Thursday 31 October 2024

Simple system to run the Detective game in City Dark

Iteration on City Dark proto-system, with big thanks to E. Steiner for the inspiration to revisit the previous proto-system, and "Disco Elysium" for creating a cool detective game without combat,  something that previously was a fate of only some visual novels; additional thanks to "Esoteric Enterprises" by Emmy Allen for the grievous wounds effects and the idea of player's doppelganger (which I'll like forever) and GLoG by Arnold Kemp for very versatile magic dice system.

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Game for one or two players who play the partner detective(s) of City Dark Police Department

(City Dark is kind of noir, not-exactly-Earth, not-exactly-current-times and somewhat occult; it is also entirely possible that the Detective(s) could be private detectives in case if playing for law enforcement is a step too far for players to stomach)

The Detective has three stats (Professionalism, Physique and Phantasm) which are measured from 1 to 6 dots, with 2 being human average. The Detective starts with 1 dot in each stat and has 7 dots to distribute between them.

Each stat can be rolled under (the usual way) or over (in counter way) on 1d6.
For example, with Physique 4, the successful roll under would be 1 to 3, and successful roll over would be 5 or 6. When the roll is exact on the stat (4, in this example) a player might sacrifice something to put themselves into a disadvantage or suffer some detriment for a success, or only have a weakened, partial effect, depending on the situation.

Occasionally, if the circumstances are noticeably harsh or benevolent, the roll is made as 2d6. If the circumstances are benevolent to the Detective, they use the best roll out of two (roll with advantage), and if they are noticeably harsher, the worst roll out of two (roll with disadvantage).

Each stat is also connected to anti-stat (Neurosis, Burnout and Stain), which starts at zero by default, potentially grows up during the story and maximizes at 6, signifying an incoming unavoidable collapse. Before such collapse each anti-stat is somewhat useful, and, should it wished to be so, out of 7 starting dots any number of dots can be consigned into anti-stats just as they are into stats to signify that Detective lives with a permanent malfunction of their own self to a such degree it became an irremovable part of their identity. Anti-stats are always rolled under.

Professionalism reflects Detective’s by-the-book approach, the authority they represent, the composure that each detective should aim to strive for, the knowledge of laws and procedures, how well they made themselves to fit the suit. High Professionalism (4+) feeds into reputation and respect the fellow cops have for the Detective; even if the Detective is doing unsavoury deeds, as long as they remain well-hidden with no witnesses willing or capable to speak about them, such high reputation is not going to be affected.

Rolling over Professionalism happens when The Detective is trying to approach the situation with anything but the by-the-book approach. Empathy, break-and-entry instead of waiting for search warrant, interrogation with hard glove, dramatics, shadowy deeds – everything but stone-faced stoicism and paperwork demands to use the stat as a counter.

Being a known maverick might have its advantage, but certainly not among the Detective’s colleagues.

anti-stat Neurosis counts the days until mental collapse. It grows in small leaps every time the Detective returns to the scene without a new reason to investigate, every time they re-interrogate without having new leads, every time they have their witness silenced or evidence stolen; it grows in bigger bounds when the Detective is reprimanded by the Commissioner, mocked by press or encounters gruesome scenes. Before the collapse Neurosis keeps the Detective on edge, helping with fight-of-flight responses and paranoid, over-vigilant alertness to their surroundings, with gut feeling of the danger; mechanically it definitely helps to react in situations of surprise or ambush.

Physique show off how close or far the Detective is to perfection of physical shape and capabilities. Powerful Physique (4+) makes people somewhat feel on edge, subconsciously challenged by such specimen of fitness and flesh, irrelevant if Detective’s face is lantern-jawed, or scarred, or angelically perfect. Rolling under Physique is required for feats of endurance, hand-and-eye coordination or athletics, and, in many appropriate cases, bodily intimidation or suavity.

But if the one’s own shape is too strong, they cannot help but stand out and apart, to be too full of themselves with no place for anything or anybody else. Rolling over Physique is required for remaining unnoticeable, unassuming, nonthreatening to both the people and the city itself, so it might speak through the sole of boots, to let the Detective hear its beat, to notice its not-on-any-maps ways.

anti-stat Burnout measures the physical abuse the Detective causes to themselves. Sleep deprivation, long hours, dangerous activities, even junk food and alcohol (the usual casualties of the job) all contribute into this heap as well as getting into fist-fights, catching up a flu, eating too many doughnuts, or taking any drugs.

Before the body cannot take it any longer, Burnout keeps the Detective accustomed to wear and tear, capable to function, although in half-way only, when tired, or hungry, or in pain. Before the final feather breaks the camel’s back Burnout gives its due to vices and makes drugs and alcohol more effective and enticing the more Detective indulges in such.

Phantasm awakens the capability to the supernatural. Nobody really knows what it is (the intangible part of a brain? the homunculus of one’s soul? the representation of pure willpower? the bloodline curse? the crack in the psyche? divine blessing?) but if one thing is certain it is that through Phantasm the Detective is capable of working magic. Strong Phantasm (4+) occasionally takes a will of its own, and shows the Detective general presence of supernatural as an intangible scent that translates in the brain into colours that have no names or shape in earthy languages.
Each dot of Phantasm after basic 1st dot lets Detective to start with one spell of their choosing (see below for the list).
To roll under Phantasm is to initiate the cast of a spell (although for each spell to successfully work more effort might be required; see ‘Spells’ below).

But affinity to supernatural works both ways, as magic clings to magic, as the cracks grow, as little imp in one’s soul takes more and more place in it – one cannot leave themselves open to such forces and remain unchanged. Rolling over Phantasm is required to withstand any supernatural influences, to cling to the world of understandable logic, to remain in the borders of acceptable sanity, to avoid the bindings of fate.

Anti-stat Stain (which was called sin barely two generations ago, but no longer in our enlightened times) counts time until the loss of control over one’s own magic. Stain grows from mishaps in spells and sometimes automatically from casting certain ones, from supernatural defilement (voluntarily or not), from partaking into essence of supernatural creatures, from abandoning human ways of living, and, strangely enough, from eating people (especially quickly if they are still alive but eating dead bodies rapidly grows Stain as well).

But until that final moment when supernatural starts bleeding out unable to be contained any longer by mere human shape, it eases both making and resisting of supernatural, and occasionally the arcane bleeds into the Detective with dream-like echoes of world occluded and unknown to the rest of the people.

Healing anti-stats
Anti-stats don’t become permanent at once. When initially anti-stat grows it is temporary, and it only becomes permanent if nothing is done to alleviate it in a week. As long as the anti-stat doesn’t accumulate to 6 at once (this causing a breakdown), the Detective can ease them out by taking better care of themselves, usually in a rate of one dot per week.

• Neurosis is healed by taking a vacation, doing boring paperwork, psychotherapy, getting earned accolades and admiration (not necessary for a police job, any would do), spending time with friends or family if one has any, seriously pursuing hobbies, participating in something for a good of the world (volunteering in soup kitchen, supporting woman’s right to vote or going to a peace walks). Alternatively, drugs, sex, alcohol and magical means will offer a quick fix, although these will backfire on a longer run.
• Burnout is healed by rest, better work/life balance, fitness regime, hospital stay, sanatoriums, health(ier) food, mountaineering, fishing or swimming, physiotherapy or regularly going to gym. Alternatively, drugs, sex, alcohol and magical means will offer a quick fix, although these will backfire on a longer run.
• Stain is healed with full abstinence to supernatural. Don’t go near it, do not get affected by it, obviously don’t work it. Be as blind to it and as natural as possible. Avoid even carnival fortune-tellers. Go to science fair, or a church, or a extremely boring meetings. Try not to get sweared at or cursed at too much, it helps. Alternatively, drugs, sex, alcohol and magical means will offer a quick fix, although these will backfire on a longer run.

Background
(choose or 1d6 roll one)
The Detective has been the cop for long enough that whatever they were doing in the past no longer contributes much to the current day.
01. Academia. Whatever they studied in Tellurian Polyscience University is no longer important – the life retained only bits and pieces of specific trivia and maybe some jokes understandable only to selected few. They did, however, retained one of the two things from their university years, either:
• a capability to do a good research quicker (important in the city when the best archive is in paper and microfilm), and maintained membership (mostly out of nostalgia, if nothing else) in both Stocks’ Reference Library and City Archives; one might be surprised of how much academia these days feed into or from cityworks.
or
• a couple of fraternity buddies who didn’t abandoned their ivory towers for an underpaid police work and became promising young professors in their respective fields. They will consult on matters of their field (whatever this field is) should the Detective needs it, for free and for old times sake, but will be extremely reluctant to endanger their tenure with even a whiff of something unsavoury or dangerous, and will become suddenly a bit unavailable if the Detective imposes on them too much (although – give them something they are interested in or famous for, and they will certainly find more time).

02. Arts. Could be to dodge the draft. Could be because in those younger years there was still something important to say. Whatever it was, it is mostly irrelevant now, isn’t it? The detective’s life is simply not conductive to frivolities of the art… but something still remains. Somewhat that is either:
• memories of theatre, The Mirvain, the smell of curtains, the feeling of makeup grease on the skin, the rustle of fabrics, the hubbub and tense silence of the audience, the blinding sun of stage lights, the applauds. The Detective didn’t forget their flair for stage (or faking of emotions they don’t actually experience), and can, with 4-in-6 chance still put out a decent performance, when the occasion arises.
or
• still something deep within a soul, uneasy, restless, tattered, almost gone, something that wants to scream the colour, and shape, and sound into the void of humanity, into stale routines and ever-present clocks, and cannot find neither time, nor courage, nor right words to break through. Except sometimes it can. Sometimes, rarely even, maybe never. It cannot be forced. But there is some kind of hope.

03. Cultists’ child. Parents were really into occult, and eventually the occult took all of what was them and their, and left the Detective alone to be raised by Allman-fearing aunt Augusta. As a child the Detective was mostly kept in ignorance, away from supernatural, by their parents, who were may be not the best parents in the world, but still good parents enough to care not to put their child into harms way. Still, when all normal, waking life is just a facade for overwhelming pursuit of some strange dreams, it bleeds even into child’s understanding. The Detective either:
• spied, and eavesdropped, and read parents’ notes, and went into the basement even when specifically told not to, unable to stop the pursuit of tantalizing knowledge. The Detective starts with one extra spell.
or
• spied, and eavesdropped, and read parents’ notes, and went into the basement, and abhorred what was there, the things so different, the things that made their parents into somebody else, something else, made them forget about everything at the end, even themselves, until they were not here any longer.
Whatever teachings of aunt Augusta stuck or it is just indelible revulsion of this event, the Detective always resist supernatural as if Phantasm was one dot lower, and feels safer in churches.

04. Medic, sort of. Knowledge of human body and mind is progressing in huge steps in our times, and whatever the Detective studied for is, probably, rapidly outdated in our glorious era of pills and electroshock treatments. Still, the Detective fixed enough broken bones and sewn enough knife wounds to either:
• retained decent skill as if a paramedic. In case of wounds or something like cardiac arrest or a nervous breakdown, be it their own or somebody else’s, they can attempt to treat it, with about 4-in-6 chance of stabilizing the situation until the real medics arrive (but still, call for medics, this isn’t a miracle, just a temporary patch). The Detective keeps a small first aid kit on their person almost everywhere they go, out of habit mostly.
or
• got into little details and particularities of human body, and eventually into newfangled area of forensics. While eventually life changed course to land them into the detective seat, they worked with coroner office and still retain, if out of habit, their forensics permits, and thus can do (both legally and with their own hands) a decent diagnosis, autopsy, samples collection all without waiting for official coroner team to arrive, and can, with 4-in-6 chance, notice incongruities in the forensics reports at glance.

05. Military. Did a tour (got drafted? volunteered?) Four years in cold barracks on northern border with Ligeya, both boredom and tension interrupted by short-lived skirmishes that got eventually blamed on some anarchists for a sake of peace between the nations. It was mostly drills, marching in steps, endless polishing of anything metal, hazing and bad food. It all went either of two ways, either:
• got to shoot a gun. Killed somebody (one? five? it was dark) who were bagged as Ligeian anarchists and whose faces only comes back in certain bad dreams (those probably not even the real faces of those Detective killed, it was dark after all, and after the fact, when the bodies got dragged into mass grave, who could tell which were the ones with which bullets in them?) All sins of murder are absolved to the soldier on duty, regardless. The Detective is a good shot with guns and can shift their shooting results (see below) up or down the Harm ladder, by their Physique number, causing either lighter or harsher wounds. They also have unlicensed and untraceable handgun pilfered from their tour times. It is of Ligeian make, so bullets hard to come by but there is still about two dozens left. One for each hour, almost.
or
• didn’t get to shoot a gun, not in any real way at least, not at people. Drove trucks a lot instead, and let me tell you, Ligeian roads are one of the worst in the world, so after this kind of work even notorious City’s traffic looks like a child’s play. Retained a certain knack to kick a stubborn car into an engine/tire/trunk for a ride (it is going to jam after, but for this one ride the car will do what is demanded).

06. Streets. Streets bear all kinds of people, literally and figuratively, but to most they are just means to the end, a transition route from one building to another, the place that isn’t a shelter, a time to lose, and travel to endure. What streets were to the Detective was different, and it was either:
• a shelter, as there was no other. Sure, they might have had a house with somebody in it, but the streets were safer. But this kind of life requires some very particular skills to stay well. However the life turned out later the Detective retained the ability to chase (or avoid chases) on foot, treating their Physique for this as if one dot higher. In addition, a once-learned knack of pick-pocketing unaware people makes for great party trick even in detective’s life, so they kept their fingers in good shape for that, if nothing else.
or
• learnt people that travelled the streets and events that tend to happen to them on said streets, away from the walls of their secure, safe houses. It might be starting from a gig as paperbuggy, from going the same routes every same day and tossing newspapers in the same very way to see vastly different reactions from each door, to interest in the people and what they are doing themselves. There was a gig as a journalist, even if it was mostly car crashes, domestic blowouts, and catching drunk celebrities on camera (not to say most of police work is any different). But some knack of interviewing people and gut feeling (working about 4-in-6 times) of when people try to bullshit or hide something, remains.

Harm and wounds
Combat is highly lethal. There are no hit points. There are no hearts. If the weapon connects it is matter of luck how much damage it does.

When somebody uses something to harm the other person that isn’t fully at their mercy (as it is in most of the skirmishes and combats), 1d12 is rolled on each attempt. Some especially effective weapons can add various bonuses to the roll; some ineffective ones (such as most of peoples’ fists, can deduct from it); some specialized weapons (both lethal and non-lethal) might use a slightly different size of the die (down to 1d6 or up to 1d20). Cover or armour can add various penalties to the roll and being very exposed to add to it.

1d12 roll, Harm ladder.
(note: most of this is taken from Esoteric Enterprises, and adapted to this system)
on 1 to 4 there is a miss, a scrape or somesuch negligent brush with death. Some bruises, maybe light concussion. Nothing a few days of rest and over the counter treatment can’t heal.
on
5 – impact on the leg. With one leg the person is reduced to hopping about or relying on crutches, and obviously cannot run. If both go, they are on the floor unable to get about at all and can only slowly crawl. The Detective might be able to fix this with a successful medicine roll, (1-in-6 chance if they aren’t trained for that). A broken leg will need a week to heal up in a hospital.
6 – impact on the arm, this arm cannot be used for anything at all. Anything that requires the use of two hands has disadvantage; if both go then everything that requires the use of one hand has a disadvantage and anything requires the use of both hands is impossible. Same requirements and chances to treat/heal as a leg above.
7 – severe wound to the torso, but nothing important is damaged, although there might be a lot of blood. Any physical activity is with disadvantage due to pain. Immediate treatment is required to staunch the bleeding (external or internal), and to be in a hospital within an hour to get it properly treated. Recovery time is about three weeks.
8 – a deep wound to the torso, and the blood as fountaining everywhere; probably an important artery is cut or a stomach is punctured. Needs immediate proper medical treatment or dead in a few minutes from bloodloss; needs to be in a hospital in half an hour to receive a proper medical help. If stabilized, needs at least six weeks in hospital to heal; cumulative 1-in-6 chance to permanently lose 1 dot Physique after the hospital stay (if falls to 0 the person died while in recovery from the complications).
9 – a horrible wound ruins the leg completely. Maybe it’s severed, maybe it’s hanging by sinews, or maybe it’s just a mess. With one leg, the person reduced to hopping about or relying on crutches; they can’t run. If both legs go, the person is only a floor unable to get about at all except some slow crawling. The wounds are so severe that they require an immediate medical attention, or the person will be dead in a few minutes from bloodloss. If treated in hospital, there is only 3-in-6 chance that the leg will be saved, even if the leg is saved there is still 1-in-6 chance that the person remains permanently lame.
10 – a particularly horrible wound gets rid of one arm entirely. Again, maybe it’s severed, maybe it’s hanging by sinews, or maybe it’s just a mess. This arm can’t be use for anything. Anything that requires the use of two hands has disadvantage. The wounds are so severe that they require an immediate medical attention, or the person will be dead in a few minutes from bloodloss. If treated in hospital, there is only 3-in-6 chance that the arm will be saved and even if the arm is saved there is still 1-in-6 chance the arm will suffer permanent damage.
11 – wound to a head or heart but somehow survives for a moment, blood gushing out of ears and mouth. Bleeding out and will be dead in a few minutes if not stabilized; needs to be in a hospital in ten minutes and immediately treated. Roll Burnout to stay conscious for each action.
The person will need brain surgery and rehabilitative therapy to recover. After the treatment the brain trauma gives 1) memory problems 2) problems with everything involving fine motorics, such as writing 3) violent mood swings 4) full loss of Phantasm, 5) half-blindness 6) synesthesia.
12-13 – whoever gets is going to die, almost right now. A bullet tears their throat wide open, a blade pieces the lung. They are Dead Man Walking. They can do one last action per point of Physique and then they die.
14-15 – whoever gets it is instantly dead, they don’t even have a chance to say anything. Blown to pieces, decapitated, skull smashed to bits, whatever.
16+ not only they are dead, but there’s not even enough left to properly bury. It is more a chunky salsa than a human body.
[There is also a similar scale for environmental hazards (electricity, burns, toxins, cold) but it is too long to re-write from Esoteric Enterprises (from where the above table is mostly re-purposed; they are similar in severity but deal damage to overall system (cardiac and respiratory for electricity, senses and skin for burns, rotting from inside for toxic, just shutting down for cold]

Health recovery
With any wound it takes weeks to months in a hospital, and possible long-term therapy and/or prosthesis to compensate for the loss of limbs. Alternatively, magic helps, although it is always two-edged sword, if one that its convenience is easy to get used to in short term and for long term injuries it is difficult to find anybody willing to admit they known how to do such works.

Supernatural powers
Invoking the supernatural requires successful Phantasm roll to break the reality and let the unknown to pass through, taking shape as defined by the spell. If Phantasm roll fails nothing bad or good happens, although it still counts as working of magic.

The Detective then treats each of their dots in Phantasm as a 1d6 die (for example, with 4 in Phantasm they have 4d6 dice in total) and decides how many of these dice they commit to the this particular spell (minimum 1 die and maximum 6 dice, although use of Stain might exceed this limit). Then they roll these dice, trying to get a summary number to beat up the required threshold number (TN, 4 to 20) for the spell to successfully go on. The sum number of the rolled dice is referred as [sum] and the amount of rolled dice is referred as [dice] where it is important. The more dice are committed to the spell the stronger the effect (for example, the spells that target non-specific people affects additional person per [die] committed, while the duration is often measured in [sum]);

The bad things on the second roll happen when such roll results in doubles, triples or quads (in rare cases of quintiplicate treat them as double + triplicate and in rarest races of sixtiplicate treat it as a double and quad simultaneously). The spell might fail or succeed spectacularly but regardless of the result the Detective acquires a dot of temporary Stain on any double or worse. If doubles are rolled it is known as a mishap, if triples are rolled it is known as backlash and if quads  are rolled a doom. If more than three dooms are accumulated during the Detective occult career, the Detective is a subject to the Damocles sword of occult disaster: the reality around them starts to break and something really bad happens unavoidably.

Mishaps (rolling doubles, get 1 Stain)
1 and 1 – stunned for at short moment by inner shock and distortion; should that happens in a stressful situation the Detective's next roll comes at disadvantage.
2 and 2 – the Phantasm is temporarily warped by seeping energies. Until the next dawn treat Phantasm as if 1 dot lower for any purpose of doing (but not resisting) magic.
3 and 3 – dust and rust and subtle decay follow the Detective until next dawn. New shiny things tarnish, reliably working things might jam, soot and dirt gets on papers, their clothes smell as if worn two weeks straight and so on.
4 and 4 – the Detective's mind occludes, making him unable to understand or use any written word or commonly used symbols (such as stop signs or any logo) until they are able to have a night sleep.
5 and 5 – the Detective major veins around the heart, the wrists, the neck and everywhere they come close to surface of the skin visibly darken. This was know as 'witchmark' in superstitious times of the past, and it is still called this name even now.
6 and 6 – Phantasm gets loose temporarily. Lose a knowledge of a random spell until the next dawn.

Backlashes (rolling triples, get 1 Stain)
1 and 1 and 1 – supernatural pressure builds inside. Treat as 1d8 Harm roll.
2 and 2 and 2 – the Phantasm fails to withstand the occluded powers, and the unknown starts to seep into them and through them into the Detective. If the Detective are ever in absolute darkness and away from people they start bleeding dark-purple blood immediately as if wounded as the unknown coils around their soul and changes them. For each survived 22 mishap after the first, the Detective suffers a permanent change to their psyche, soul or the body [-> severance table in process].
3 and 3 and 3 - all things that live in the cracks, all insects and vermin, all abandoned, unwanted or forgotten creeps up from the surroundings. The Detective is followed by the spontaneous appearances of garbage everywhere they go for a day.
4 and 4 and 4 - as occult touches them the Detective feels compelled to follow some kind of ritual for three days every time when they do a certain mundane activity such as going to sleep, eating, dressing up, cooking, reading newspapers, getting a smoke, driving a car or paying for groceries. The ritual is haphazard and can be chalked up on a mere eccentricity, but it establishes a pattern to which the Detective returns to every time the similar mishap happens.
5 and 5 and 5 – arcane, usually unnoticeable and subtle, makes itself prominently known to the observers through the halo of dripping honeyed blood, rusty iron, blue flame, inky flowing writings, burnished gold, mosaic-like void or unknown flowers that surrounds the Detective.
6 and 6 and 6 - tethers of the soul get loose and the Phantasm goes free for the day. The Detective loses the ability to do the works for this time, as their mind is invaded by cracked kaleidoscope of phantasmagorical nonsense, causing a huge headache and impeding their ability to focus.

Dooms (rolling quadruples; get 1 Stain and count how many times)
1 and 1 and 1 and 1 – spell painfully escapes; the Detective starts to bleed out as a part of their skin peels off, slides away and vanishes into the ether to end who knows where, leaving them partially flayed. The Detective no longer can cast this spell until they find a way either to recover their skin or learn the spell again in some other way. Get a point of Burnout.
2 and 2 and 2 and 2 - the occult sears itself into the Detective’s Phantasm. They automatically pass any future rolls to cast this particular spell, but doing so deals as much damage to the Detective as a potential bullet (roll harm on 1d12 as usual).  Get an additional point of Stain.
3 and 3 and 3 and 3 – the reality in this area degrades; while it becomes easier by 3 points to cast any spell while there, nothing will ever go right or properly, as if the land itself became warped. No child will raised normally, no marriage will last, no crop grow, no industry flourish, no knowledge to be preserved. Get additional point of Neurosis as the trail of cracks follow the Detective for some time.
4 and 4 and 4 and 4 - as the occult intertwines itself deeper with the Detective, their dreams stop being their own, and they are too tired to fully recover. All anti-stats take as twice as long to recover, unless they compensate the predicament with pills, drugs or some other such supplements.
5 and 5 and 5 and 5 - though usually subtle or unnoticeable the occult lets itself be prominently known, breaking into reality as a supernatural occurrence; people vomit paint and bleed rust, veins and architecture both form unusual patterns, information degrades turning all writing illegible and all photography with bizarre faces.
6 and 6 and 6 and 6 - tethers of the soul breaks and the Phantasm goes free, taking on independent existence as a small, grotesque creature. Phantasm knows all the Detective’s spells, and while it is still has some friendly affinity to the Detective (at least initially) it is now an independent being, and has to be bargained with, placated or served, so it would cast the works on the Detective behalf. The Familiar (as Phantasm is now known) is small enough, mobile enough and smart enough to scuttle away in case of the danger but it still can be killed; in this case all magic the Detective knows is permanently lost and they suffer immediate crisis similar to cardiac arrest.

Using Stain
The Detective can use their Stain dots for casting. The Stain die counts as two dice per die used (which can go past the usual 6 limit) and any result of 1-3 counted as 4 in a [sum], although it is taken as rolled to determine possible double and triples for backlash and doom. Using even one Stain die always gives 1 dot of temporary Stain as the magic backfeeds the magic.

Occult works that might be known to Detective (and their Threshold Numbers)
Bullet-eater: TN 4
Affects only the Detective. This spells stays active for [sum] minutes for each cast.
Easiest spell to cast but hardest to live through.
Makes Phantasm to eat bullets, or other life-threatening wounds to the cost to itself. If any life-threatening result is rolled in a fight (5 or higher), at the discretion of the Detective the Phantasm can instead ‘eat’ it, resulting in miss/graze wound, preventing potential death. Phantasm can ‘eat’ the [dice] wound in such manner during the duration and if it ‘ate’ any of the wounds, it is diminished by one dot permanently after the spell is over; this dot recovers in a year and a day.

City-veins: TN 6
1 person in contact per [die] and/or one extra district per [die]
Move extraordinary swiftly along existing public transit: entering one subway station and exiting from another, touching a bus stop and appearing near another one within next district (or however many the Detective risks to clear). It only works for municipal transport, not railways or airports, but major hospitals, police stations, municipal buildings, banks and newspapers all usually have a bus stop within quick walking distance.

Ghost-step: TN 6
Despite the name it doesn’t turn the Detective into a ghost, it just makes them as light as one; in  all other respects they keep exhibiting a usual solidity. For a next [sum] minutes the Detective can walk over any surface, be it a water, or raw concrete, or dust, without leaving any footprints. It doesn’t really allow to float or move between walls but the Detective can more easily lift themselves by the arms, or squeeze through barely-open doors without disturbing them further. Their steps are hushed but not fully silent (so they will be heard in a complete silence, for example), and a very strong wind can blow them off the course somewhat.

Healing whispers: TN 8
Most desired spell, which is why it is wise not to let too many others know that one is capable of it: there are enough occult bounty-hunters who target healers to sell their heart to highest bidder, as such heart is strongly rumoured to prolong one’s life and there are enough rich assholes who don’t mind the little post-effects of immortality.
Heals wounds, quickly and efficiently, diminishing the wound down to [sum] severity.
Doesn’t heal long-term illness or injuries.

Flame, dear flame: TN 8
Relatively simple but rather obvious spell. Shoots sort of [dice] flame arrows from the Detective fingers, each striking with [sum] intensity of harm, although it might be resisted with Phantasm; for each caster the flame arrows take upon a specific signature shape, be it hearts, flowers, bullets, skulls or such, although it doesn’t affect anything else. Range of arrows about ~30 feet per [die] committed. Mundane bullets are usually more reliable but FDF is not triggered by metal detectors.

Face-thief: TN 10
Take an appearance of others whom the Detective has in their power or could observe while unnoticed for at least half hour. The other has to be unconscious, sleeping or within day dead for the spell to work, and the faked appearance melts away as soon as the target regains consciousness, of after [sum] minutes. Aside of the face the spells perfectly mimics height, build, skin tone, voice, minor mannerisms and gait but not clothes or equipment.

Mark of omen: TN 10
Spell that best cast on sunrise as it lasts until the midnight only. It creates a small heavy coin of blackened metal, with unrecognizable, most probably nonsensical heraldry and writing. The profile of the person on a coin depicts somebody who might cause the Detective harm or trouble during this day, or wishes them ill, or deceives them. The coin is worn out so the face is not very readable but if the Detective is to meet this person, the coin will chill down noticeably.
The coin is immediately lost if it leaves the Detective possession. If the coin is cold in the vicinity of the omen, the Detective might touch the coin to break it and to inflict [die] penalty on the source of possible troubles which would come into effect at the most malicious way during next [sum] minutes.

Shadow garrote: TN 12
Touch somebody’s shadow or be in the same area of shadows/darkness with them, and tug on the darkness, and make a motion of tying of a knot, and their own shadow will suffocate them. On a first knot the target barely falls unconscious as if suddenly fainting. On a second knot shadows drink greedily enough that they’d also forget the last couple of minutes before they fainted. On a third knot they die as shadows consume their life. Each knot can be resisted with Phantasm over-roll to succeed; the successful resist will not negate the previous knot effect but will prevent the further progress of them. If the target dies, the Detective gets a dot of Stain. Only those who know this spell intimately will know how to distinguish its effect on autopsy report from a usual brain aneurysm.
This spell can affect [dice] targets simultaneously or one target [die] times quicker. The Detective needs to know quite well where the targets are, although they don’t have to directly see them as long as other conditions (they are touching their shadows while making the knots in one way or another) are satisfied.

Warding lock: TN 12
This is a magic that, paradoxically, wards off the magic. For the [sum] minutes the Detective and [dice] people (in case if the spell is shared) can resist magical influences with their full Phantasm by rolling under instead of over. If the spell is not shared, the Detective can expand the duration for [sum] minutes per each [dice] committed.

Bystanders: TN 14
Invokes a [sum] number of nondescript, mundane, middle-class-looking people into reality either immediately near the Detective or at some nearby distance away. They behave just as normal people usually do and thread the most general, often patriotic-slogan line if prompted, except being unusually nonchalant at the signs of violence, supernatural or suffering. Their names and appearances are completely unremarkable, and, in some cases, interchangeable.
They will linger around for [dice] hours and exhibit whatever general, normal public behaviour Detective would desire of them (gossiping about nothing (default behaviour), waiting in a line, milling around, observing a show, making a righteous mob) but they can be directed to do pretty much anything that normal people can do, which they will obey because it is certainly a good and proper idea. Each of Bystanders will dissipate entirely if harmed by anything but a grazing blow but otherwise they are fully corporeal. If necessary, they will give a testimony as specifically required by Detective, and some rudimentary paper trail will spouts in a reality to support their existence for a month, although, conveniently, they will always be out of city if required later. If Bystanders manage to kill somebody the Detective gets a point of Stain for each person killed this way.

Principles for sale: TN 14
Innocuous spell, almost friendly. It will last for [sum] minutes, during which the Detective can ask anybody they wish what it would take them to commit a certain action (for example, how much money they need to be paid to forge a death certificate); people mostly think in terms of money although rarely they have more extravagant price. The Detective can ask up to [dice] questions like that during the duration. People won’t tell anybody about these questions or even think less of you for asking it, but, unless they actually commit the action they are paid for, they also cannot be blackmailed for it.

Butterfly dream: TN 16
The Detective can free their Phantasm in a shape of a small blue (but surprisingly weather-resilient) butterfly and direct it up to about [dice] miles away for [sum] minutes (butterfly flies about as fast as a paperbug on a bicycle). While in this state Detective’s body is completely helpless as their mind wanders off somewhere and they are not aware of anything happening to it (unless the body dies). While butterfly dreaming the Detective can perceive anything in their vicinity as if they were here, and cast magic as if they were here as well. If butterfly is crushed, the Detective gets a point of Stain and a harm roll with 1d8 instead of usual 1d12.

Dead Man’s walk: TN 16
Affects only the Detective. Work of desperation.
This spell is to be cast as a last resort, as it works even after the Detective died. Those who know that spell retain the ability to linger for a while longer and while their body is dead, their Phantasm still can invoke this power before the next sunset although they only have three attempts to succeed.
If the spell is successfully cast the Detective makes their own dead body move until the next sunrise, for just this one night, to finish their business. Their body is still dead, and although they feel no pain a broken arm is a broken arm; they cannot be healed back to life but can be fixed in a matter similar to a broken puppet until they blown to smithereens. They cannot suffer from Neurosis, Burnout or Stain, and don’t suffer from backlashes or dooms.
Once the sun fully rises over the horizon, they are entirely and fully dead.

Lumen Lux: TN 18
Blinding invisible light haloes the figure of the Detective and up to [dice] people of their choosing, if they chose any. This is very prominent magic that cannot be obscured or hidden through the most of the means to those who know how to look, although most of the common people will notice little.
While in a halo state, the Detective perceives any lie or deception flawlessly. More than that, nobody can wish them or act upon them with any ill intend for [sum] minutes. If people weren’t not already hostile before the spell was cast, they will follow the Detective every non-suicidal command, unless it goes against their nature or principles (in which case they can resist with Phantasm), as their minds are filled with nothing but blinding light that makes everything Detective does to look like a communion with sacred power. Affected people feel important, smart, fulfilled, needed, capable and right as they follow all Detective commands, although this feeling doesn’t last after the light is gone.
Causes 1 Stain upon cast.

Misfortune: TN 18
Simple in nature, practical as a curse but potentially catastrophic in effect.
Makes people affected by misfortune for a day; total [dice] amount can be used to affect more people or extend the duration by more days; the people has to be in the near vicinity of the Detective when the spell is cast but later as long as they are within the city for a duration they can be still affected. The Detective has [sum] number that he can allocate at whim as a penalty to any roll the affected person(s) attempt. If no specific malice is choreographed, the affected people suffer from the worst kind of mundane nonlethal unluck for the duration of the spell.
Causes 1 Stain upon a cast.

Alter Ego: TN 20
Be alone for a moment and find a reflective surface –  a mirror in a restroom, a blade of a knife, dark glass of strong coffee in a mug – any will do as long as the Detective can clearly see their own eyes in it.
Lets the doppelganger out, to inhabit Detective’s own skin for [dice] hours. The doppelganger shares the memory with the Detective and their general goals and principles but might have entirely opposite methods as they have an entirely opposite stats (i.e. if Physique is 2 for the Detective the Doppelganger has 5 in it) and a completely different backstory.  Neurosis, Burnout, and Stain remain the same. The Detective outward mannerisms, habits and haircut change very slightly, just enough for people who know the Detective really well to sense that something is off but certainly not enough to cause any real concern among the colleagues, unless the doppelganger lets completely lose. Only mirrors might betray the exchange as doppelganger’s eyes reflect yellow in them.
Doppelganger has one unique ability (1d12: 1 - detachable eye, ear or a hand, 2 - causes shadows to deepen, extinguishes weak light, 3 - can bleed a venom from a finger at wish, 4 - blindsense, like a bat, 5 - shrouds themselves into fear, 6 - can gullet storage a few items up to the size of backpack, 7 - unnatural strength, 8 - causes any complex machinery they touch to jam, 9 - wallcrawling, pray nobody sees it, 10 - slips from the memory, unless did something drastic, 11 - doesn’t bleed out, 12 - immune to fire, electricity and acid) which they can invoke with successful TN 7 roll which gets cumulatively TN +1 harder with each successful invocation while a spell is active (then resets).
The Detective is very not recommended to fall asleep while in this state. Causes 1 Stain upon cast and 1 more Stain if the doppelganger intentionally kills anybody (regardless of the number of kills).

Whisper in the dark: TN 20
Be in the city but in the places where it cracks and malfunctions, be in the shadows with view on the lights, be near people but alone. Toss a silver coin and a drop of your own blood into any crack and wait, and the Whisperer will come, as a noise first, as a figure later, as anything from a golem made out of trash to a refined gentlemen with no face. Ask of it a question or a service: to the Whisperer it makes no difference as what is a question but not a service of an answer?
Does Detective want more spells? The easy answer to their dilemma? The solution to their pain? Anything is possible.
The Whisperer then tell the Detective the price they are capable of paying. If the Detective agrees to pay it, the price is paid and the the service is provided or the question is answered truthfully.
This spells results in two dots of Stain: one of casting the spell and one for talking to the Whisperer.

Tuesday 9 July 2024

Island of Tyn Mava, City of Weather-vanes (failed Lego Summer Jam)

So I didn't have an actual Lego set. I vaguely recall a set which was very much like Lego, but not called that, and didn't have any theme – just a bunch of various bricks and plates in blue, white, yellow, red, and possibly black, and a short manual with examples of what can be made out of these.

So I rolled randomly on brickset.com until I got inspired. Unfortunately, the inspiration took a shape of kingdom of Melrose, which grew up to 30-something locations, its own magical system based on flowers, and way too many options for character creations. 

I didn't have time to properly post it, so instead here is the Island of Tyn Mava, which was once a part of Melrose but was torn by upheaval and drifted away. It is a relatively safe place with Ryuutama-like mood (which game was a noticeable inspiration for Melrose in general), and I didn't have time to come up with any interesting treasure, or random encounters, and of course each area should have more things in it, but I didn't have time to make villages or some interesting hidden landmarks. 

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Grandparents remember that when they were children themselves, Tyn Mava was a part of a beautiful kingdom of Melrose. Ruled by wise queen Vivian and her seven princess daughters Melrose was a place of wonders, they tell, where radio star-sailors could instantly talk with everybody across any distance, and the trains connected any remote lands in a matter of days – and not by a simple single line like Old Reliable is traversing these days, no, there were wide nets and many trains, some quicker than birds and sleeker than fish. Oh, to listen to the grandparents when they describe the silver glassword of Selunia, the City of Mirrors, or delicious ciders of Yasna, City of Apples, or fantastic fashions of Lireya, City of Silks, or the ever-glorious Capital with its wide promenades, cascading botanical gardens, monuments and marvels. To listen to grandparents, it was a golden age.

The catastrophe happened in the time of their childhoods as well. One night auroras of unseen before colours bloomed all across the sky, and then a comet so bright it set the whole sky alight flew from horizon to horizon, and fell, and shattered the earth. This is why, say grandparents, we are on the island, and so far away from the coast we barely see it on horizon. This is why, say grandparents, the sky is broken and the wounded Sun is no longer moving, and Moon tore herself apart in despair, and true stars flew away like a flock of pigeons leaving only false stars to shine through sky-sea above, making astro-sailors unable to navigate farther than two hundred meters or so away from a tower. This evil comet, say grandparents, was the one that poisoned the sea with deadly melancholic silverwater and made bad things came from the earth, and for evil whispers to live in the winds. Thanks to Snow Tiger Storm and Maven of Directions we are safe here, on Tyn Mava, say grandparents, but bet your socks the rest of the world isn't that lucky – now eat your greens and don't complain.

There is a truth in these worlds, although grandparents remember the Melrose as fairy tale kingdom, so its fall is suitable fairy tale fall as well: pillar mountains raising from the earth with unnatural speed, jagged cliffs tearing the cities apart and deep ravines breaking roads, villages and shrines to Divinities, and how panicked people waited for any news from the Capital, for any help or direction, but nothing and nobody came out of it after Heartwood forest sprung around overnight. In these tales the night fell immediately after the comet landing, but in reality it was probably slower – after all there is a tail of a giant chain sticking out of Tyn Mava, as if somebody made a titanic effort to keep the now-island close to the continent, and many plants were able to somewhat adapt to vanishing light. Still, mostly it is true: since the upheaval, Tyn Mava stands on its own amidst the sea, so tall of an island it takes hundreds armlenghts of rope to even make a ladder reaching the water. 

It is also true that Tyn Mava got it rather easy – yes, at one point the island was running out of fresh water but endlessly roaring Snow Tiger Storm is tightly bound over the highest peak and provide a lot of rain, and the island even has a working train line, even if it only connects New Mava with Pear Town of Ule, and a few villages between. There are plenty of gardens and fields for people not to starve even if the food is rather plain, even if the harvest is getting rather slim in recent years. There are grasslands for sheep to gaze (even if some sheep bears midnight-fleeced lambs and are getting unruly), flower meadows for joy (even if some of some of the unseen-before flowers exhibit strange powers), and mountains to mine rock and gather gems, even if one of the old mines now emanates strange blue light and beautiful, unnaturally pale women seem to be moving in and out of it. Still, as soon as Maven of Directions recovers from his coma, it all certainly be very good again for Tyr Mava.

Tyr Mava Weather

In times when the island was a part of kingdom of Melrose Tyr Mava was known as a City of Weather-vanes, as here lived mavens best skilled in predicting and controlling the weather. Islanders ascribe to this skill their lucky survival, and the title of Maven of Directions is the most respected on the island, more than even of Queen, who is still sort of acknowledged as a ruler, even if nobody heard a word from Her Authority for three generations.

The sky over Tyr Mava is eternal sunset, with fiery oranges and golds under purples and deep indigo. Right above the tallest peak of the island rages a great funnel of Snow Tiger Storm, bound to the island for last two generations, lashing on in her mavenic restrains, crying rains, howling snowstorms. The rain feeds the whole island with freshwater and while the Tyn Mava, City of Weather-vanes itself had to be abandoned due to Snow Tiger Storm's endless rage, if one doesn't look directly up to the tallest peak, the sunsets are glorious. 

Occasionally Bitter Moon (the smaller of its two halves, the crescent of vengeful jagged mercury, spastic madness shredding bad luck, nightmares and luminescent poison everywhere it happens to be) flies over the island, but it is so small that only a couple of moon-drops land on it before Bitter Moon spasms over to the continent; it is bad weather and bad omen but nothing unseen before. At clear weather at the very edge of indigo false stars are seen dancing in radio-sea above, although the island long forgot to how even use radio, much less how to navigate it.

Other strange weathers include (1 in 20 chance every day, then roll 1d8):

1. Red wind comes from south, causing the loss of sight, hearing and speech in all unlucky enough to be outside, although the sickness as quickly passes as appears as soon as the wind is over.

2. Burgunry-coloured roots rapidly grow in pillar mountains, and need to be burned away before they spread into downlands and suffocate the crops; the trees that grow from these roots looks like a knotted in spiky snakes and bear small bitter fruit that causes malady; if livestock or animals eat these berries they turn monstrous and aggressive from pain of their newly twisted bodies. Root Rangers usually take care of such roots but sometimes roots are many many and they miss a few.

3. Rose-tinted auroras bloom in the sky, last (1d6 days) and rob everybody of sleep. What usually starts a communal insomnia get-together if it lasts longer than a couple of days it can easily grow into mass hallucinations, disorder or even murders, as people grow delusional and twitchy from insomnia. Each household in New Mava keeps a flask or two of midnight bellflower extract – it doesn't bring sleep but it makes imbibers placid at least. 

4. Golden pollen comes from north and causes manic joy for (1d6) days. A lot of things are getting done in such days, as people work with gusto, forgetting sleep and food, to topple with exhaustion once pollenfall is over. Called by tyn mavians 'strange mood' it often results in strange surreal works littered across the island, and the whole oracular club (even if only currently seven people) tries to decipher these works, hoping that these are visions from Divines.

5. Bitter Moon flies over, spreading nightmares, bad luck and luminescent slugs, which disturbingly try to mimic appearance and manners of people, and replace them if they can (although slugs are mostly rather dumb, and only a few of them achieve the success, thankfully). Because of that, each person on Tyn Mava has a system of call-and-answer passwords with anybody they are familiar with, and woe on the one who forgets what it is with any person.

6. Drift of horned bees comes from the west as an tyn mavian equivalent of the sudden snowstorm: everybody sits at home, windows closed, and wears heavy protective clothing if they need to go outside. Bees don't intentionally sting people, more occupied with flowers, but unwise, aggressive or reckless behavior does have people stung to death, occasionally. Strangely enough, horned bees take such corpses (but no other dead bodies) with them as they buzz away.

7. Snow Tiger Storm weeps: a heavy downpour. Occasional stranger lifted from somewhere by the sobbing typhoon and dropped on the island; most often in a lake Clare, so some of them even survive. These ignorants tend to claim that they came from another world (each stranger names a different one). Such pity that in mere three generations people Melrose had forgotten even its glorious name.

8. Snow Tiger Storm rages: a heavy thunderstorm with 1 in 20 chance to be hit by a lightning every ten minutes outside. Lake Clare overflows. Smaller storms (nicknamed cubs) break out of Snow Tiger and wreck havoc wherever they can reach.

Places and people of interest in Tyn Mava


(hex is as big as you wish it to be. I envisioned the island to be about 60 km across and about half km above sea level, but it can be 3 or 16 mile hexes)

01. Ceroba Erst, the highest peak of the pillar mountains of the island; commonly also 'Cerra', 'The peak' or 'Tiger place'. Snow Tiger Storm is chained to its top, and Cold River, the biggest of two of the island, starts on its top, funneled through the cascade of man-made and Tiger-clawed canals, waterfalls and sleeves, until it merges with Wide River in highlands. Jagged, difficult to navigate, studded with ritualistic weather-vanes and utterly forbidden for everybody (who is not Maven of Directions or from Order of Meteorologists or from Root Rangers) to traverse. Root Rangers have an outlook post facing Ceroba Erst on western side of neighbouring Wide  River peak.

Mina (human-sized worm, masked heavily in cloaks, bandages and rags; folksy, friendly, has a lot of knick-knacks for sale, tend to stand a tad too close, often uses 'we/We') lives here in secret, patiently studies Ceroba Erst, avoids patrols. Wants: to free Snow Tiger Storm and prepare the island for reclaim of worms. 

02. Tyn Mava, City of Weather-vanes. City from the times of Melrose with glorious many-floor buildings, wide streets, sewers, radio-tower (abandoned long time ago), museum and other wonders of past. Due to difficult weather now only inhabited by Maven of Directions, his acolytes, the Order of Meteorologists and Root Rangers, along with trusted help. With each passing year more and more starts to resemble sacred city, as knowledge turns to ritual and superstition. Currently in  a quiet disarray, as Kurt Rigel, Maven of Directions fell in coma after trying to divine through Snow Tiger Storm why the sky over Tyn Mava slowly getting darker; being already in years, his mind didn't took well to the effort. 

While Maven is recuperating, his two main assistants clandestinely vie for the maybe-soon-empty-Rooster Crown. Raita Wells, Master Meteorologist, secretive head of Maven's personal acolytes (woman in 50s, with elegant coiffure, plump and motherly despite having a mind of a hunting tiger; Wants: think of way to gently negotiate with and maybe release Snow Tiger Storm without her destroying the whole island in retaliation, because Raita believes that the sky is getting darker because the storm is dragging the whole island slowly in the sky). Ibener Roa, amicable Master Meteorologist and the Boffin of the Order (lanky man in 50s, almost bald, lucky and somewhat unpredictable which people confuse with brilliant cunning, sincerely believes in his own hype; Wants: become Maven of Directions because he thinks that Raita is a fool and only he can do a good job (both are untrue; Raita is misguided but not a fool, and he won't do a good job)). General Root Ranger, Sir Gala (weather-beaten, muscular, hands crisscrossed with old root scars, non-nonsense but must play politics) just wants clarity and proper chain of commands, because without Maven's permissions a bunch of important things cannot be done.

[although people of Tyn Mava don't know and cannot imagine the scope of it, but Raita is wrong. The sky is slowly getting darker over the whole Melrose, as The Sun seems to be dying]

03. New Mava, a town founded two generations ago where Tyn Mava became dangerous to live in due to Snow Tiger Storm. Cozy, almost pastoral town at glance. Initial planned core since derailed into mess of outskirts. Of course there is a share of problems but nothing earth-shattering, and people simultaneously deeply distrustful to all strangers but also very fascinated by them, providing that the stranger isn't moon-slug, some root monster or bee-puppet (this last one people of New Mava never saw – as bees are very tidy and always politely clean the body away – but bee-puppet is a favourite character of all the horror stories of the town). Town provides all services that small, largely isolated and semi-medieval town can provide. Citizens are especially proud of their Museum of Old Good Times, where they show such relics of the past as radio-box (broken but repairable with proper care), metronome, glasswork and mirrors from Selunia, working music box from City of Iron, extravagant silk dress worn by Queen Vivian herself, and an assembly of brass trumpets nobody remembers how to play, along with the usual assortment of old knightly armour, banners, dioramas of long-lost castles and such. 

Hidden treasure: one of the Selunia glassworks is a gem-bottle which can preserve everything put into it for 7 days, after what time it expired and the bottle resets.

People of note: Winfred Mist, Mayor of the City (overweight, bad breath, busy-busy-busy, dodges his official duties to obsess over a small box that in time of his dear-dear-dear mother produced pictures but no longer does). Bob the III, shepherd from outskirts (in 30s, cracks a nice smile, well-worn boots, courageous; fixated on one of the Strange Works near his pastures, looks for escort for his sheep so he can go and look closer on a way). Raymond Walla, Secretary of Club of Oracular Works (golden earrings, dispirited, wants to gossip, doesn't want to be disturbed); Jaham Erwin, city guard (bloodshot eyes, well-fit armour, whistle, irritated and wants to argue with somebody to arrest for disturbance of peace to impress his disinterested crush Neva Bragge).

Train Old Reliable (brass-and-bronze train, sun-carved facemask) dutifully travels from New Mava to Pear Town of Ule and back twice every day, with several stops on the way; whole journey takes about 1 hour. The Radiant Spirit grew lonely and melancholic, and does his work on auto-pilot, sometimes lost in memories about the times when railroad was mighty and wide, and he had many other train friends (wants: to run on full speed again, to find other trains)

04. Pear Town of Ule, an older town from Melrose times when Pear Forest was Pear Gardens. Buildings are shaped as pears or gourds, pink brickwork covered in pale pear-bearing vines covering a lot of irregularities in brickwork plastered over as the town walls seems to adopt even more stranger, sort of pear-shaped but not quite forms. Town lives for pears and, indeed, its pear jelly, pear pickles, pear steak, pear soup and pear wine are the best in all Melrose (although with the state of Melrose now it isn't a high bar to reach). Curiously there is a ton of statues of owls, and, although nobody remembers why they are for, people think that tapping such statue is for a good luck. 

People of note: Hattie Deva (rose-pink dress, leather gloves, disgraced and somewhat ostracized scholar who intends to find a way to make pear oil to solve island oil shortages; she just needs something for all this to come together. Wants: sneak to Tyn Mava and use its restricted library). Benedict Batt, local drunk, formerly Root Ranger until he was hit by the lightning (hugely strong jaw, flustered, remembers quite a lot from his time in Rangers, bets 5 coins he doesn't have he can bite a nail in half which he can; this is how he gets drinks; Wants: to get drunk and be left alone); Bethune Pear-Park, Master of Pear Grove (wealthy and shows it, entitled, addicted to pears; Wants: to have one of the moon-slugs as a pet.) Mar Brownhill, city doctor (sorrowful eyes, remind old basset-hound in appearance, secretly a moon-slug: Wants: to seize power in a subtle way).

05. Pear Forest was Pear Gardens in old good times, but during the time of troubles and due to some strange weather the trees grew out of control and took on strange forms, so even brave pear-tenders don't venture into the depth too much. The deeper one goes the bigger pears become and they seems to be clustered in odd rings, tilted as if they talk to each other, and old roads are overgrown with garlands pear-ivy. 

People (?) of note: Queen Pear, accidental creation of Bitter Moon (huge church-sized pear tree with bike-sized pears, royal demeanor, golden rind, not very clever. Wants: for all pears to be safe and prosper, to take revenge on those who harm them). Graven Leaf, Queen's Enforcer (big pear-person in a crudely made cloak, wicked club, stoic; Wants: to fight worthy opponents). Crahohot (big grumpy owl, anti-royalist, detests people of the Pear city because before people and pears got their way, the city was the City of Owls, built for them by Queen Vivian's grandmother Rosette but taken away from owls by Vivian's mother, Emma).

Deep in the Pear Forest there is 1-in-6 chance per day of search to find Silken Bluebell, which is a magical flower that work as a Sleep spell once; if cut the flower expires in one day, if gathered with roots and proper care or put in a special gem bottle it might last for about 7 days

06. Grasslands. Pastures dotted with tiny hamlets. Cracks in the earth covered by feeble blankets of grasses. Many sheep, shepherds and sheep-dogs. Landscape dotted with Strange Works. Meadows of wildflowers, rare lightning-blasted trees. Little makeshift shrines to Divinities (mostly White Stork of Life and Blue Heron of Mastery, but Red Flamingo of Passion, Green Ibis of Wisdom and even Black Crane of Endings are also present) along footpaths. Due to sheer openness and size of the Grasslands, some weather effects (such as Bitter Moon and bees) are felt more strongly/often here. 

Among the rolling hills and small shrub-covered ravines lives self-proclaimed Sage of Dancing Stars (disheveled, younger than he looks under all these wild hair and beard, wears a golden monocle; claims to be able to navigate false dancing stars but only for worthy). Will invent some trials to determine the worthy, but will be not satisfied with results. Arguably and with wide margin of error but can navigate false stars, which makes him one of three people in all Melrose who can.

Rann Vergis (massive build, scared eyes, covered in gaudy talismans like a Christmas Tree; thinks he is haunted by ghosts; Wants: to be safe). He is haunted but only by one ghost, of his late wife Merrill, who just wants to save goodbye and bears zero ill will, even if his tardiness due to prayers and superstition made Rann to be critically late with medicine).

Encounters: monstrous sheep, pain-driven wild animals, lightning storm-cubs, sculptors, farmers and shepherds transporting produce, bees carrying a body somewhere, opalescent ghosts that come out from the cracks of the earth.

Travelling the meadows there is 2-in-6 chance per day to find Star Poppy, a magical flower which will heal one heart of damage (rules of safekeeping the same as for Silk Bluebell)

07. Abandoned Jasper Mine, now Entrance to the Underworld. No long ago orphiry light shone through old tunnels and two Dolls (people made out of porcelain in a shape of beautiful, refined young women with silken hair and jet-black eyes) came through. While the travel back is possible, it is difficult, and for now twins Dea and Dia are establishing the foothold, i.e. turning an old mine in a mini-palace of sort, unlocking multiple boxes and valises they brought with them, and having tea parties which to some sage knowledgeable on really old history who'd happen to observe them might be suspiciously similar to ancient libations to the dead in times before Divinities. Dea and Dia are sent from House of Gates in Gloamlands, to watch out for worms; indeed the mine itself was burrowed through by Mina and only later used as a guiding pathway by Dolls. Dea (blue dress, short bob, rapier, likes fencing and fashion, somewhat impatient, Wants: to protect Dia, not be bored), Dea (red dress, longer page cut, weaver and tea-gardener, solemn, patient, Wants: to find and eliminate worms, have good tea). For now the twins just doing basic reconnaissance, but soon they will start approach people with questions and start searching. If well-assisted in finding / detaining Mina, and with some call to their sense of fairness, they can reluctantly and with great effort open the tunnel to House of Gates to mainland, although anybody but Dolls travelling the Underworld  must keep their eyes closed and say no word at all cost, or the Gentle Death would notice them and dissolve them into dust.

08. Old forgotten weather recording station still works, even after all those decades – meteorologists of Tyn Mava were truly the best. Readings from this station, if collected properly, will prove that Raita's assumptions about the island getting taller are wrong, as these are the only remaining readings that take into account sea level altitudes over last decades and not just general sky luminosity which all current mavens rely upon. There are also a few books here on now-lost weather calculations (treat as spellbooks with 1-3 random spells for any weather-vane seer)

Not very far from there, at the end of the broken tracks, under a rockfall there is a body of another Train (Everbright); broken and buried for many decades without hopes of rescue they projected their Radiant Spirit out of the body: there is an amnesiac knight armour-like auto-body calling himself Archibald Red-Banner somewhere near Lighthouse in Melrose, who is the host of this Radiant Spirit. If Everbright is reunited with Archibald and rescued from the rubble (which is a rather significant effort requiring a lot of people-power, shovels and food logistics), there will be much rejoicing. 

09. Western side of pillar mountains is carved with multiple dangerous gorges and cliffs, making navigation difficult. In older times there was a lot of mining done in these areas (coal, tin, copper, gems) but since upheaval the mountains cracked, shifted and revealed strange stones underneath. Some pillars seems to be made out of compressed rubble, mixed with fossils of something that is definitely not human people; it might be the influence of worms, or the underworld, or both, or the upheaval itself bringing back the landfills of the past and histories bulldozed over in the glory days of Melrose. While there are a lot of youth trying to be treasure hunters for old mines, they mostly stick to closer eastern side.

Of the place of note is an old radio tower, leaning a bit over the ravine but otherwise intact, only very difficult to get to; Chester House (a manor of long-forgotten noble of Melrose, empty except for some rather angry ghosts and a few moon-slugs but full of treasure), Finis' Cabin where Finis lives (mountaineer hermit woman, wears goat pelts and has eyes with horizontal pupils, like a goat; stubborn too, but can be persuaded to show around with scrumptious sweets or good wine).

Western side tent to attract people who watch for false stars for too long, so the slopes are not strangers to a still-star-obsessed skeleton or two, who are mostly stuck under rubble or have a lot of broken bones and cannot move. 

There is 1-in-6 change in a day of search to find Grace Orb, a magical yellow clover-like flower that grants rest and wards off wandering spirits for one night (rules of preservation the same as for all other flowers).

10. Eastern side of pillar mountains are considered safer of two evils despite Snow Tiger Storm equally raging over both sides; Root Rangers maintain more outposts here then on the western side. A few small remaining mines (mostly copper and tin), operate in difficult conditions, and the mountains are sort of proving grounds for youth, as well as pilgrimage place for older people, as the main temple for Divinities somehow got relocated there during the upheaval. Wide River cascades down the second tallest peak to combine with Cold River in highlands, and fishers attempt to get there at least once a year for coldwater trout (big, spiky, slightly pirahna-like fish) considered to be both delicacy and a mark of a true fisher.  

11. Greenleaf Inn is a spacious, once magnificent but now rather dilapidated inn with leaking gabled roofs and lush garden (which doesn't have a single pear). It didn't serve as an inn for a long time, as nobody travels in that direction since the upheaval made it the edge of the island. A generation ago it got ill repute after two youths decided to pull some rather dangerous pranks on old lady of the inn, and absolutely suddenly stumbled, broke their necks and died. While stumbling in the mountains is, indeed, very dangerous, the old lady of the house got a reputation of a dangerous witch. Her granddaugher, Emilia (plain young woman, calloused hands, handspun clothes, suspicious, lonely: Wants: to be a real witch, have friends) lives here and take care of a garden and a few sheep, but tends to hide when strangers approach and use her excellent knowledge of environment to go Home Alone on all hostile intruders). Emilia once met Mina and even traded a few outworldly artifacts from them, which she is certain will make her a real witch; and this amicable stranger only wanted to know so little in exchange.

In the lush and diverse garden there is 1-in-6 chance per day of search to notice Beauty of Summer, ivory-white iris-like flower, which works like Charm Person spell when used (of course, Emilia can find it with ease if needed, but she doesn't consider such flower to be a real witchery).

12. Hidden waterfall hideout. Of course there is one. While it is very hidden and it is very dangerous to get to there, there is a piece of true starlight there, crystallized when a scared star flew away from shattered sky. This starlight is what makes crystal grow around the base of the island as a sort of a shield, as the star slowly borrows deeper and deeper. To defend itself, it creates various starcrystal defenders and is entirely unwilling to get out, making anybody who is trying to force it maddened with its own fear. With some careful diplomacy, friendly disposition and, if possible, pure heart, it is possible for scared star to let people to collect some of its the light into appropriate vessel (gem-bottle would work, as well as anything made out of purest possible silver). Such light would be invaluable for anybody trying to radio-navigate, and both Mina and Dolls will be interested to acquire it in exchange for other treasures or favours (although Mina will try to lowball a little, and Dia and Dea didn't unpack all of their stuff yet). 

(for people of Tyn Mava I often used this generator by "Was It Likely?")

P.S. I guess I must list sets which served as sparks/prompts for Tyn Mava. I rolled them randomly on brickset.com
Majestic Tiger (https://brickset.com/sets/31129-1/Majestic-Tiger) became Snow Tiger Storm
Pear (https://brickset.com/sets/7173-1/Pear) and Tropical Ukelele (https://brickset.com/sets/31156-1/Tropical-Ukulele); I decided that Ukelele was pear-shaped enough there is no need to do anything with it separately.
Red Plates (https://brickset.com/sets/3485-1/2x4-Red-Plates); these distantly inspired the reddish crystal shielding at bottom.
Racing car (https://brickset.com/sets/695-1/Racing-Car); this one didn't work.

Saturday 30 March 2024

Strange colours (made out of mostly puns)

List of colours made by tweaking the names of existing colours or colour-related materials.
They are tangentially dungeon related. 
Orphyry – light of the underworld. All torches and lamps in the underworld are tinted with orphyry, which is why they tend to self-relight after a while and then just as suddenly die again. Looking into orphyry too long gives prophetic visions but renders person unable to see in a regular light.
Eige (pronounced same as "age") - colour of universe reverse, similar to cosmic latte but much older. Galaxies are of this colour because they punctured holes into the obverse and eige seeps through. On this side of universe eige becomes lethal for anything that is susceptible to time (which is pretty much everything) but in some circumstances could be made eternal.
Madder is madder, colour of veins, and roots, and blood; deep below dungeons waterveins and rootveins and just veins are all the same. Colour of return to primordial unity, breaker of barriers of this fragile thing called 'self' and in sapients often instinctively associated with madness, which is, as word, is indeed, derived from this colour.
Imagenta a colour of (most often benevolent) discovery, a colour of lingering dreams; some places of the underworld dream in imagenta (which is why sometimes there are illusionary walls - they are but dreams of dungeons). In any configuration is unstable and very photosensitive; pigment, as little as it is, is usually derived from (gh)asper kind of rocks.

Iridian – mimic colour, uncertain-in-itself colour, doppelganger colour, existing almost always only as complimentary to others, the most often eige, which makes it to take a rainbow-ish appearance. Due to its overly constrictive nature (every other colour will gradually look smaller and bleaker if neighboured by iridian which would, in contrast, became more and more colourful as time passes by) often used to mark boundaries and signify liminal no-mans-lands, barriers to entry and prisons.

Weirdigo – colour of the night sky darkness which becomes more prominent the more one looks at it, somehow darker and lighter at the same time. Initially you've notice just the usual blackness and a few pinpoints of stars, then more stars, then even more as weirdigo becomes more and more prominent blackness elusive between these stars but always present, and suddenly you fall up into the sky, momentarily disjointed from the stable world under your feet, in two places simultaneously. Gates and portals of special meaning often coloured in weirdigo for ease of travels.

Sepsia – colour of history, infectious side-effect of eige unto a time-susceptible world, somewhat gradiental in all of its appearances. On most warm-blooded and especially mammals inflicts an illness known as nostalgia; reptiles and other cold-blooded beings tend to develop lizarin as an instinctive antibody to it. Tends to seep down through the soils and quickly form curiously coloured stratas in the rocks, which is why all sufficiently deep underworld places have uneasy relations to established history.

Woed – colour of shadow that exists without light, of death, of deep rivers, of even deeper rivers of the underworld which evaporate this colour into a vapour and infuse everything not touched by other colours (which is why it is advised to bring your own food, and water, and air filters; if you imbibe too much of woed you get claimed by the underworld). One of the oldest known mixes, with sepsia, creates eld – a unique hue of living memory, defiant, to a very certain degree, to the flow of time and certainty of death, which tends to come and fade from known existence in hollow kingdoms and in other beings with strange relations with time and death.

Scarlight is colour of identity, the colour of gaps, of breaks, of chasms, of distinction, of separation of one from another. There are myriad shades of scarlight, each extremely unique and irreplaceable. As as colour of breaks and gaps scarlight is most often found in transitory places, passageways leading to and from underworld. Things dyed in scarlight tend to develop personality which is why it is both desired and repudiated by creators of artifices.

Suffron – colour of the rebelious soul of the world, of the fire from the forges of the gods taken by previously voiceless and faceless as it scorched their hands. Acute and bitter to touch, antithesis to comfort, harsh to all materials on which it is painted (as it always tries to spread out from the boundaries where it is put), so hard to hold down that even gods couldn't securely imprison it back in the cell of dead rock, and it breaks out from time to time, singing in tall volcanic flutes. Suffron wrecks both carefully laid plans and tunnels.

Cynian is a colour of a horizon absent deep below, of space defined not by the space itself but by the outside imposed limits. It can be found in grooves of carvings, folds of seashells and rooms left empty; elusive, it tends to evaporate in medium amounts and spontaneously combust in larger ones. Even in the most neutral hue it has slight hopelessness about it which makes people ill in prolonged contact. Items tinted in cynian are unable to fully leave dungeons behind, and will subtly wrap their own circumstances to return back below.

Vivory is the most energetic colour, the colour of luxuriant saturation, of abundance, of a moment without regards of time; vivory always colous the current second. Unstable in masstone but surprisingly hard to remove in stains and glazes, it tends to self-gestate in the absence of other colours; even if you fail and die alone, be assured that sooner or later vivory will blossom from your remains. The second oldest known mix, with scarlight, creates rimson, the colour of unnecessary, often self-propagating, often spiralling out of control, complexity which colours the recesses of anything with too intricate of a structure, and especially the folds of of stairwells and labyrinths.

++++++++++++++++
Yes, I've read about Fallen London Neathbow. No, I didn't use colour generator for this list.
I am particularly proud of turning green colour (viridian) into whitish-rainbow colour and almost-white colour (ivory) into colour strongly associated with green. Unintentional, but nice.
Rimson, is, basically, a principle of jaquaysing taken to a bit of an extreme.
I have that strange sense that however strange the word might be there will be a WoW player with this nickname.
P.S. updated the post, added cynian I saw in a dream and changed one line in imagenta which was unintentionally cribbed from colours