has a professional, veteran, motivated spy network in her employ. She is also beloved by the military, who think of her as one of their own. 

The church and the academies don't hate her (she's pretty stable), but they also don't love her (she's not easy to predict or control, although she is fairly easy to buy off in various ways). From an adventurer's perspective, she is reasonable, competent, and dangerous. If she wants bad things to happen to you you will be in big trouble, but it's pretty hard to get onto her shit list without doing things like selling state secrets. 

The Baroness is a tall, thickset, middle aged woman. She wears fashionable clothes (the traditional formal wear of the capital looks a bit like a fitted tuxedo with elaborate, dropping neckerchiefs and/or chain jewellery) and expensive makeup, as do all powerful people in the capital. Her finery is carefully tailored to recall her old position in the military, the uniform and honours. She is an excellent duelist and sword fighter, and still carries the warhammer and misericorde that her armoured knights use on the battlefield (largely ceremonial), alongside a more practical (and well-handled) rapier for any emergencies. She is accompanied by bodyguards from her old mercenary company, who are all champion fighters (or fighter/specialists) with top level equipment. 



Kinda like this, but with a tuxedo jacket. Art by Carla Antonia.


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BONUS

A new pass at a Fighter D template, included here just so I don't forget before I update the pdf. Thanks to aconspiracyofravens for the productive back and forth on this.

Corpse Piler
You may take the following actions at the cost of 1 fatigue. If your equipment slots are full you may instead take an action by rolling on the death and dismemberment table.
    - Reduce the damage that you take from one non-magical hit by 3d6, to a minimum of 1. 
    - Take three attacks instead of two on your turn. 
    - Immediately incapacitate one human enemy without templates, who you are engaged with in melee. You must be holding a weapon, and you decide if they are killed or not. 


Saturday, 7 December 2024

Disease and the Underworld

In the setting I write and play in, disease is very prevalent. The further you burrow into the earth, the more pockets of sickness and miasma you are likely to find. The setting follows the classical surface world > dungeon as mythic underworld > underdark/veins of the earth > writhing chaos (and also perhaps utterly alien hollow earth societies) structure, and in every instance the further you dig, the more disease there is.

There are many theories, the most common being that these pockets of disease are the vestiges of terrible wars fought by God against the monsters that ruled the earth before humans. All of the disease are communicable, debilitating, and potentially deadly - they often pose borderline existential threats to the settled societies of the surface. Because of this, healer saints are often considered the social lynchpin of any settled place past a certain size. They are an effective countermeasure, but they have their own issues (to start with, there aren't many of them and each can only heal one person once a day. There's also the issue, not generally known, that speaking with God and its angels can occasionally make you go violently insane). 

Most people associate adventurers with disease and uncleanliness, because adventurers are the ones who travel underground to fight in the dungeons. This is not entirely unwarranted; adventurers are absolutely more likely to get sick marauding beneath the earth, and then bring sickness back with them into the sunlight. Most adventurers will go out of their way to appear clean, well-kept, and physically beautiful/unblemished, and those who don't are often turned out of townships by angry and fearful citizens.

All of this means that no serious, right-minded adventurer would go anywhere near the underworld without taking along prophylactic and curative drugs in case of infection. These are difficult to manufacture but tend to work well. The alchemists and healers who develop them make a very brisk trade.

Most disease can be prevented, treated, and cured. Quarantine is effective, and if the symptoms and disease vectors are understood, then the risk can be effectively managed. The exception to this is the terrible anathema, which adventurers fear above all else, and which, uniquely, even the saints of God cannot cure. 

Anyone who has been infected with anathema will be killed with crossbows, and their remains burned with firebombs. Anathema occupies a social and cultural position similar to the devil in our world - it is one of the great adversaries to God (the other is the demons, who have no chief, or at least none that most people know about). It is very often personified in art as a gigantic, grinning, shit-and-blood-smeared corpse, sweeping hundreds of screaming humans into its vast embrace. 





RULES FOR DRUGS

Every market and town will sell drugs that inoculate you against disease, or that will act against it if you become infected. They also generally sell immune boosters and painkillers. These are all smokeable drugs, and every adult will own a pipe to imbibe them. All drugs come in standardised doses, which have listed durations. 

Everywhere will sell cheap drugs, even if it's just the local innkeeper selling across the counter. Cheap drugs have a 1 in 20 chance of not working, and are much, much cheaper than properly prepared stuff (like 10x cheaper. If an adventurer is buying cheap drugs, they are in a very bad way. No one wants to gamble with this).

Any town of a decent size will also sell properly prepared drugs. They are 100 percent effective if not ruined or tampered with. Larger towns may also occasionally sell expensive drugs, which cost twice as much, taste and smell better, and generally indicate good social standing (an expensive, decorated smoking pipe has a similar effect).

Drugs can be delicate, or robust

Delicate drugs will be ruined by changes in temperature. This takes effect if the holder takes fire or cold damage, or if they are exposed to environmental extremes (they get locked in a forge room, they are buried in snow). 

Both delicate and robust drugs will be ruined if they get wet. Swimming or otherwise being immersed in water will always get your drugs wet, unless you have purchased a special waterproof bag for them, or put them in an inflated bladder or something. The drugs are as follows:

Prophylactics 

This is the big important one, which adventurers will want if they are going anywhere that they know is diseased. If effective, it will prevent infection in the person who takes it. Prophylactics are delicate, and their effects last for one hour. 

Curatives 

These are what you take if you have been infected with something. They will give you a high fever (this is the drug, not the disease), but will improve your condition once step up the disease track each day until you are cured. You will be semi-conscious for the duration. Every disease has a point after which Curatives become less effective. Curatives are delicate, and a dose must be taken each day for them to continue to be effective. 

Immune Boosters 

Immune Boosters give you a small chance not to become infected in the first place. They are cheap, ubiquitous, and many people question their effectiveness. Immune boosters give you a 1 in 6 chance to ignore infection. Immune boosters are robust, and each dose lasts one day. 

Painkillers

Painkillers let you act as though you were not in pain. This has many practical effects for adventurers, but also lets you ignore the effects of infection while they are active. Painkillers are robust, and their effects last for one hour. 

Painkillers are associated with the church, who use them to ease the suffering of the dying and manufacture them in great quantities.


RULES FOR DISEASES

Disease exist in pockets of miasma beneath the earth. The diseases themselves are invisible and intangible, but the areas where they gather tend to looks and smell bad. Rot, foulness, and decay. Everything unclean, everything seething, crawling, rusting. Experienced adventurers tend to know when they are entering an infected zone (think Blight Town, The Valley of Defilement, or the Other World in Silent Hill), and this is knowledge that is quickly passed on to novices. Most diseases are airborn and can be contracted simply by breathing in the putrid air. In addition, monsters in these areas will often become infected themselves (even diseases fatal to humans rarely kills monsters outright), and will carry the diseases on their attacks. Food and water from these zones will be obviously foul and inedible. 

Dungeon rooms have a 1 in 20 chance of carrying mundane disease.

Underdark rooms have a 1 in 10 chance, and these diseased rooms have a chance of hosting the anathema.

Once you get down into Chaos, rooms have a 1 in 4 chance of being diseased. God ruined this entire strata permanently. The edifice rots and howls at the roots.

Diseases have a track that they follow, measured in days, which describes what happens at each stage, and how long it will take to progress to the next. They additionally have a randomised 'virulence' score, which is rolled for each instance of the disease encountered. Subtract this score from the listed number of days it will take to move one stage along the track - if it reduces the number to zero or bellow, the stage increases after one hour. 


Redness (Virulence 0)

Stage 1 (2 days) - Slight reddening around the lips, eyes. Body fluids carry the infection. Difficult sleeping (1 in 3 chance of not gaining the effect of rest).

Stage 2 (4 days) - Bloody welts at eyes, lips, ears, genitals, and anus. Very poor vision, as blood enters the eyes (blindness beyond 10 feet). Cough blood every five minutes or so. Body fluids still contagious. Pain slows movement by half, and all rolls are made at -2. 

Stage 3 (4 days) - Eyes are permanently ruined (character is now blind), face is a nightmare of weeping red skin. No longer contagious. Pain is incapacitating, and character can do nothing but lie still. Curatives have a 50 percent chance of failing in stage 3, and the character's vision will not return even if they are cured.

Stage 4 (1 day) - Curatives do not work in stage 4. The character loses control and will spend their final hours screaming if not drugged for the pain. TSkin is read, raw, bleeding, weeping. After a day of this they will die. 


Rot (Virulence 0-1)

Stage 1 (4 days) - Lethargy, bad breath, bloating. Breathing is contagious (anyone who sleeps in the same room, or spends more than an hour in proximity, will be infected). 

Stage 2 (6 days) - Skin turns black at the gums, armpits, groin, and belly. Small lesions form. Lose 1 max HP per day (2 per day if the Rot has a virulence of 1). No feeling at all in the extremities. They are still contagious. 

Stage 3 (6 days) - Skin is black and swollen across the entire body, the smell is overpoweringly awful. Move at half normal movement, and no longer feel any pain. They lose 2 max HP per day. They are still contagious. 

Stage 4 (2 days) - You can still crawl at a quarter normal movement. The face is not recognisable. Curatives have a 50 percent chance of not working in stage four. At the end of the two days you will die. You remain contagious throughout, as does your corpse. 


Honeycomb (Virulence 0-1)

Stage 1 (4 days) - Your pores become visible on your arms and the backs of your hands. If you look closely, you can see tiny white beads starting to form inside them. These areas become intensely itchy. Skin to skin contact is contagious. 

Stage 2 (6 days) - The pores continue to grow, until they resemble a sagging honeycomb structure spreading across the surface of your skin. The openings weep clear fluid. An intense hypnotic fever develops. The character will begin to mistake people and situations for others; at this stage the chance of this happening is 50 percent. They will also become physically stronger (+1 ST), and cycle between paranoid hyperactivity and dissociative lethargy. Even if it is cured, the affected skin will bear the scars of this disease forever. They are no longer contagious. 

Stage 3 (6 days) - Most large, exposed areas of skin are now honeycombed. There is a descent into ongoing hyperactive mania. The character will not recognise the people around them. If not restrained, they will generally become violent and paranoid. Their physical strength further increases (+1 ST). 

Stage 4 (1 day) - The head will begin to thrash around violently. This almost always breaks the neck, killing the victim, but if they are restrained the fever will burn them out after 24 hours. Curatives do not work in stage 4. 


Hypersensitivity (Virulence 0-2)

Feared by adventurers almost as much as the Anathema. 

Stage 1 (2 days) - All light becomes blinding, all sound becomes deafening, all touch becomes unbearable. All senses are 50 percent less effective, and the character loses 2 WIS. Curatives do not work. Hypersensitivity is only contagious by prolonged skin-to-skin physical contact. 

Stage 2 (2 days) - A hell of sensory overload. All the victim can do is roll into a ball and try to be as still and quiet as possible. No action is possible. Curatives do not work. They are still contagious. 

Stage 3 (2 days) - An intense, violent, and barely perceptible vibration across the entire bodyThe internal organs burn out and the victim dies. Curatives do not work. They are still contagious until the moment of their death. 


Anathema (Virulence 0-9) 

Stage 1 (9 days) - The person infected can no longer perceive entities, or speak any pattern languages. Angels and demons will attempt to kill them on sight. They no longer sleep, or feel any tiredness. The face takes on an instantly recognisable stretched and staring grin, which cannot be relaxed. The skin begins to discolour, like blood and faeces. They are contagious in a 20ft radius around themselves - anyone  spending ten minutes inside this radius is also infected (this includes entities, which should be impossible as they have no bodies). There is no cure. 

Stage 2 (9 days) - All muscles tighten into steel rigidity, all movement is impossible. The infected person typically stands rooted to the spot, reaching their arms towards the sky with their grinning head thrown backward. Sometimes they speak words that are impossible to understand. Angels and demons will not go near them. At the end of the ordeal they die, and the body tears and ruptures under the straining of its muscles. There is no cure. 




Thursday, 5 December 2024

SIX (on the Empire of the White City)

This foray into OSR dnd comes by way of my fiction writing. CatDragon, of Glass Candles, recently asked me about the empire from the Chemical Courtesans post, and I thought I would post up a chapter from something I wrote a year or so ago that properly gets into it, since it is assuredly a fever-dream close to my heart.


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SIX


L wakes up alone on a straw pallet, in a strange room. The walls are whitewashed and light filters through a small, high window. The space is brushed obsessively clean. She checks quickly across her body and sees that each of her wounds has been sewn neatly shut. She tries to rise and grimaces in pain as she makes the movement. Decides to lie back instead. After a couple of minutes P enters the room and smiles happily when she sees that L is conscious. The long cut across her face is raised, bruised, swollen, scabbing over. She says “can I touch you?” and L nods and they embrace for a long time. P buries her face into the seam at L’s pectoral and shoulder and her breathing becomes deep and extremely slow. L realises that she is crying and smiles and closes her eyes and tightens her embrace. As P nuzzles into L’s armpit she explains in detail how they were able to escape after L killed everyone and collapsed into unconsciousness.


Afterwards P leaves the room, and then returns after several minutes carrying two bowls, one filled with steaming soup and a wooden spoon, and the other with water. She places them next to the pallet and sits down on the floor, crosslegged, with her back to the wall, and watches as L slowly reaches down and begins to eat. It takes a very long time for her to reach the bowl with the spoon, and then even longer for her to raise it up to her mouth. She blows on the hot, stewed meat before eating it. After the first spoonful she makes an ‘mmmmm’ noise and says this is really good, and noisily slurps her way through the rest. P sits, silent and relaxed, staring up at the light falling through the window, at the spotless stone floor, at the other woman eating and drinking with loud gulps and mouth smacking. After a couple of minutes the bowl is finished and P rises to get another. It is placed by the bed to cool. L asks absently what happened to her armour and weapons, and P says that they are stacked outside the room, badly damaged but all accounted for as far as she can tell. L is silent for a minute or so and then asks P if she can bring her jewellery into the room, as she would like to see how the chains and pendants have fared in the aftermath of the bloodbath in the stone room with the table. P does so, and it takes her several trips, since the complex ornamentation is quite heavy— it is also difficult to unhook from the armoured breastplate and pauldrons without practice, and P has never done this before. She apologises and explains this to L as she brings the long chains heaped up in her arms, and dumps them on the floor in a tangle before carefully teasing each out to its full length. L watches her work, and explains that these honourifics were earned in the country of her birth, and that they are made from lead, tin, and cut glass— that they are like fairground trinkets and worth nothing to anyone, but that she and the other slave soldiers that she grew up with fought and killed for them and nothing else, because they had been taught by their owners since birth to value them above all things.


P thinks for a while and then says that she cannot imagine someone owning L, or more— she feels around words and concepts, trying each in turn— that she cannot imagine L acquiescing to status as property. L smiles and explains that for most of her life she was a slave, raised from birth in a great imperial palace barracks, alongside her orphan brothers and sisters, who were also her lovers. They acted as assassins and secret police, answerable only to the emperor, and also as terrifying shock troops at the front line of his most wretched and hopeless battlefields. It was, strangely enough, a position of great honour. She says that they were the progeny, in essence if not in blood, since it was the custom of the empire to sterilise its palace guards, of the first slave knights, who were giants, and on whose legacy and myth the imperial project was founded. She and her siblings studied— as their titan progenitors did hundreds of years before them— poetry, geometry, alchemy, sorcery, and every other doctrine of pragmatics, which she says, with only the softest shadings of irony, is the only truly noble science.


P asks what she means by giants, and L says you know, giants, like humans but bigger, stronger, smarter, hungrier. Impossible to kill. In the empire they tell hundreds of stories about them. They were slaves too, defined by their privileges at court, by their status of exception. They were separated from the structures of power and influence that bound up the rest of the court population like a steel trap. While they lived they were the emperor’s ultimate security. The only things that they could not have were the will to disobey, leave, or die. A terrible life if you could not reconcile it with the shape of your inner soul, or a simple and luxurious one if you could. They were students of rhetoric, of contradiction and debate. The first contradiction was in their obvious capacity to win their freedom by violence, at any time and without issue, since they were giants and could not be stopped by humans. Between the ten of them they enjoyed discussing this above all things, and the conversations were apparently intense and circular. Of their arguments we sadly have no record, and they guarded their interpersonal communications jealously and wrote nothing down, but their relations have been well preserved by the scribes of that time. We know that they were organised into five pairings, and in each of these one took on the dominant outward facing posture, and the other the mute/visionary/internal facing. We know that at night these positions were reversed, and that the relation of the body of the giants and the emperor was also reversed, so that after sunset they became a ten-headed sovereign, and their boyish suzerain was stripped of his executive powers of ideation. We know that these nightly transformations were produced chemically, and it is the legacy of chemical and alchemical transmutations that make us such ferocious killers. P asks who are you? When you say ‘our ferociousness’ who are you referring to? She is staring at the floor. L says we are called ‘hounds’ or ‘dogs' in the empire. There are about a hundred of us now, and we are still warriors and we still read philosophy, but we are no longer giants. Our equipment and training have been standardised, our access to chemicals, steroids, stimulants, the doctrines of their use, our sexual explorations, all of these have been stripped back to their barest essentials. It is an effective programme but a brutal one, and it produces brutal soldiers. Here I am, she smiles, a brute. P is still looking at the floor. She asks whether the giants had names, and L says yes: the first, who were discovered at the foothills of the mountains by the first settlers, and who gifted them the secrets of wall building and animal husbandry, were named Gilgamesh and Enkidu. After them were Lamassu and Lamassu, who were identical and spoke rarely, and who policed the behaviour of their brothers and sisters and watched them closely for early signs of mental illness. And then Gog and Magog, also called The Ruiners, who were many times larger than the rest, and who looked like mountains when the lay down to sleep at the edge of the city walls. Gargantua and Pantagruel came next, and they were fashionable and erudite and had an intense enjoyment of nonsense and theological argument. They lived in the palace (their old apartments are still accessible, though obviously much too large to used by normal humans) and enjoyed eating horses and cattle whole while they gossiped and bitched with one another about the other giants, about the emperor, about the quality of the cooking, about how one ought to be treated when one is kept in an imperial palace, and about how one was, in actual fact, being treated right now, ‘oughts’ notwithstanding. Finally there were the Knight and the Lady, the youngest of the group, only slightly larger than the people who live now, who actually went under many different names, and who each had the power to transform their bodies into any form that they chose, so that their stories of devotion, love, insanity, rejection, mistaken identity, face-swapping, role-swapping, useless courage, unbearable loss, etc. etc. could be remixed and reformulated into different formats into perpetuity, and also so that neither could ever truly damage the other in any lasting way, no matter how sincerely they tried. 


L is smiling as she talks. The bowls lie empty on the stone floor, where P is now lying stretched out on her back, hands behind head, staring at the ceiling and saying nothing. L says “Who could contain desire? How big would a body need to be? How tough, how flexible? How many transformations of that body?” She is still smiling. 


P looks at the other woman and her strange eyes sparkle in the evening light. She imagines the giants. She imagines L’s body growing larger, to the size of a building, the size of a mountain; sees the chains and cut glass adornments multiplying across the surface of the body, its surface covered in shifting, sparkling layers of lead and pale crystal. A face like something in a nightmare. Staring eyes the size of houses that boil whatever falls under their gaze into vapour. A mouth like a pit in the earth filled with black smoke, hiding ridges of filed and sharpened teeth. A figure from the centre of the earth. It brings stories and strange technologies, and it kills and eats everything around it. When it has slaughtered those in the settlements close by it will begin the construction of boats, arks, and vehicles of all kinds, whatever it requires to become mobile, to move on to other feeding grounds.


After a minute or so L says that there is something in any person that is invulnerable. P comes to herself then, and when she thinks about what L has said she laughs. She has a pleasant, natural laugh, and L realises that the last time that she heard it they were dancing together, and she remembers the dress that P wore and the feeling of her thin body pressed into her own. P says that she has never seen any evidence of this invulnerable thing, has never herself experienced it, although she has known a few people who, like L, seem to hold its existence to be self-evident, as though they have been in contact with their own fragment of invincibility their entire lives, and need only spend a minute or two stilling their thoughts to apprehend it directly. She says it feels to her like a mystical feeling, and that she has difficulty trusting it when it begins to make demands. It is L’s turn to laugh. She says that this is probably wise, and then asks if there is any more soup. P exits the room and returns with the whole pot, which steams in the sunlight and smells delicious. Then she curls in next to L on the straw pallet, careful not to press into any part of her body that has been recently sewn shut and says “Tell me more about this city you were born in.”


“It is a very large city. The palace complex alone, where I spent the majority of my life, was larger than the entire keep and surrounds of the king that we now hide from. To walk its perimeter would take many hours, and its defences were like those of a fortification, although invisible to most eyes since the palace’s first purpose was the temporal glorification of the body of the emperor. In some sense the city was similar. It was like an elaborate portrait of his person. Perhaps a million people live there. The official censuses put the number at half that, but the rough calculations that we made in our barracks when playing war-games told us that this was unlikely. The construction of the city is mostly in a light coloured stone, hard and polished, which is mined close to the walls. Every building is built on several levels, and they line wide, paved streets, which are flanked by tall, shady trees. The most illustrious and wealthy citizens live in spacious apartments, built from this same pale stone. The climate is bright, windy, and open; it rains, but only in season, and the summers are viciously hot. Those that live in my country have a character which is distinct from the people here, but it is difficult for me to describe how exactly. In some ways they seem silly, even immature, like children who have been raised without any hardship or difficulty. There is a general fixation with what we call ‘culture’, which can manifest in many ways: in fashions of clothing and jewellery most obviously, but also in modes of speech, in expressions of loyalty to or disdain for the political and religious/magical factions of the city, in tics and affectations, in acts of charity or cruelty. In the city, everything has the potential to be put to use in the culture and its game. The specific thing or the specific image are not important, but the rule beneath the play is something like this: if someone can show me an image, I can show them an image that is its opposite, but that also contains the original image within itself, like a proof that the two are actually identical; that they were always identical. This is not a simple operation, and play is recursive, in that each image produced in turn must be met with the image that will move beyond it and dissolve it. The tricks that allow this are both optical and rhetorical. The images can take a million forms, and the players are very subtle; most play naturally and without excessive conscious thought, since it is generally acknowledged by players that conscious processing is incapable of making the fine-grained and lightning-quick distinctions necessary for the real-time production of these functional images. There are various postures that are very difficult to dissolve, around which the most successful images and players arrange themselves. Images of cruelty, love, equivocation, entropy, humour, ambivalence. Even these are constantly ground down and recycled into new forms. The players form into gangs and tribes, groups whose loyalties are volatile, and, though violence between citizens is forbidden and policed by the emperor’s soldiers, they often organise the harassment, intimidation, abduction, and occasionally assassination of rivals. They meet and fight in public and in secret, and the secret conflicts are generally the more vicious. Torture and killing are postures like any other, although it is uncommon for game players to actually risk prosecution by enacting these on their enemies. They are not difficult to conceptualise or enact, merely risky in a concrete, legal, punitive sense. Naturally huge amounts of money exchange hands. The wealth of the empire is difficult to guess at or even imagine. It is not measured in gold, grain, tax, or the rivers of tribute that flow in from foreign vassal states. The wealth of the city is like a system of magic, alchemical, transmuting base materials; a captive demon that squats beneath the streets, fluid and possessing a double face, and powering the frantic movements of the city’s inhabitants. Game players are ruined and then wealthy again from week to week. All serious players keep around them a close company of professionals whose loyalty is understood to be absolute, and nonetheless make plans for their betrayal. There are great channels of hatred and compassion. All relationships between those that play the image game are treated as though they will stand for all time, as though each utterance will be truly final, and will cleave itself from the chaos that surrounds it, becoming irreducible. It is possible that they are indeed edging closer to this final posture; that the images are becoming more and more difficult to dissolve into one another and reduce. The great bonfires of equivocation. The pale boulevards shine slickly in the evenings after it rains. It is a beautiful country, and I miss the weather keenly. The stone streets are easily washed clean of blood and shit. There are great irrigation works that flow from building to building, there are channels of pure, clean water that run down the centres of the boulevards, there are imperial harbours which shelter hundreds and hundreds of ships, markets where you can buy the produce of the entire world. The people that live in the city are not like the people here. If you were to raise your hand against them their hostility would annihilate you. It would not even be a question of armies and powers— it would be their hostility and their facility with the playing of games. You cannot imagine the subtlety of this system. There are thousands and thousands of them, and each aspires to the exact status of a god, a secular god stripped of its powers of miracle, but not of its essential nature, which remains divine. Each believes in their own inscription for all time. They search for images of themselves that cannot be dissolved.”


“The city also has a military, which act as its police; the two institutions are the same. The soldiers are formally forbidden from playing the games of the capital, but since they are themselves wont to appear as images in this game it is difficult to police this. Each member of the corps is ranked by how many humans they could reliably be expected to kill in combat before dying, which allows the emperor to indulge in relatively simple calculus when planning out his various campaigns of extermination. The first positions, newly minted soldiery, are known as ‘killers of one’, ‘killers of two’, ‘killers of ten’, etc., and they are trained in every technique that would allow them to act as such. It is not so hard to imagine that anyone could reasonably be termed a ‘killer of one’ in theory, but it is quite another thing to be practised enough that you can be relied upon to carry them out without fuss, as a professional. Rank in the imperial military follows two tracks— there are the killers, whose rank goes up as described, and group commanders, whose responsibilities are in acting as multipliers of the respective killer-ranks of the soldiers under their command, via the study of pragmatics. Their bands of soldiers are then classed in similar but less-precise terms: massacre squads, city-killer squads, genocide squads, etc., with each being entrusted with tasks, abroad or at home, that correspond to these capacities.”


It occurs to L as she speaks that she knows nothing about where they are at the moment, nothing about the nature of this white washed room with its soup-producing kitchen and spotless floors. When she asks P says that these rooms belong to a friend— to a woman called R, and that they are safe and protected, outside of the king’s city and beyond his reach. She says that the building is actually a library, which is also an entire fortified community, like a monastery, and that L can relax knowing that she is safe.


P wants to know what a city-killer or genocide squad might be, how a small group could expect to kill so many people, and L explains that when she refers to the study of pragmatics in this instance she is mostly talking about the training of these soldiers in mass poisoning and ecosystem destruction, in spreading plagues, fouling rivers, salting fertile earth, engineering starvations and mass psychosis, and also in the application of mass human psychology to divide their target populations against themselves, again and again, to refract and double any group identity until it can no longer coexist peacefully with the others around it. “Given enough time and favourable circumstances you could engineer an event of no return, a cleavage; and then all of the assurances would collapse, everything would be thrown into doubt, and the old tactics, the murders, abductions, rapes, and tortures, all of these would resurface again as the terror-spreading weapons that enemy populations would bring to bear against their own. It could take a long time, and there were other, quicker methods at the disposal the soldiers of the empire.” 


“And what were you?” asks P. “To what level of human slaughter did you aspire?” 


L says that she was briefly an advisor/attache to one of the three currently existent genocide squads, but that the inclusion of a slave like her in these military bodies was quite rare. The slave troops were bound to the palace building, and served as courtiers, assassins, and personal guards to the emperor. The surgical and chemical techniques that produced their over-muscled bodies were secrets that had never been revealed beyond the palace walls. 


“Like most of the institutions of the empire, the distinction is one of affected and artificial separation— we police the military, who police the population, who police one another and especially the non-citizens who live amongst us. These separations must be concretely enforced, and so the bodies of the slave soldiers have been changed over time, as I have mentioned, using the giants as template, in order to disrupt and nullify the calculus of the military assignments. There is no good model for calculating how many soldiers one of the emperor’s slave killers might be worth in a fight, and as such the military are forced to understand our worth as effectively infinite, at least until a better number can be produced. Which means that they fear us more than they fear enemy nations, and defer to us often for advice during their campaigns. These are purely mathematical problems. If they ever did find a good number to substitute for their small infinity, an accurate representation of our worth, then the balance of powers in the capital would be overturned in an instant. For this reason it was, for many decades, one of the great pastimes of the slave soldiers to discover whatever working number the military had come up with, and then to show publicly its inadequacy. If they produced the number ‘seventeen’, one the soldiers would volunteer to overpower and execute eighteen soldiers in a public place. They would be trussed up and disembowelled, they would die screaming. If they produced the number ‘forty-five’, one of us would embark on a campaign to assassinate forty six of their officers. They no longer produce these numbers as far as we know, and have defaulted instead to the small infinity. There has been a peace between the institutions since then.”


P says “these games of yours are bizarrely artificial and mathematical. I have just watched you kill many people; you are obviously a powerful warrior, well equipped, and without any fear of death. But I don’t believe that you could kill forty six people. I don’t believe that your worth as a killer could be accurately represented by the small infinity.” 


L smiles and says “You might be correct in a literal sense; in fact you probably are correct. You see that I can be wounded like anyone, that I require time to heal, and also that I can kill many, many people before succumbing to my wounds. But nonetheless, as you say, the small infinity is most likely not the actual number. It exists, it is concrete, but we will never know what it is. These abstractions hold value within the systems that honour them. The small infinity must be maintained to hold in place the political balance between the slave soldiers and the military. It is like a contest of wills: if the soldiers decide to match their will against ours, if they propose any other number, we must systematically ground them down to nothing. If they proposed ten thousand then each of us would attempt to kill ten thousand and one of their soldiers, until we succeeded or there were none of us remaining. Each of us is absolutely willing to attempt this, and the soldiers are afraid to call our bluff, since we have never failed to make good on our threats in the past, no matter what number they propose. They must be made to represent us on these terms, on our terms; our symbol in their equations must be the small infinity.” 


P thinks a moment and then asks “Could you kill ten thousand of your nation’s soldiers?” And L laughs and says that she has thought about it often, and would be curious to put her designs into motion and test her various theories of how it could be done, but that this would depend on the soldiers and their calculations. It would depend on them drawing together their courage, which is shrinking, inadequate, and proposing a number. And it would depend on the precision of their calculations, since of course the numbers seek to accurately model a series of concrete capacities. “But actually,”—she says—“I am no longer in the empire, and no longer a slave. These strange equations that I would discuss endlessly with my brothers and sisters in the barracks at night belong to a world that is now long behind me. I fight as a mercenary in a small, backwards country a million miles from the city of my birth. And I am alone. These discussions now have the flavour of intellectual games, with no bearing on me or my life.” 


P asks do you still make your plans the wipe out ten thousand members of the military? And L responds that actually these days she most often thinks about how she would destroy the empire in its entirety; the military, the game players, the slave soldiers, the emperor himself, the tall buildings and the pale streets, the boulevards, the aqueducts, the stories of the giants and their philosophies, all art and artifice; how she would wipe them all from the unhappy face of this world, expunge their memory, destroy completely their histories and courage and cruelties and their entire culture of images and games. That this is how she keeps herself amused, sharp, and occupied mentally as she hacks and slaughters her way through the provincial shithole that they are at this moment unfortunate enough to find themselves living in. 


As she listens to L speak, P begins to see the white city, the blood running through its streets, the white stone and hard sunlight, red earth, wind moving through the broad and shady trees. There are other images that accompany it. They are like the city in the same way that the giants are like L— alike, but separated by degrees of intensity, or maybe by vast gulfs of geological time. She can see a dark shore. The light is dim and grey and even, and there are no shadows. Black shapes move slowly along the edge of the water, which laps feebly and leaves a thin white residue on the sand. Flakes of snow and ash fall, and the air is very cold. The sun is obscured almost completely by black clouds, and its feeble light is dark and red as though seen through smoke. The shore is wet earth but not clearly so, not clearly a demarcation against the water of the sea or salt lake which surges forward and churns up the silt into something semiliquid. It boils with an infernal heat from below, and pressures from deep beneath the earth push huge bubbles of gas to the surface, so that they escape and explode at random intervals, hurling tonnes of sand and water high into the air. The sea is vaporised in contact with the molten stuff that spews forth. It flares briefly red and then cools to a wet glistening black. The sky above is frenzied. Storms chase storms from horizon to horizon, each engulfing its weaker neighbours and consuming them and growing larger and stronger. Lightning and fire are generated by the movements of pure air. Cold and heat generate endless disparity. Behind all of this fury there are shoals of grey mist and sleet where the storms have spent themselves and left behind a great dissolution where life can continue. Life has adapted, even where humans and other mammals have found themselves incapable. Bacteria, spiny brittle crustaceans, aquatic insects, slimes, acidic jellies, they crowd the mouths of submerged volcanoes or track their blind way through the mud, fighting for mineral sustenance and heat, fighting and killing, tearing one another apart without hatred but with incredible brutality. Any limb substitutes for a mouth— is tipped or ridged with teeth that tear flesh apart— any membrane of the skin will digest the body of the other— any sensitive section will stand in for the eye and inaugurate its own apocalyptic regimes of visibility. Forms of life at once atrophied and specialised and pumped up with intense precision.


It is now late in the day but still bright. The pure sunlight outside and the wind are like a happy shout, a shout across the entire country, and the clouds are very far above them, small, moving quickly in the enormous wind. The sky is a deep and pure blue. P is still propped against the wall. She says that these stories are like hallucinations, that they curl around the brain like madness. They feel like madness, or like hell. The scales are wrong and they reek of mania. She says that people could not live like this except in the hold of a collective mania, and that nobody could maintain it for long. The city must be built on the bodies of those who were not able to maintain it. Who fell away from these stories in horror; who needed to rest and, in resting, were crawled over and dismembered by those around them, burned up like kindling to power the greater insanity, since of course the ones that fall away would have their own place in this hellish system; they must have their own sad roles to play. The foundations of the great city must be bodies crushed together, human refuse, the earth beneath the streets must be bones and blood and human meat packed tightly together like earthworks. Her voice is quiet in the bright room. 


L says nothing. She is lying back and staring at the ceiling. After some time P crawls back to the pallet and they doze off together into exhausted, fitful sleep.