Thursday, 20 August 2026

Under Nightmare Sun

(if you put a number of strange pieces before me, I will likely start to make connections, however strange those might be. This is extremely broad-strokes idea of the setting which I did for fun of it, so Dracult instead of Dracula is intentional.)

Long time ago Immaculate Dracult had finally succeeded in his crusade against humanity and spurned Golden God, its divine defender, away from the earth, and then himself ascended to take the hold of vacant heavens. But as Dracult's new form, the Nightmare Sun, started to unfold, the poisoned loyalty of his second-in-commands lead to doubt, lead to treason, and, in the crucial moment, they staked his still-beating heart with aspen stake, halting the ascension.

The Dracult's torporic body fell back down, shattering the land like an eggshell, while his ascended form became half-formed, ever-eclipsed Nightmare Sun stuck in the zenith.

The land after the end of the old world 

 

Symbolically, at least

Today the rays of Nightmare Sun drain warmth from the land, causing a quasi-Ice Age. While the land isn't a frozen hell (thanks to the eclipse), it is cold, dim and arid, and places generous in warmth and bounty are rare and far between. The skies are ever-shadowed, twilit, scant in blues and rich in amber, coral and amethyst hues, punctured from time to time by diamond-bright cometfalls. Amidst the skies, exactly in zenith, the half-formed Nightmare Sun sits, bleeding light like a wound.

Sea levels dropped as glaciers rose, revealing old cities that had been drowned for millennia; many of these were tombs to dreadful things, long and rightfully forgotten even in Dracult's time. For now the thick layer of crystallized salt holds these tombs confined, but there are always those desperate or curious to breach the coverings. 

Not literally chained to the sun
 

The land is ruptured by abyss-deep chasms and plateaus haphazardly heaved on top of each other – the legacy of halted ascension; dry riverbeds and old roads leading nowhere cross it like scars. When Dracult stirs in torpor the land continues to fracture, slowly but steadily forming cracks, forming ravines, pushing and pulling apart. At some point the last sorcerers of old attempted to hold the lands together by massive chains, and connect them by hastily-build portals of metal, crystal and bone, but even those monumental efforts are not to last forever. Within the deep folds of earth the body of Dracult lies, staked into a heart, unable to fully die, or fully live, or fully ascend, dying and reviving into something less and less recognizable every time, growing into his own tomb, his own strata, becoming the underworld of itself, immeasurably vast, intricate, deific and monstrous.

Surviving plants and beasts adapted to the new ways of life, unlife, profane deification and everything in-between, some growing small and near insubstantial, some incorporating dense fur and spines, or able to shift between forms; they carry old names of 'wolves', of ''mint', of 'maples', of 'sparrows' but only a partial resemblance in shape or nature. Some sprang from Dracult's torpor, with roots so deep they drank from rivers of his slumber, and beasts that ate them grew the ability to dream and speak like people in their dreams. Some got exposed to wandering stars, and grew crystalline seeds and hearts, able to flow with winds like stars do, and eat each other shadows, like stars do. After the civilization somewhat recovered elefrin – a rose-looking flower with sharp, poisonous thorns but surprisingly nutritious petals – started to be cultivated as a crop, despite a persistent legend that it was seeded from the drops of Dracult's blood as he fell back to the earth from heavens. Even now, well-known and widely used elefrin occasionally induces bloodlust, although its most strange quality is to cause rose people to appear (of which see below). Another wide-spread new type of flora (?) are licherns, numerous kinds of moss-looking and quite edible grass (?) which have a nasty tendency to self-resurrect after being eaten to the disastrous effects to the eater, unless their initial heart-seedling (which is usually hidden some distance away from the main offshoot) is found and crushed.


Blue skies, take warning: in forecast is a good probability of hungry wind

As there is no true sun to shield the realms from cosmic waves and currents, the flotsam stars and comets occasionally drop by, bringing with them the forms and judgments alien to the world. These Guests (as they are called) at best are ill-fitting to the world, and, at worst, bring horrors of open cosmos rivaling the Nightmare Sun: the whole west of the continent once vitrified into a beautiful chromatic glass, as one of the Guests passed by. While Guests' presence is rare and fragmentary so far, the longer the realm stays sunless the bigger the threat.

Dracult, staked and half-ascended as he is, exits in the perpetual cycle of dying and self-resurrecting and dying again; the slow spasmic beating of his vast heart moves the underground rivers and his profane vitality spurts the blooms above. Passing-by Guests and their alien novelties bring changes into world's twilight air as different as weathers of the old. Together this creates a resemblance of seasons and weather changes, despite the otherwise fully static skies.

And as if all of this was not enough, from the nightmares of those capable of dreaming Nightmare Sun spawns demonic creatures to roam the lands and make everything even worse.

But! towering so much that it is seen from almost everywhere in the lands there is the gargantuan golden aspen, The Spirit Tree, which grew from the stake in Dracult's ever-beating heart. Over the centuries the aspen spawned multiple offshoots (some almost as big as The Spirit Tree herself) and the roots of this colossal tree colony somewhat holds the land together. The Trees are enduring remnants of the old world, resisting both nocturnal sun, the creeping underworld and alien stars, and are the only places of bounty, of warmth and peace.

The people after the end of the old world

After Dracult's fall the power struggle between his lieutenants led to brief, but utterly murderous wars, decimating what was left of civilization and half of their number. Some said that the lieutenants vied for power, but just as many legends exist about wars for Dracult's sword-key to heavens, or his eyes capable to perceive higher reality, or Dracult's Blood Bible (his book of secrets, where he recorded all steps and invocations needed to make one into a god) or other such legendary treasure. Some legends go as far as claim that several lieutenants regretted their treachery, and had to be put down before the liberated Dracult would have destroyed everybody in his ascended rage.

All seven surviving lieutenants (The Sanguine, The Wolfmother, The Songwraith, The Entombed Serpent, The Ironclad, The Dollface and The Apothecary) formed a mutual seven-oath-bound pact to prevent Dracult's awakening by all means possible: this pact was signed with their souls, sealed by spells of old and kept at core of The Spirit Tree where none of them or their servants can go. Beyond this mutual oath the former lieutenants have no great love lost between them, and, establishing their domains as Night Lords they rule as gods themselves.

The humanity as we know it went extinct. Perhaps somewhere there is a lone hero locked in a crystal tomb for last millenia or so but when speaking about regular people, the humanity of the world bear only a partial resemblance to humanity of yesterday.

Arid and cold Freelands are mostly inhabited by clans of hirsute Prima-Tes, who claim the direct heritage of true humanity and its unbendable character. Prima-Tes adapted to the harsh climate and broken terrains by assuming more durable and agile forms. Capable hunters, herders, warriors and explorers (and rarely also psychic mystics), most of them live semi-nomadically, but permanent villages and towns, do dot the land as well. The biggest places in Freelands are Kei Republic and self-proclaimed Empire of Mon; the places protected by clever defenses jury-rigged from whatever comes at hand, and are centers for industry and learning among Prima-Tes, even if comparatively to the cities of old all of this is rather simple and tiny.

Sacred aspen trees, from the oldest Spirit Tree to her most recent offshoots, are all ringed with Garden Cities and inhabited by dreamless folk, who keep the most physical resemblance to old humanity but inherit none of its fire. These docile Hume-Tes are afraid to step an inch away from the protection of the garden walls, and not capable of surviving outside without a lot of babysitting. Only rarely among them somebody appears brave enough to venture forth and capable enough to train themselves to do so. Most of these rare spirited Hume-Tes are deemed troublesome by their peers, and either obliged to become Descendants, or politely exiled for the betterment of the community. Those few who chose to remain, assume the roles of respected sages to maintain the ancient automatic defenses, observe the rituals and agreements with Descendants, and strengthen the Sacred trees.

The Garden Cities, located as they are on top of Dracult's body (the fact forgotten by majority of Hume-Tes) attract nightmare grotesqueries as flies to honey; even mindless as he is in his torpor, Dracult instinctively wishes to destroy stake in his heart and finally ascend. Ancient defenses alone are not enough to withstand all that Nightmare Sun spawns, therefore all Garden Cities have a shaky agreement of mutual benefit with a certain clan of Descendants, the nightkin stemming from Dracult's former lieutenants. Descendants fight off the nightmares and ward off unwanted Guests influences, while replenishing their numbers (and occasionally appetites) from Hume-Tes stock in a complicated system of law-binding procedures, lotteries, dramas, tallies and oaths.

Descendants, themselves incapable of approaching Garden Cities past certain threshold (said to be due the original aspen stake carrying Golden God's nail fragment and spite against Dracult and his ilk) take upper rungs of hierarchy in the domains of the Night Lords, or create their own petty realms where they rule as kings. All Descendants need Hume-Tes to create more of their numbers (none of the other variants of humanity work) so even those self-assured lords will think several times over before upsetting the delicate balance between Descendant Domains and Garden Cities, thus risking one of Night Lords' wrath. Occasional few of Descendants, for reasons known only to them, forsake the lives of luxury and go into Freelands, travelling alone, or offer their time-honed skills to various clans of Prima-Tes as hired help, always regarded with suspicion. 

It has many forms


In Descendant domains most common folk on lower rungs of hierarchy are beautiful Rosa-Tes, a new kind of people which at one point self-gestated from cultivated elefrin flowers. Despite having little of old humanity appearance except most basic form, and none of their history, Rosa-Tes appear to be carrying the dreams of humanity. While not as sturdy as Prima-Tes, Rosa-Tes are also much more capable to survive in changed world than their delicate appearance might suggest, but most of them are held in serfdom by various domains of Descendants and Night Lords. The nightkin rulers control the mature seeding fields where Rosa-Tes are capable to grow, and thus their families, yoking Rosa-Te to the roles of peasants, workers, common troops and servants. Hidden enclaves of escapees exist but obscured and mistrustful of all. A few settlements (such as Pilgrim's Rest, Old Hall, Vernhill, Snowhue) have Rosa-Tes taking more respectable positions in society as their Descendant rulers are either weak, kindhearted or careless; the city of Lacenbell even boasts the name of the free city, earning this distinction by favour of Dollface.

Within the chasms, and roots, and old sunken roads, there are Darklings who are each different from each other and the original humanity. Many of these bear Guests' alien gifts, or contaminated by emanations of Dracult's underworld body, or even marked by Nightmare Sun's cold embrace and thus barely resemble their ancestors. Darklings are of secretive nature and prefer to hide their settlements (if any do exist) deep enough that even most daring Prima-Te adventurers can't follow. Thus it is impossible to say if they are all as unique ss they seem to be, or there are kins and nations among them, as their forms and talents defy categories so far. Commonly used as both boogeymen and scapegoats even among nightkin, they are rumoured to be doing Dracult's bidding by gnawing on the roots of sacred trees to bring the complete end of the world. Those who dwell near the surface occasionally do trade for food or other necessities, bringing marvelous treasures of the deep, but also are not against taking their lot by chance, deceit or theft, and their dwellings seem to grow and vanish almost overnight. Given the highest lethality among Darklings from all humanity offshoots they are oddly the most vivacious, often upholding a sort of optimistic dark humour even in the face of insurmountable odds.

It is widely known that clothes made a man. The jokingly named Dressa-Tes are less a branch of humanity and more are rare cases of people lucky enough to find untouched wardrobes of the past so they can assume humanity's forms and spirits, regardless of their original form (as long as they wear those costumes). Alas, not many such treasures survived, and some are quite fragile, but occasionally a true-looking man does appear among the twilight lands, quite bewildered.

City of Tellai and the pains in the butt that dwell there
(honestly, the world would be about 50% more survivable if these pricks stopped and thought for a moment about the consequences of what they do)


Grand city of Tellai exist as a whole dispersed over the long distances, as its districts are built around those old sorcerious portals that connect the parts of the realm together. Here live Porta-Tes, a relatively small but highly troublesome offshoot of humanity. Initially created as helpers to the sorcerers of old to look after the magical highways as the sorcerers themselves were all but gone, with time Porta-Tes came to think of themselves as equal or even superior to their creators. Indeed, even alone, each Porta-Te is impressive as the knowledge of forgotten Arts and highly durable but light adamantine body makes them all by impervious to various dangers of the world. Animated by a magical amulet hosting human soul (these days the amulets are embedded deeply inside of the body for safety), and orbited by memory stones (the more of those the higher the rank of Porta-Te among their peers) they are nominally dedicated to the maintenance of the magical portals (and to lesser extend the giant chains), but ask for rather high dues to use the safest and quickest way of travel through the land over which they have a monopoly. Porta-Tes' aloof, stubborn and curious nature puts forward their claim as of true inheritors of old world's fearless spirit and pushes them to dabble in things better left alone.

No need to go for examples too far: just recently a group of Porta-Tes dared (through catpaws) to scrape the bark and cut the branch of one of the sacred trees (the second-oldest named Ronashen) to make something called 'paper' to power one of their terrible contraptions called 'a printing press', to print ten books that nobody except them (and maybe some older Descendants) can read. Such brash and sacrilegious act created quite an uproar, but, curiously, the Night Lords are unwilling to pursue this with force, instead assigning a bounty for a recovery of any of ten books reportedly printed from the stolen sacred bark, or of the 'printing press' itself. It is Porta-Tes who delve into the underworld, and go to the dry seas to look for drowned cities. It is even rumoured they captured one of the Guests. Seriously, these people!
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I kept thinking about it as "Elden Ring if Marika was Dracula."

The recent announcement of "Dark Sun" 're-imagining' (which, from what was shown, I think is misguided at best and completely missed the point of the original setting at worst) also pulled my thoughts toward making my own ecological post-apocalypse, but with vampires, and alien stars, and people made out of roses.

I do like Dracult as a name, even if it is a bit frivolous.

The stake is aspen because in Slavic folklore, curiously, the stake to kill a vampire or other unclean creature must be not simply a wooden stake but specifically aspen wood stake. And then I've read about the oldest tree colony in the world.
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The pieces used as the following:
– Dracula!: Dracult, obviously;
– Tree dungeon: any sacred tree has at least one but specifically the city of Sanctuary and The Spirit Tree;
– Deicide dungeon: Dracult's physical form;
– Fractals and intricacy: Dracult's strata which is also his body. I am not sure if it is possible to actually map an Australia-sized dungeon-underworld, so I presume it would operate on something like overly complicated recursion-like depthcrawl;
– Unusual crop: elefrin and Rosa-Tes, licherns;
– Perpetual notion: Dracult's cycle of dying and self-resurrecting as a mover of seasons, his heart as pump for rivers;
– Resurrection magic: Dracult's himself. Many things in these lands are touched by this strange vitality, so it is sort of in the air;
– Spells of the Evil King and Lost Spellbook that factions vie for: Dracult's Bible, and also Seven-Signed Oath as physical document because some of these lieutenants do have seconds thoughts about the whole betrayal event;
– System for a legal argument in a court of law: if to actually build one it would be for Descendant's claims over the Hume-Tes and the Garden Cities pact;
– Guest stars: taken literally, along with frightening anachronisms and non-Lovecraftian cosmic horror they bring. Each visiting celestial body is pretty much its own flying-by-and-occasionally-crashing SCP;
– Many qualities of night air: again stretching it a bit, but in concept it would be the world new "seasons" and "weathers", as most of the air is pretty much twilight air at any time;
– Water levels: new Ice Age, uncovered Really Ancient cities, salt;
– Primates: Prima-Tes;
– Magic amulets: Porta-Tes;
– Effects of in-world fashion or clothing in your elf-games: Dressup Humanity;
– Roadfreaks for places that aren't roads: Darklings and Porta-Tes;
– Frutility of categorization: Darklings, Guest Stars, whatever is going on with Dracult down below;
– Books as treasures: latest Porta-Tes shenanigans printed from a pulp of sacred tree. Also not many people in the world can read and paper doesn't really exist, so any book would be a treasure;

I didn't fit art movement (or poetic dungeon), but I imagine Rose-Tes to be art nouveau-ish and Hume-Tes' culture to be quite Biedermeier.

Mechanically, some ideas are difficult to fit into GloG, but:
– Short class that is neither fighter, wizard, thief or priest + classic monsters as a class: Descendants, which are basically classical Hammer Films monsters with some re-ornamentation and powerups serving as reluctant protectors of what remains of humanity; in world it would be rare Hume-Te with a spine and spirit rewarded/"rewarded" with being turned into one of the classic monsters. Could also be Prima-Tes (especially psionic ones), or even Rose-Tes;
– How megaclass looks like: Darklings. And it would look like Spook class from 'Esoteric Enterprises' by Emmy Allen, or 'Nightbane' where you can be a centaur-motorbike with crystals instead of hair, or any of the World of Darkness major lines (who also mirror old classic monsters but go way into clans/generations/disciplines/aspects/whathaveyou)
– Short class with all A-templates: Hume-Tes. I envision Hume-Tes to be somewhat uncanny in personality in the way "Legend of Zelda" NPCs often are, but because Hume-Tes are not really adventuring type and live in idyllic places, their class would be just A-templated through and through, never rising into greatness or anything interesting really.

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I did similar 'broad-strokes' settings for at least two previous Glaugusts/Glogtobers, but wasn't able to fit quite as many pieces as here.

Thursday, 11 June 2026

The gifted sight

(the post is written on August 13, 2026 and backposted to June 10, 2026 partially because I wish to fill up some gaps in the timeline and partially because it is a piece of in-world text as given by unreliable narrator (instead of something detached and useful) and is likely not very interesting to read as such)

“One of the greatest shackles ever put on mortals was not, formally, a curse. No ceremony was made for it, even though it was forged in the deepest empyrean of the gods and given their full attention, no divine proclamation was issued, no sundering of skies and earth announced it existence, no blood fed the earth.

It was, instead, a small helpful tool – oh, so very, very helpful, and so easy to use to be everyday-helpful that within two generations everybody in the world started using it; it was framed as a divine gift, after all, and thus spread faster than a wildfire, quicker than a dirty gossip. 

Today everybody who even casually deals with magic is still using this tool because nothing can beat the convenience it gives, so much so that even far-flung rangers are learning it. Often it is the very first thing that is taught to an aspiring student, and if they cannot master it they are considered to be incapable of magic at all.

The shackle is a spell, a very simple, very useful spell which tells you exactly what is magical and what is not. ‘Detect Magic’. The god-given honeypot. The gifted Sight.

Immediate, ready to go, knowledge with full "yes" or "no" certainty, able to cover a big area at once and give the exact reading. There are no halftones, no half-ways, ‘maybe is, maybe isn't’ situations with it, only one or zero. You cannot imagine, as a child of your current era, how convenient this spell is comparatively to what was before to even sense (much less _see_) the magic – no need to learn legends, or memorize the songs, or think and analyze, or develop, through patience and inspiration, your own ability to see the world, unique only to you, or learn how to ask the world about what it is you holding in your hands. There is no need to even listen to yourself, to your own unruly and struggling soul to what makes it sings, because the spell will tell you exactly what magic is and what magic isn’t.

But it is a gifted sight. The shackle lies in its very nature.

Viewing the world through the lenses of ‘Detect Magic’ spell only shows the magic the gods consider fit for mortal use; the rest is obscured, hidden forever from the view, invisible, and thus, not graspable to mortals. It simply doesn’t register as magical at all. Nothing to see here, move along.

The gifted sight with built-in blinkers. The eight schools of magic, a cognitive framework under ‘Detect Magic’ spell is a cage that carefully includes only what cannot threaten the existing world order, however powerful on personal level it might appear. Each little bit of magic you can see can through 'Detect Magic' only belong to one of these eight grooves. There are no uncertainties with this spell or any other, no maybies, no things that don’t fit these eight categories, nothing that goes beyond their borders.

On a surface this framework encompasses the whole world. Multiple theories, – very logical, very convincing theories – were created since the gift of 'Detect Magic' to explain why the magic works in this way. But you cannot see, as I do, how much this gifted sight omits.

The world used to be full of magic, like air – or rather, there was no strict separation, as it is now in the mortal perception, between the mundane and the magical, as all was a bit of both and 'magical' could become 'mundane' at any moment, just as the other way around. Warriors spilled blood and it breathed fire. Peasants in righteous rage proclaimed the abusive lord to be a dog, and it became so. Lovers swore an oath to each other and it helped them to overcome the deepest darkness even neither of them was a paladin. You know that fishing used to be a magical talent? Weaving? Pottery? Dancing? Midwifery? Knifefighting? Today nothing of this shows as the aura in ‘Detect Magic’, and the knife that sliced Iron Shand's ear off is not giving off any fancy aura as it isn't properly enchanted by current understanding of enchantment; only in a drunken bar song it might claim its proper glory.

Thus the inner works of the world are safely hidden from the mortals: what is now considered to be mundane and uninteresting comparatively to super-special now-magic used to be the most important part of the world. But after seeing the world through ‘Detect Magic’ mortals only interact with what they now perceive as magic through spells, the rest is part of the iceberg, safely now hidden.

The spells themselves are brief, uncomplicated snippets which can do one thing and one thing only, and never go beyond of what they were made to do. Cut, truncated, they are made to be so to fit properly within eight schools of magic lying under ‘Detect Magic’ to work, and never be anything uncertain, complicated or marginal, to go anywhere beyond. The spells might be difficult to master, but each spell is just a flash in a pan, a ready to go solution, made just as convenient as ‘Detect Magic’ iself. To let the firebird to be born from your cupped hands requires the understanding of and kinship of both fire and birds – but why bother if there is a ready-to-use Fireball spell which is just as effective for burning things, but doesn’t require a struggle to earn such kinships, and which (as birds are known to eavesdrop on godly smalltalk) cannot give you some interesting but not divinely welcomed ideas? 

The first of witch-gods, The Beholder Dreeg, was a friend of birds, by the way. And it was Dreeg’s ascension from mortal to god that scared the true gods shitless, as much as these neverborns can even feel fear. Such ascension was never supposed to happen, and it was then they created ‘Detect Magic’ to prevent mortals from developing their own Sight as did Dreeg, and to rely instead on the beautifully blind convenience that is gifted to them, and thus never again threaten the order of the world.

It worked almost as ideally as gods intended – in next four thousand years only four more succeeded: The Torn Apart Besm, Burnt Shadow Solael, Pale Calaitha and myself.
But how we did it is a story for another time.”
- whispered into the mind of one very tired sorcerer by the fifth witch-god, who, for now, doesn't think the world is ready to know his name.
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This is both in-world (for Edunn/Meridian) explanation of "Detect Magic" and why there is what looks like magic that is not detected as such; and a possible overall approach to magic where DnD-like magic is specifically an arfiticial construct made for a specific purpose.

It is inspired by Richard’s game where fishing, gambling and, indeed, proper manners are magical skills (the game runs on Risus); the “The Helping Hand” story by Poul Anderson, and the current cognitive surrender phenomenon and what damage it does to the process of art. The initial concept and names of witch-gods is taken from 'Grim Dawn' game.

Wednesday, 1 April 2026

The Spiders are at odds with The Stair Covenant

I dreamt a piece of the world.
A setting for a certain second dream which is nested into this place like a hidden jewel, somewhere.

While it is still somewhat fresh in my mind I wish to make notes of this world here; sadly I don't yet have a time to paint any map.

The text is plain and kind of haphazard. I want to record everything as close to the dream as possible, even if it leaves places and things not well-connected as of now. I filled a couple of gaps, ordered and numbered "the locations", but the rest is mostly how I saw it. For something from a dream, it is rather playable, although definitely requires more work to be players-ready.

01. The barrenlands
These likely circle all the lands of this world, but if the map is a flat rectangle, it is the strongest in a lower right corner and arches out of it, like a crescent or wings. Not exactly a deep-dune desert, it is still a harsh place, with very little water and lots of eroded, clay or sandy earth. 

Somewhere deep in barrenlands lies the Heart of Dust, surrounded by labyrintian ruins that drink the moisture through the very shadow of everybody passing through and touching the ruined stones, even of such distant things like clouds or moonlight. The Witch of The Skein wants it and Echo Dragon wants it as well, even if for different purposes.

02. The tower
In the center of this setting (on a map it would be top left corner) stands impossibly tall tower, miles high. It reaches into the clouds, which always gather on top of it even on a sunny day, as if the clouds are the piece of grey wool on a top of a spindle. While immobile, the tower somehow turns the clouds into the rivers that cascade down by its sides (it might be just because the tower so tall the water condenses in natural, if massive, way).

The tower, the grey stone of it, also sheathes the core of the similarly giant tree (in the dream it was said to be sequoia), but the tree is long time dead and its trunk stops about half-way up. In the way of instant knowledge of dreams I know that the tower continued to grow even after the tree it was build to protect or support had itself died. 

The tower is a megastructure, similar to ones in Blame!, and, while finite, is enormous, and in places packed with people of various civilizations extremely densily, making numerous vertical cities, cascading forests and holed up countries, although to my understanding the pathways to the inner hollow core through the vast thickness of the tower are extremely rare.

In the wall / thickness of the tower, there lives a hidden sage, who communicates through the cracks. I don't think this sage is sane.

The tower is believed to reach the heavens beyond the veil of clouds, so there are two major philosophical factions pushing their way to properly ascend, both literally and metaphysically. 

The Stair Covenant builds grand spiral staircase, follows a single plan and progresses linearly up, slowly but methodically. The Spiders (who might be actual giant spiders or people with spider-like extra arms) believe in navigating the ascend like they seem fit, making multiple fragile paths and see which one is better. "Spiders are at odds with Stairs Covenant, as they have a different view on philosophy of the ascention" is a phrase from the dream.

03. Swamp(s)
At the foundation of the tower, where the cloud-born rivers cascade down, in all directions spreads the dream swamp. It is a swamp because there is too much water but I am not sure why or what the dreams are.

In strange ways the swamp is also somewhat vertical, but in bits and pieces, not continuously so like the tower. The stone around the foundation of the tower, where roots of the giant tree within the tower are, is bored through by river channels and those root-following ravines are filled with more mist, dreams and swamp. Thinking about this, there are bound to be forests down there, growing on those old giant roots, even if it is just (similarly giant) lichenwood.

I suspect the edges of the swamp where it fills in the root tunnels is where most of the 'usual' civilization is around the tower, a safe-ish places to be, as the fly-by of the dream went over some kind of a marketplace shrouded in a fog.

There is also an old inhuman sentinel roaming the swamp, poisoned in some way by The Witch of The Skein, but still alive and on its duty.

04. Meandering river(s)
Those stretch approximately diagonally from top left corner of the map (where the tower and the swamp are) toward bottom right (where the barrenlands are) although I think if we are to view the whole world the rivers would be radiating in all directions from the tower and the swamp(s) around it. Initially the river channels cut through the same grey stone that makes the tower and underlies the swamps, and follow the course of old massive roots below, so they initially flow through tunnel-like canyons; this is where both Spiders and Stair-builders once originated and the canyons are full of old abandoned cities of odd primordial architecture, mostly of spindle-legged bridge-cities.

Eventually the tunnel-ravines-channels become more of the soil and open up to the sky. As the land becomes flatter and softer the initially mighty river starts to split and meander, until it eventually dries when it touches the barrenlands. This is probably where "regular people" live (whoever they might be), as the land is far enough from both the tower/swamp and the barrenlands, and both the water and the good soil are plentiful there, so I think this is the area of plains and forests.

I think The Skein(s) is/are area of old meander scars, of dried riverbeds left after a river wandered away. This is where The Witch lives (toward the bottom left of the map) and Echo Dragon (toward upper right of the map) so not everything is fully peachy.

05. Hexen-nest
Some convoluted place of old magic somewhere away from the main rivers, toward the bottom left of the map. Dark and rotting, tightly bound within itself, growing inside with roiling sorcery like teratoma. The Witch of the Skein either built it, and lost it, and wants it back, or just wants it. She is the witch of traps and curses, and this is the ultimate trap and curse. I have an impression that she circles around it like a hungry cat around the saucer of milk, always tempted but either too cautious or too cowardly to step inside unless the absolute victory is assured.

06. Windmills
Toward the upper right corner of the map, in plains where the lands start to dry out and winds are robust and hot, old monolithic stones, half-drowned into the earth, carry the inscriptions nobody can read. Somebody repurposed some of those giant stones as the supports for windmills, given that the stones are nearly indestructable. The sails of windmills are made out of what seems to be clerical vestments. Just like the titanic slabs that serve as the main support of windmills these vestments seem to be indestructable. 

Echo Dragon lives somewhere there; could be that this land is under his shadow. The only two things I know about him is that he wants anything that the Witch wants (and vice-versa) and that he spreads echo fire. I don't know what echo fire is exactly, but if to guess from the very scant impressions of the dream it is a fire of the past, ressurecting or time-rewinding the echoes of the past to haunt, control and consume the present.

P.S. 'Skein' is an interesting word in a context of Spiders vs. Stairs; it is both a single thread, like Stairs' philosophy, but is also folded over to have many paths connected at once, like Spiders propose. Witch and Dragon seem to be a different axis of power in this land, ortogonal to Spiders-Stairs rivalry/animosity. 

P.P.S. writing all this looks weird. But I do like this dream.

Monday, 16 February 2026

The category that Bloggies are missing

This is uncharacteristic post because I don't usually speak about the culture (for the lack of the better word) surrounding TTRPGs blogs, but this situation personally peeved me enough that I wish to speak about it.

(also, as it is a personal peeve, I wish to specify that this is not a take-down in any shape, colour or form on Bloggies themselves, nor on a person(s) who runs them, nor on any articles submitted/spotlighted in Bloggies, nor on anything else related or unrelated.)

Bloggies are here and just like the year before the nominations are full of useful blog articles – be it something immediately useful in a game, or a review of something that might be interesting, or advice for an improvement, a procedure, a table, a theory, a critical thought. All of those are well-written, all of those are good.

But to me there is a lacuna there.

Where is the poetry?

Probably-not-the-best-word-to-describe-it. Would 'Inspirational' be any better? 'Barely useful but still important to be here'? 'Burning spike in your brains'? I call it 'poetry' because to me this word is about all those raw and rough bits, about all those broad strokes and small, tangible meanings, personal visions, about things that cannot be immediately fit into known grooves and put in known slots, something that cannot be fully grasped and statted without making it simpler, and safer, and less free. 

Those fragments that are full of darklight, fluid and broken, a text which makes you pause because your heart is aching a little as you read it, just one sentence that you take with you into your future, a couple of words that now sit within your mind like a worm-spell. Those words that stay with you as something bigger than ink on paper, even if they are about dungeons, and dragons, and swords.

To me this unfinished, often uncomfortable, not fully-useful-part-of-TTRPG is required to balance all those nicely written, very readable blogarticles, as to me TTRPGs is always in part a manual with spreadsheets and bulletpoints, and in part this kind of abyss. It doesn't have to be an equal half-and-half part, and, in fact, 'the poetry' can be a very small part of everything, but it has to be here, it must exist. 

And there are blogposts like this written through the year, but none of them are in Bloggies. And for me to see that 'Meta' category is introduced this year, which shifts the balance even further into structural, orderly and useful, it is as if something small but important is thus forgotten.

I am not very surprised (although still peeved enough to write about this) that nothing of this effect is nominated. With any kind of poetry being intensely subjective, and given how harsher is the selection process with each passing year it is not surprising whatsoever that where 30+ submissions had a luxury of spotlighting something experimental, 700+ submissions don't have any breathing space. Adding to this is the notion that humanity in general prefers easily readable text (instead of whatever mess a poetic text might be) purely because it is easier cognitive load, and it is easy to see why nothing like that passed into nominations (if it was even submitted at all).

The articles that came the closest in Bloggies this time, for me, are "Make better mind pictures", and "A mask that eats into your face" but even these two are simply the closest to what is missing, not the missing part.

* * *

Therefore I wish to celebrate what little I saw through the year, with honourable place for the Sorcerer  (which still makes me pause and choke a little when I read that one particular part.)

(If I am to run it as an actual category, I'd abandon 'There can be only one clear winner' tournament procedure for it, and just parade all 16 nominees before the readers – select 5 that resonate with you the most, and that is it. Seven most selected will be the constellation of the brightest stars; and if I would actually run it as an event with some kind of prize instead of a personal blogpost which is going nowhere, I'd paint a map and cut it in seven jagged pieces and sent each of these authors a piece, purely because I cannot think of anything more inspirational yet unusable than a piece of a map.))

((But I don't even have 16 nominees. ))

In no particular order whatsoever and limited to 2025 with one article per blog:

"Modern Magic: Shades of the Soul"

"shhhhhhhhhh she's sleeping"

"The Peerless Country of Yland (GLOG Setting)" 

"Dead-Eyed Dwarves - development for VotE; ReDux" 

"Serpent, Eye, Key: A Micro-Setting"

"Corpse //Work: Death-Rig, Chrysalis in Death" 

"Potter Wasp"  

"Vulture Blogging"

"Consumerism, Consume Me (Treasures from the Maul of America)" 

"cracked open in the waves, its emptiness loose"

(if anybody is reading this, feel free to submit in comments the 2025 blogposts that moved you, in one way or another.)

* * *

Now that 'Straits of Anian' got mysterious resurrected and posted a huge post about something strange, maybe some of that poetic strangeness is going to come back as well? Would be nice.

Thursday, 18 December 2025

(concept) Magic is broken

(this post is written on December 31, 2025 but backposted into December 17, 2025) 

picture by Dylan Mirales

There is nothing more to magic than to be a scar in the world.

A mage is a gap not fully closed, a wound not fully healed, plastered over with thin film of human skin, but under it all are raw cracks and broken connections, physics re-grown wrong, nature gone septic, poetry cluttered in scabs.

All it is to the magic is to reach into this brokenness, and with a tear and snap of the fingers widen the  wound to create a wonder. 

All it is to being a mage is to not be able to shut out sensation of the world's peeling skin, constant in certain places, in certain people; of air suddenly filling lungs with tiny glass particles – sharp dust that doesn't exist to anybody but this kin of walking scars. All it is to being a mage is to live with the truth of the matter that the slight sensation of falling, of failing, of falling apart inside and out is to never fully go away.

Teleport just snaps the exit position to the nearest preexisting rents in the world, sensed only by mages themselves; there is never an error in such journey, just lack of distortion conveniently nearby. Name a spell, make a wish, – anything can be done through breaking the world through running fingers through one's own inner scar-tissue again and again. All that matters how much more and in which yet another way the mage breaks themselves again and again, how they cultivate their inner breaches as if a mutilated bonsai.

And with each cast out of mage's inside wrongness into outside world the invisible rents, the dry intangible dust filling the lungs, the roots twisting as they spread untoucheable in tainted waters (as inside as outside) grow just ever so slightly.

Saturday, 8 November 2025

Quick paths

(this post was written on December 8, 2025, but backposted to November 8, 2025)

In certain world to travel the wilderness quickly the traveller sacrifices to the demons, to the dead or to the dreams. 

art by Rovina Kai

Either of these will do. Either of these will take the traveller and carry them through the pathways known only to the forsaken – safe and mostly sound until they arrive at their destination, mist-eyed and a little numb. Thankfully, all three like one thing in common: the memory of the travels, their realms and themselves seen through mortal eyes, so when one travels this way they don't retain the memories of their travel – just vague smudges of colours and smells where memories used to be. The friendships of lifetime can be made during the travel, and animosities may blossom, scars made and healed, divine vistas beheld – but by the end the traveller stands just as ignorant as they were when they took their guide's hand.

In addition to the mandatory memory sacrifice each asks for two more specific payments, one major and one minor. The major payment is valued more and goes a longer way, while minor payment is throwaway coppers, and a mortal needs to sacrifice a lot in this way to get at any significant distance if they don't have anything major to give.

– Demons (by far the most popular choice) have no history of their own, so the passage is paid in artifacts of significance to the real history, be it the actual objects of the significant past or of the art dedicated to it. Barring this, demons will take a history crafted for them specifically, false as it is – the tales of mighty demons fighting kingdoms of gods, or stories of tricksters binding mortals to deeds made foolish by their own greed. Lacking the weight of a real history, these fake histories have to be well-crafted, and supported with false artifacts and false manuscripts to be valued.

The traveller might need such fake history to go the long way (or for the real history bauble to be extra important) because demons also ask for each traveller's blood as a minor payment and the amount depends on mileage (almost as if demons are fueled by it). The drain is not enough to be a danger for occasional short haul, but with repeating or long travels with nothing else to offer is almost always lethal. As agreed, the demons will deliver the traveller to the desired point kept alive by demonic means but if the mortal body cannot support life once they let go of a traveller's hand (and thus fulfill the agreement) this isn't demons' problem anymore.

– The dead are ground into mulch by time, forgotten by the living, with no future in the world, so the passage is also paid in time of living, in the future they have. Not the time of one's life, as it is commonly and  mistakenly believed (travelling with the dead doesn't shorten the lifespan), not even in time lost to the traveller, but rather time of their prominence or relevance in the world. It is a little tricky to explain but one who travels with the dead forsakes any notion that they themselves might to leave a footprint in a history for a number of years taken as a payment – instead of them getting into any kind of spotlight, a long forgotten poet comes back into vogue, or a neglected general gets re-discovered by the public, or victims of past crimes acquitted, or a long-forgotten hatred raises its head and again gains power. The traveller is not invisible or mysteriously erased from the present – their actions still have all the normal consequences, and any short-term reputation gained is their, all how it should be. But if they had any chance of getting noted for the future for the deeds done in such years, this chance is irrevocably lost to the dead who will take their place in a spotlight of the history, and for the time thus lost the traveller leaves no legacy in the world. While this kind of payment is the least obtrusive to the traveller, they only have so many years of possible prominence in their life so they will run out rather quickly if they take dead passage too often.

Aside of this kind of time, the dead also take some negligent parts of traveller's body, pruning them carefully as not to do much permanent harm. Hair, eyelashes, nails, skin, some non-blood body liquids that aren't often required, milk teeth, non-essential organs. People who often travel with the dead have very smoothed out appearance with way too thin of a skin, and a difficulty with begetting children. Long travels that aren't paid in sufficient time are occasionally fatal, leaving a traveller skinned raw, peeled down to a bone, or as a pebble lacking limbs.

– The dreams don't care about the future or the past, but desire the freedom of the present. As they are insubstantial in a waking world, the dreams long to be seen. Thus the dreams will copy some aspect of traveller's identity, one thing a travel – be it the face, the body, the name, the mannerisms. All and everything can be copied over time until a they have a perfect duplicate of a traveller, their whole identity; most people run out of themselves after about three dozen travels in their lifetime. While people do change over time (new names, older bodies, 37-years old corporate unrecognizable against their own 16-years idealistic self) any part of a traveller, once acquired by the dreams, can keep up with the changes. Or mostly keep up, at least: the copied name might be slightly out of date, the looks slightly distorted, identity slightly out of step with the most current form. In an ownership of such form the dreams can and will go into the world, a protective suit of somebody's else identity driven by fleeting unshaped chaos.

With demons taking blood and the dead scrubbing everything else, the dreams can only to take away the traveller's quietude, the ability to feel solitude and stillness, to have a calm rest. It doesn't deny the mortals their sleep and recovery per se, but eliminates the peace that comes with it, leaving them on low-burning disquiet and anguish for a quite a long time. Ascetics often bet themselves against the dream travel in order to test their mental fortitude, and in many realms the criminals, the fair sex and slaves are forbidden to use path of dreams in fear they would become unruly. 

If fast travel is impossible or undesirable, the only way through the wilderness is a long way.

(But this is a story for another time.)

Friday, 10 October 2025

Resonance mechanic

This is an homerule which became in in-world phenomenon. The homerule was initially for Inspiration, a mechanic from DnD 5th (2014) edition, which I liked as an idea but found to be either finicky, mercenary (i.e. role-playing not for the fun, story or artistry of it but for a 'profit' of Inspiration point), or tedious as an actual part of the game.

Under Resonance rules any character can reroll any 1d20 roll (attack, saving throw, ability check, initiative, even a damage if they happen to roll 1d20 for damage – any 1d20) any amount of times and take the best result. 

In-world by doing so the character literally breaks the world around them, initially in a subtle ways; the striking sword gains momentum to break through the armour, the unfolding hostile spell withers and dies as it falls upon a person, the stubborn lock twists to accommodate the lockpick, and so on. It is always, always possible to be better, stronger, more masterful, or plain luckier, to come out on top of any situation.

The catch is that if the character breaks reality, the reality breaks them back. Every character starts with Resonance at 0, and every such Resonance reroll adds 1 to this score. Accumulation up to about 5 points is not overly dangerous but the higher Resonance climbs the more dangerous it becomes, and getting rid of Resonance is a long process, where barely a point of Resonance 'bleeds out' during about three months of time on its own, and a downtime action (about a month of dedicated and somewhat expensive effort) is required for a resonant person to ground themselves more in a common reality, and get rid of more of accumulated trouble. Downtime actions are only about three a season between adventures, and are useful for many other big activities (often including actual level up), so constantly 'bleeding out' Resistance through them might be a long-term detriment.

But Resonance is not just a scale – it is the cracks through which Something Else is coming through,  from the inside, and becomes a part of reality, and through wide enough cracks makes the character into Something Else. It is called Resonance because it resonates with something else, outside of the world, right around the corner and under the skin, but also a million miles away until offered an open door.

At certain thresholds of accumulation (5, 10, 15, 20 – or 3, 5, 7, 11, 13, 17, 19, 20 points, if we are playing closer to Eldritch Frontier kind of place where the reality is already fragile) the character makes a test rolling 1d20, and if the roll falls under the current Resonance, the character is acquiring a permanent resonant trait – a stain, a scar, a sorrow, a shiver – which is much harder to get rid of initially and which becomes permanent soon enough if not taking care of. Just like every 1d20 roll this one can be also rerolled with Resonance but if the new score hits another threshold, it is rolled again immediately twice with the worst result in an effect. 

If the roll fails, the consequences are rolled on tables – which I mostly pilfer from Esoteric Enterprises tables such as "What Has Your Hubris Wrought?" – and which are usually tailored to a given world (as what might be a mundanity in one world could be entirely unusual in another). The general idea here that the more a character draws on Resonance and breaks reality the more they become a local equivalent of the Spook, a grotesque, spiritually and supernaturally if not physically. Not all consequences in those tables are purely negative, but none are purely positive, and the higher is the threshold involved (i.e. 17 comparatively to 7) the harsher, more troublesome and grotesque are consequences.

Even if the character is very lucky and passes every check without consequences, high Resonance accumulation is felt on instinctive level – by beings of the world as if a high irradiation that makes ones bones churn within themselves if they stand too close, and by the beings from outside of the world as if a ticking bomb just about to go haywire (because most times it is what it is).

I found that this "Make your own sword of Damocles" principle works rather well in a game; as (unless we play in a fragile reality areas of the world) it is lenient enough to give character some leeway during the adventure while not becoming immediately a problem, but is sort of self-regulating in a heavy use. As player-controlled mechanic it eliminates finicky DM decisions and mercenary role-play, and, as initially just a number that goes up, it doesn't break the flow of the game with a necessity to accumulate Inspiration point first. I also like the temptation of success that the Resonance dangles before players: as Resonance is mostly used in times of stress and desperation it is always possible to accept a bad roll, accept bad outcome, accept bad fate but it is so often also tempting to give in into Resonance just a point more and, for a moment, succeed.

Monday, 1 September 2025

The Manor that Leiriel built (part one, Running the House)

In the sun-deprived kingdom of Melrose, between the Coast of Chains and eastern Butterfly Forest there is a grand manor, sitting all alone at the top of the hill overlooking long-abandoned village of Owlswell. The area was abandoned for about two decades now but the manor doesn't look that terribly worse for wear. Even if all its windows are barren from inside with heavy shutters, the walls are solid, the door is sturdy and the roof is whole.

However the travellers came to visit this manor (be it for rumoured treasure still inside, be attracted by a lone light in a belltower, taking refuge from dangers of the coast and the forest, or finding an odd invitation letter addressed to them personally from Lady Leiriel, Esq., inviting them to visit), the result is the same: they quickly find themselves trapped in a house that seems to shift and change as they go, and none of the windows can be broken. 

They cannot even fully die in the Manor, as they find themselves back to Vestibule in case of untimely demise (but more about that later) but unless they decide to behave like douchebags the Manor is not hostile toward them and there is no direct danger.

Their only hope to successfully escape is either:
– find the Stray Room, open the door out and escape!
– reach the Bellower and lift the Leiriel's curse that distorts the manor;

Leiriel's Manor is a small depthcrawl-puzzle dungeon inspired by various modular Lego Houses, Tetris and the videogame 'Blue Prince' (for which there are early-game spoilers in the names of the Leiriel's rooms; the videogame itself operates on a different principle, so this post doesn't spoil the gameplay or the puzzles).

Leiriel's Manor is a puzzle dungeon, where the purpose of the player is to fill 5x6 grid with seven tetromino-shaped rooms in a such a way that they have either one or two separate 1x1-sized empty rooms.

Empty Manor grid

One of possible solutions is shown below; E1 and E2 there are empty rooms that must to be created for Stray Room and Belltower (or both) to be unlocked. Either of these exit rooms will only appear if the grid is otherwise fully filledwith an either one 1x1 or two 1x1 empty spaces (but not more) left, although they don't have to be in the same exact positions as on the picture. Stray Room will appear first (or if it is the only empty spot), Belltower will appear only if second empty spot is created.

image courtesy to Wikipedia  

Rooms themselves are divided in eight categories (Additional Rooms, Hallways, Storages, Gardens, Social Rooms, Utility Rooms, Bedrooms and Hidden Rooms), with each category having six rooms in predefined tetromino shapes, sorted by depth. Hidden Rooms are not part of the usual process and can only be accessed from specific rooms within the Manor.

The building procedure:

– When traveller opens a door, DM rolls 1d7 twice for a type of the room from a table below (roll 1d8 discarding 8s). The current Depth defines what room from this category appears. This room has predefined shape, which is known to the traveller. Traveller than choses one of these two rooms to come into reality.

– If the shape of the room will result in room exceeding the borders of the manor, then the room is rotated by DM clockwise 90 degrees until it fits into the boundaries. If the shape still doesn't fit at all (for example, four-square I-piece located in a far end corner) it is rotated until the most of it fits and the rest is trimmed down. 

– Each room can be rolled many times but chosen to be on a floor plan only once; if both of the rolled rooms are already built, either reroll the rolls or shift the results one row deeper in the same column. 

If the selected room is highlighted (such as Archives), roll additional 1d6 for secret passage into the hidden room which all have special shapes; this passage will be behind somewhat secret door (likely barred and plastered over some time ago but now more noticeable due to time and neglect; this is the only time where breaking down a door will not cause any break of hospitality.)

Placing of the doors: initially I made another subprocedure for placing of doors in each piece but everything is complicated enough, so assume that there is one door as an entrance at the most narrow end of the piece and each piece has an exit door at the very opposite end from entrance; obviously this exit will chain into the entrance of the next piece. The exceptions are T-piece (which has two exit doors, making it a fork) and O-piece which has no other exits (making it a dead end.)

Here are the tables:
(because blogger doesn't allow me to comfortably insert pictures directly into a table, instead the room shapes are referenced by the number with key chart below, which likely makes it all even more confusing)

(I dislike very much how Blogger screws big tables)

(1d7) Type of room → 1 Additional Rooms room shape 2 Hallways room shape 3 Storages room shape 4 Gardens room shape
Depth ↓
1 Training Room 7 Hallway 1 Cellar 2 Enclosure 3
2 Chapel 1 W. Hallway 2 Kitchen 3 Patio 4
3 Gallery 2 E. Hallway 3 Storage 4 Terrace 5
4 Memorial 3 Crossroom 4 Attic 5 Inner courtyard 6
5 Museum 4 Secret passage 5 Armoury 6 Quiet room 7
6 Gaol 5 Grand Foyer 6 Archives 7 Garden 1

(1d7) Type of room → 5 Social Rooms room shape 6 Utility Rooms room shape 7 Bedrooms room shape 8 Hidden rooms room shape
Depth ↓
1 Games room 4 Guardroom 5 Servants’ quarter 6 Lavatory 8
2 Ballroom 5 Inner well 6 Closet 7 Furnace 9
3 Sitting room 6 Workshop 7 Guest bedroom 1 Shed 10
4 Dining room 7 Library 1 Childrens’ room 2 Office 11
5 Den 1 Laboratory 2 Boudoir 3 Study 12
6 Throne room 2 Library 3 Master Suit 4 Vault 13

 And here is a shape reference:

For example: when travellers opens the first door from the Vestibule, DM rolls 3 and 5 on 1d8 (ignoring 8), drawing Depth 1 rooms from Storages and Social Rooms categories, namely Cellar and Games Room, in related shapes 2 (S-piece) and 4 (I-piece). Player choses which of these two shapes they wish to place and the other one is discarded. 

Being a bad guest

The manor expects the guests to respect the rules of hospitality. Should the guest try to smash windows, trash furniture, leave waste, deface walls, break doors or do any other such impolite gesture, expect the following responce from the manor:

1st occasion: a ghostly butler Selwin will appear and politely explain what behaviour is expected from the guests. Should PCs threaten him, the ghost will vanish without a fight, but should they be cordial and remorseful he can divulge a little about the history of the manor, although, being a ghost in a cursed manour his memory is somewhat vague and doesn't retain anything that happened post-Sundown. He will name the owners of the manor (Leiriel, Esq. lady of refined manners and musical inclinations, her often-absend-on-important-business husband Rem, her son "young master" Bran and his passion for greenery, old maid Jolene, and irratable cook Fran.) From Selwin's point of view everybody just took a short vacation at the Coast, and should be back 'any moment now.'

2nd through 4th occasion: if PCs keep behave unappropriate for guests, 1 ghostly guards appears, conjured by the malice of the manor; this number increases twice up to 3 ghostly guards with each occasion. Hospitable welcome (see below) no longer in effect.

5th through 6th occasion: ghosly guards are replaced by wraiths, in a similar 1 through 3 pattern.

7th+ occasion: a cloud made of liquid malicious darkness stars chasing PCs through the rooms, starting in two rooms away and moving one room each 10 minutes. As a embodied curse is almost impossible to defeat; with each death PC loses a bit of themselves (initially 1d6 from each stat, then one class feature per death, than all their memories except the most vague, than their name). After the name is gone the PC is official dead – while it is also sort of a way to escape the manor, it isn't a very good one.

Being a good guest

If PCs are not breaking rules of hospitality, the manor will provide them with decent (although rather stale-tasting) food which can be found in the first of any of these four rooms built – Dining Room, Den, Kitchen and Inner Courtyard – once per day, in quantities enough for everybody. Entering any bedroom will provide refreshment as per short rest; any second bedroom built in the same day will provide a revitalization as if per long night of rest. 

Resetting the loop

It is quite possible that PCs will figure out really quickly what they need to do but it also might take them quite a few tries, as it is entirely possible to fill the floorplan too tightly too quickly or built into just dead ends. The whole manor resets if PCs return to Vestibule and close the inner door while all of them are inside the Vestibule.
-----------------------------------
Part two will, hopefully, describe particularities of the rooms, some helpful finds and what this curse is all about and how to lift it.