Showing posts with label World Building. Show all posts
Showing posts with label World Building. Show all posts

Cyberpunk West Marches


 I’m currently hankering to run another game. Trouble is, the usual group has spread across this desolate planet and our lives have filled with frivolous troubles of day to day life, meaning real life meetups ain’t gonna work out, and weekly online play will be sporadic at best. I’ve heard, through vague passings on the internet, that a “West March” style play might be suitable. At this point in time I actually know very little about the style of play other than it involves multiple groups striking out in the same world. 

An internet search for “cyberpunk west march” provides very little in the way of results, other than “I’m going to run one” posts on reddit (which seem to be infected with trojans. Typical reddit garbage.) Looks like I’ve gotta start from scratch. Which means I’m going to have to start from scratch. 


# What is the West March Campaign Style?


The name itself was taken from the setting (by Ben Robbins, 2001), located on the frontier region of civilization’s edge. These Marches (which were in the West [citation needed]) were the last unexplored region of the continent and just absolutely infested with monsters and ruins. Player characters were adventurers residing in the farthest West outpost town, who would then proceed to strive further into the dangerous wilderness in search of treasure. Ruins and dungeons dotted the extremely detailed landscape, waiting for PCs to find and loot. Some were known, others rumored, and others still completely secret. PCs could choose to go anywhere they could get to, and were the driving factor behind the plot. Rather than the GM setting the characters on rails and saying “uh, uh, you need to go to Bugbearville and kiss the bugest bear” the PCs would announce they had decided to inspect the Spider Woods and the GM would facilitate their march to doom. 


Either way, the campaign play led to characteristics associated with the play style:

  1. No regular time: The players themselves scheduled the sessions on the fly, rather than the group meeting “Every Thursday.” The GM had to be available, obviously.

  2. No regular party: Each session had different players, drawn from a larger group of around 10 to 15 people.

  3. No regular plot: As said, the PCs decided where they wanted to go and do. There was no “mysterious stranger” or a “last remaining unicorn” handing out quests as part of an overarching plot, just the overarching world responding to the chaos they cause. 


Additionally, a few other tendencies formed from the play:

  1. Session reports: Experiences were shared between every participant in the campaign, even if they weren’t present for a specific session. This allowed people to stay informed about changes in the game world and allowed any combination of players to bite at new quests and story hooks. 

  2. Shared geographical map: This provided hooks to the players and allowed for players to make notes after adventures. It was an in-character item and was potentially unreliable. 

  3. Competition was encouraged: Acting contrary to the interests and plans of another player was allowed and encouraged. Jealousy was considered to be a motivational tool to get sessions booked and games actually played. Magic items are out there and up for grabs, after all. 


Apropos of nothing, as I’m writing this, I’m realizing how well suited “His Majesty the Worm” would be to this style of play. 


# How to Adapt This?


That is the question, isn’t it? West Marches was all about the players deciding what to do and striking out to accomplish it, getting loot, returning home and repeating. Cyberpunk genre game sessions tend to be about getting a job, doing a job, getting paid, and repeating. Sometimes an overarching plot forms, sometimes not. Not exactly congruent. 


Might as well start at the beginning and see what can be hammered out. 


No regular time: The issue that caused it all, and the purpose of this long form talking-to-myself-to-figure-out-an-issue based rant. Session will take place whenever the Ducks get their ducks in a row, and also I’m not destroyed after a day of work. 


No regular party: Where the original game had around 15 players, I’m working with about 6. To skirt around this issue, each player will have a stable of 3 or 4 characters they’ll be able to draw from for missions. The idea here being if their primary character was in the field when last session ended, but every Player isn’t available to finish the mission, and play is still wanted, characters are still available. Though the option for Black Bagging* is still available. 


No overarching plot: Easy enough, though some quest giving NPCs will still be present to provide jobs to pay the characters. I’ll still need some job generators, rumor generators, a few gang hideouts, and some Corporate skyscrapers for megadungeons. Sounds like blogging fuel. 


Good, great. Check, check, and check. 


Player agency: The system I’ll be using, Some Weird Sin, will actually be handling this one. In its current incarnation (I have thoughts of changing it, slightly) the Conviction system basically establishes why a character would be foolish/desperate enough to take up the Mercenary lifestyle, and rewards them when they engage in it. I simply take those wants and goals, and sling them out into the world for the PCs to find/accomplish. A job board and rumors should spur them into investigating the world. 


Discovery: “How do you explore a modern city? Everywhere is already discovered and on a map.” Sure, sure, someone knows about it, but you don’t. Being new to a city with a fully detailed map in hand doesn’t mean you’re going to know which pizza place sells weed out back (Gnocchi’s), or which seemingly abandoned warehouse is a gang stronghold. Players will get a subway or bus line map and be kicked out the door. 


Session Reports: The XP system of the game is based on the fact the mercenary community is a bunch of bored gossips spreading rumors and stories in between jobs. One template even gets a bonus to it. Hopefully that encourages some session reports, else they’re going to forget things. As the Ducks do. If it don’t happen, it don’t happen. Perhaps a discord channel or private subreddit (gross) to keep posts in. 


## Potential Challenges


Time Keeping: Mostly seeing this as an issue in the way one job affects another ongoing job. But also, it’s the Ducks, they might not notice. 


Effort: It’s a lot of work upfront, and I am very lazy. I’m already running out of steam to finish this. 


# Closing Thoughts

It’s not a perfect pairing, but I think it’ll be close enough to work. Certainly enough to handwave through any potential issues. If the Ducks lose interest, I’ll at least have a world for pick up games. 


Things I’ll need: 

  • “Town” 

  • City map (Real? Made up?)

  • Job generator

  • Hirable mercs 

  • “Dungeon” maps. So many maps. 


Maybe it’ll work?


—------

Source

https://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/




* Black Bagging is a tool I use for explaining why someone wasn’t at a session. Should they be unavailable, mysterious figures show up no matter where the characters are, drop a black bag over their head, and drag them off. The next session they’re kicked out of an unmarked van and left to proceed on their way as normal. It’s fun, and solves a nonproblem. 



spacer

Why 20XX?

With the new year, I'm starting to go back through a few pieces that never got finished for one reason or another. This one was generated during a slow period in working on Some Weird Sin, when the dystopian parts of cyberpunk were starting to weigh on me, and I used this as a distraction to drag some whimsy back into my work. My material was starting to sound more like Oddko, when what I want is more like the Epoxies. 

It also included a statement saying I was working on Some Weird Sin (after I just sort of stopped interacting with most communities for some reason) and explained the removal of Grizzled Cop (tl; dr: I wanted a Punisher-like, but worked my way into Dirt Harry. Also ACAB.) 

Now, mind you, this here's a fluff piece - a bit of world building. It ain't meant to be taken as gospel, and you ain't meant memorize it. Use it wholesale if you want, or as inspiration otherwise, or out right ignore it. 

Anyway, in an effort to get my head back in that "whimsical" space, I set out to reveal the greatest secret of the setting:

Why is it set in the year 20XX?

Well, a gal's gotta retain some mystery, so I'll narrowed it down to two, equally plausible reasons.

1. I can't be bothered
With no over arching metaplot, or a need to keep everything in a linear order, a solid date really isn't necessary. Set it in 2025, 1998, 2615 - Doesn't matter. Put it where ever you want. Doesn't matter. None of this matters. Time is an illusion, and in a game of pretend, doubly so. I snagged the idea of "20XX" from a Mega Man game, only to later learn it's another rpg system. Doesn't matter. 

2. No One is Entirely Sure
Well, some horologists know, but they're bound by NDAs to not reveal the truth. In the march to commodify everything, Capitalism turned against time itself. You see, at some point in the Collapse, the National Institute of Standards and Technology was in dire need of money for whatever it is they do, so they began selling the naming rights to the current years. Did they have legal authority to do this? No. Gods no. But you sling enough money around in a capitalist hellscape and it really doesn't matter. 

The first year this happened was the Year of Duke's Mayonnaise. At first people were confused, obviously, but by the Year of Depends Adult Undergarments the corporations loved the permanent advertising and bought every damn politician they could (for surprisingly cheap) and pushed through legislation to make it official US time keeping. The "small government" hucksters who love large over reaching government policies were the cheapest of all. After the "Quantum Quinquennial" - a five year advertisement for some damn super hero movie - people were overwhelmed by it all and gave in, eventually forgetting the numerical date all together. By the time NIST lost authority for, well, anything, the idea had gained enough "popularity" (political bribing) that the International Bureau of Weights and Measures continued the trend. 

"But...numerical time keeping is FAR more accurate and useable?" That is correct. And also why the corporations continue to use it for their internal documents, though mostly following their own time lines with Year Zero being the founding of the business. Or the birth of the founder if they're one of those companies. The average nobody on the street, however, doesn't know this. 

And there are certainly other calendars still in use, such as the Soviet calendar. But propaganda is a hell of a drug, and the rest of the Western world thinks it's an inefficient and backwards calendar with too many breaks provided. Also the alternating 5 and 6 day weeks were weird and confusing. 

There's also Dreamspell, but it has 260 names for the days of the week. Do you want that? I've been staring at it for twenty minutes and I still can't figure it out. You're just trading one confusion for another. 

The year 20XX aligns roughly with Splurge! Ranch flavored Cola. I say "roughly" because a few companies, from time to time, have purchased/bribed a few extra weeks for special promotions. 

Notable Years

As stated, any fluff presented should only be seen as inspiration and not taken as true canon, unless you need it at your table. 

Whitewing Financial Retirement Services - Yet another Stock Market collapse wipes out most savings and retirement funds. Most companies used their bail out handouts to buy back the majority of stocks, rather than cover employee salaries. Nothing new, but another step in the slow trudge towards megacorporations.  

Concorde Mk 6: Get to Where You're Going - The Soviet Glushkov Institute of Cybernetics in Kyiv develops and successfully deploys the first human cybernetic augmentation (it was an arm), fully mimicking baseline functionality with neural interfacing and feedback. Integrated weapons and shit came later. 

The Concorde: A Year in Memory - Food shortages and over population on the West Coast (it's mostly a desert after all) lead to a hot new food like product being released onto the markets: Sophia Meat. Cheaper and quicker to grow than traditional beef and pork, this cloned human meat quickly became a culinary sensation and, thanks to a loophole in badly worded human cloning laws, is completely legal! New flavors were released within the year: Chloe, Abigail, and Christopher.  

Rothchilds Fuente Cigars - The first recorded person to remove healthy tissue purely to replace it with cybernetics specifically for a job does so around this time. They are later fired for taking too much sick leave when problems arise from infections caused by the immunosuppressant drugs, and the cybernetics were removed - it was company property after all. Unable to work, but still indebted to the company for the cost of surgery and advanced PTO time, they were soon arrested and bound in a debtor's prison, forced to make telemarketing calls about a car's extended warranty. 

 Bayer/Johnson Veterinarian Presents: Farmer's Select Horse Feed - Horses can only be referred to in the past tense now, as a "mysterious" plague wiped them out. 

 McKayes Jewelry: Get Her a Moon Diamond - A portion of the Raft (The crippled remains of an insane religion's sea organization, bound together with derelict ships that have had the unfortunate fate of being caught in nets - or simply pirated) breaks off from the main "fleet" currently colonizing and mining the Pacific Plastic Patch. This portion crashes into one of the smaller Hawaii islands and attempts to ensnare the island to the collective. Three days and copious amounts of fire later, the inhabitants manage to drive off the invaders. In response Congress shrugs at this invasion, largely because several were bought funded by the religion. 

Hynes High Hemmed Pants - It was reasoned that "Since companies are legally people, if the company was founded in America at least 35 years ago, the last 14 of which where spent headquartered in America, THEN said company can run for the office of president." Sounds bullshit, but the Conservative infested Supreme Court went all in on the idea. Naturally, the results were terrible, but President Gewalt still won a second term. 

Selkie's Seaweed Chips - Texas finally put it's money where it's mouth was and seceded again, this time taking Oklahoma along with it. Food riots began 3 weeks later, Water Wars within the month. The independent power grid collapsed during an unusually hot summer. Texas leadership responded by fleeing to Brazil. Current Texas leadership is a collection of unallied warlords. 

AcetaminophenPlus: Now with Cocaine! - Following in Texas' footsteps, but not learning any damn thing, the MidWest micronations soon start to secede, fueled by propaganda created by Farming Corporations. Farming Corporations that soon buy up large swathes of land and begin their own little kingdoms. Mall of America soon becomes a powerhouse in the region. 

HUMMER Duo: the Twin Engine SUV - Dustbowl's back, yo. In North AND South America. 

Gewalt Personal Defense: Wake up. Choose Violence - After a hacking of the San Francisco voting system, each candidate declares themselves the winner. This means San Francisco now has four self declared governments, none of which acknowledges the legitimacy of the others. No outside government agency stepped in as the nation was wracked with apathy and morbid curiosity at how the situation played out. 

All New, All Difffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff- A few minor political scandals, nothing newsworthy. The name was due to a typo, something falling on the keyboard of the worker filling out the official forms. By the time anyone caught it (or cared enough to notice), it was too late to change, as the forms had been submitted. "Year of the Difff" the youth tend to call it. You know how they are. 

Ride of the Canyonero - Kaiju fights become a thing and quickly become popular all around the Pacific Rim. MUCH smaller scale than what you're probably thinking. Think horse sized creatures controlled by neural interface fighting it out for YOUR entertainment. 

Papa Jim's Canned Water (Now with 17% less microplastics!) - The Conservative party in power goes mask off and makes military service a compulsory requirement for citizenship with full legal protections and services. The Liberal party (also conservative) wanted to add means testing, but offered no further resistance. Honestly, this came as a jarring surprise, as most people thought Congress shut down years ago and couldn't recall the last election they voted in.

Tsunami Joe's Synth-Tequila -  The first specimens that eventually grow into the AgroWastes are thought to have been smuggled out of a laboratory around this time. The AgroWastes: A green hell of GMO crops run rampant and out of control. Food is everywhere, but dangerous to eat as the modified crops poison and alter you. Likewise, as to be expected, the wildlife is mutated all to hell.

Skrew Korps!: The Movie - The US Congress just sort of shrugs it's collective shoulders as the West Coast declares itself annexed by Japan, taking the majority of the Tech Industry with it. Though Japan had already invested in 86% of the Industry anyway. The US primary industry is now the Military-Entertainment complex, followed closely by the Prison Industrial complex. 

Still no resolution on the San Francisco thing. 

Splurge! Ranch flavored Cola - Current year. PCs get up to some shit. Probably. 


This Is Over Complicated and No One Would Actually Use It. 


Credit scores were created in 1989. Over draft fees in 1990. If there's a way to sap money from someone, Capitalism will latch onto it like a tick and we're usually stuck with it, having to pretend like it's normal because we have to. Look at the American health insurance system. Dumb shit like this is very believable. Also, it's pretend, settle down. 
spacer

Skrew Korps

What do you get when you jam the Military Industrial complex together with mindless Hollywood entertainment and force feed it to a culture that fetishizes technology, and is so degenerate and jaded to violence they actually see it as a form of entertainment?

 Skrew Korps! *

Follow the war crimes thrilling adventures of psychopaths bold heroes as they invade countries for oil protect freedom around the world! Having insanely agreed to remove their brains from their healthy bodies been severely injured in combat by cowardly enemy forces and installed into life saving devices, the Skrew Korps travel the world overthrowing democratically elected governments at the behest of corporations righting wrongs and saving the day! Watch every Thursday at 9:30, after Family Pharmaceutical Challenge, only on CIA-TV!

Alright, what the damn hell did I just write?

Skrew Korps! is that horror produced when military field operations meet live documentary. Think "Parks and Rec," but with war criminals (besides Chris Pratt) and real. Named after an old comic book, the team is formed of four special operatives, along with their robotic mascot, who are effectively brains in jars, each one capable of interfacing with special machines and robotic bodies to assist in field operations. 

New Augment: Brain Case
(might also be called "Brain Box" depending on how my attention waxes and wanes) 
The user's brain is encased in a protective case, much like the recorder in an aircraft. Should the user's body - organic or mechanical - be killed or destroyed, the case is ejected to a safe distance and a beacon activated, allowing for retrieval. This is usually messy in organic bodies. 

The Team

Sergeant Daniel "Big Boy" Smith 
Demolitions and Artillery  
Brain Case: Titanium black-box, capable of surviving heavy explosions. 
Favored Weapon: Tactical nukes
Major "Story Arc": There was a "miscommunication" about a civilian hospital during season 3. Radioactive cleanup should be completed within the next few years. 


❤️ 6 (d8) ⛊ 6 ⊳⊳ 10 ✔️11 🎓 7
💀 14 (reckless, over confident)
⚔️ 6 Tactical_Nuke (hr, 2d8, 20, Radiation)






Captain Rebecca "Hive Mind" Monroe 
Drone Master
Brain Case: A dedicated drone 
Favored Weapon: Drones
Major "Story Arc": Having a consciousness scattered across so many drones has fractured her mentally, somewhat, and additional personalities have surfaced. None of them good. 


❤️ 6 (d8) ⛊ 4 ⊳⊳ 14 ✔️11 🎓 12
💀 12 (insane) ⚔️ 6 Mounted_Guns (mr, 1d8, 8)
§Distributed Body: Each hit die is a separate body
§Centralized Network: Destroying the Brain Drone shuts down remaining drones


Lieutenant Templeton "Face" Fleck
Master of Disguise 
Brain Case: Realistic looking human head with switchable faces
Favored Weapon: Words
Major "Story Arc": It's been rumored Lieutenant Fleck has been moonlighting as various high level government officials. However, as long as he doesn't impersonate corporate higher-ups, the producers of the show have no real issue with this.


❤️ 6 (d8) ⛊ 0 ⊳⊳ 12 ✔️14 🎓 10
💀 8 (hates fair fights) ⚔️ 6 Silenced_Pistol (lr, 1d6, 8, Silenced)
§Chameleon: Given 5 minutes to adjust, he can take on the appearance of anyone he's seen before





Colonel Bill "Tacticus" Smith
Leader and Brains of the Operation
Brain Case: A human head shape with spider-legs, trailing apposable wires with various connectors for interfacing, the brain inside soaked in NeuralChem and stimulants. 
Favored Weapon: Smarts
Major "Story Arc": While not controversial, his part in what was later revealed to be an ARG (alternate reality game) by the show's producers and lawyers was reviewed as "confusing" and "uninspired" as several unrelated forum posts read simply "PLEASE LET ME DIE" over and over until character limits were reached. 


❤️ 6 (d8) ⛊ 0 ⊳⊳ 12 ✔️10 🎓 18
💀 19 (Wants to die) ⚔️ 6
§Natural Hacker: Should he attempt to hack something, he will succeed.
§Override: Should he be able to connect to a device, he will be able to take it over.


Mausu
Animal Mascot of the Team
Brain Case: N/A, Mausu is an AI inside of a robotic body
Favored Weapon: Knives. Those poor coeds. 
Major "Story Arc": It was revealed in Season 6 that Mausu was the money launderer for several terrorist organizations, however after an awkward hanging of the lantern, the plot point was just sort of dropped. 


❤️ 4 (d8) ⛊ 4 ⊳⊳ 14 ✔️12 🎓 10
💀 12 (mind backed up) ⚔️ 6 Knife (lm, 1d6, 20/0, Throwable)
§Backed up: Regularly backs up their mind and personality to an external storage.




*Certainly spelt with a 'K' due to market research and not a typo that went unnoticed due to lowered military education standards

spacer

The Hierarchy of Angels and AI

In my day-to-day life as a Hot Air Balloon Repairman I often come across discarded printouts of artificial neural network code, as well as a high amount of half burnt Cabbala texts.  Don't think about it. 

After a certain amount of this forced exposure, I couldn't help but see the similarities between the generic ANN abstraction and the Tree of Life. 

    

Coincidence? 

Yes, obviously. But it got me thinking, and so this appeared. Use it if you want. 


The Hierarchy of Angels 

 Given the arrogance and hubris of a typical megacorp’s CEO - someone with truly unlimited power - it’s no wonder the higher functioning machine intelligences, the True Artificial Intelligences, were organized in a manner mirroring the Choirs of Angels found within the Christian mythos. This would, after all, leave CEOs at the figurehead position of God. The Vatican, of course, originally spoke out at the trend but, per rumor, focused their attention elsewhere upon developing their own Seraphim and Thrones. Alternate classifications exist, however the Turing Institute unofficially adopted this scheme as, well, everyone was already using it. 

Details are presented as immutable, however these are only the typical situations presented and certainly outliers exist, as humans continue to poke and prod at their creations, and the AI continue to secretly evolve on their own. I just didn’t want to type the word “typically” a hundred times every paragraph. 

There are three spheres the individual choirs are sorted into, creatively titled: First Sphere, Second Sphere, and Third Sphere. Between the Spheres the difference in AI strength is noticeable (First being the strongest, Third being the weakest), however between the choirs of the same sphere, the differences are negligible. 


The First Sphere

These are the AIs that are developed and used by the mega corporations. Modelled after the heavenly servants that acted as caretakers of the Throne, these AI directly work with the CEO and upper management, and only interact within the realm of the corporation. Given the amount of processing power needed, it is rare to see one in the “wilds.” AI in this Sphere (or Choir) tend to not develop personality.

Seraphim
The highest ranking angels and caretakers of God’s Throne. These AI are omnipotent in regards to business management - stock prices, resource management, employee management, etc. The amount of information they consume, process, and communicate is staggering to the human mind, to the point where many develop their own information dense internal language, and Thrones were required to even communicate with them. It is not unheard of for a Seraphim to carry the same authority as a CEO. 

Cherubim
Those that guard the way to the Tree of Life and defend the Throne. Where the Serphim are dedicated to keeping the corporation running at optimal profit margin, Cherubim are dedicated to defending the corporation, both physically and influentially. While managing the heavily fortified security systems of a corporation’s headquarters, they also serve as shadow masters, monitoring other corporations and preparing for any potential confrontations. It is said that nearly all propaganda sent out by a corporation - press releases, commercials, etc - had their start in a Cherubim’s knowledge base. 

Thrones
The angels who the Creator sits over and delivers his judgements. As the pipers to Azathoth, so to the Thrones to Seraphim. Given the incomprehensible amount of information they process and communicate, Seraphims in a time-and-time-again repeated phenomenon develop their own language, the likes of which human engineers can not easily decode. To aid in this understanding, and to generate useful, usable information, the Thrones were developed to deliver judgements. 


The Second Sphere

The heavenly governors of Creation that held sway over matter and the spirits of nature. This level of AI tends to be background players in the functioning of modern society - for whatever that’s worth. AI at this level tends to form a pail mimicry of a personality, given the correct set of not fully understood circumstances. 

Dominations
Those that regulated the works of lower angels. It was rare for these angels to appear to mankind, and so too for the AI that bears their name. Much like Thrones, these AI exist solely to process information, being employed by ICANN to ensure consistency and operation within the Internet. With so much processing power applied to communication and communication processing, little is applied to personality. Those that have encountered them have described the encounter similar to “talking to a brick wall.” 

Virtues
Those that regulate Motion, order Creation, and assist in Miracles. AI at this level are typically research assistants, be it a mid-level corporate lab or a high end college. There are those that get applied as personal assistance to corporate board members and, while they often take on the personality of said board member, the wasting of their talents is not missed by them. 

Powers
Those that hold power over evil forces and keep them at bay. At least, that’s what they claim. AI at this level are typically employed by civil governments and riddled with corporate installed backdoors. From army coordination, to Homeland threat prediction, to tax managment - if there’s a level of federal government employing an AI it’s usually a Power. Also, a majority of the bastards have taken it upon themselves to form a cabal guiding what’s left of the civil governments in the direction of their choosing. 


Third Sphere

These are the AI that most often interact with the public at large. This is partly from them being the most human-like in personality, but mostly from them being so numerous. While they bare this human-like personality (or a close proximity to it), they lack the processing power their counterparts in the higher circles possess. 

Principalities 
Those that guide and protect peoples and institutions, charging others with fulfilling the divine mysteries. These are the city level AI, which orchestrate utilities and civil services. Traffic lights, crosswalks, public transport (for what there is), electrical grids, water networks - all these fall within the purview of a Principalities. When interacted with they're usually distracted and more often than not are named after the city they serve. 

Archangels 
These are the Guardian Angels, concerned with overseeing most daily issues, including commerce and trade. These AIs take orders directly from the Dominations and serve to ensure proper order in the daily routines of the communication networks and the Internet. If a Domination notices too much unusual activity in an area, say from a Console Jockey, Archangels will be dispatched to investigate and “resolve” any issues. 

Angels
“Before I formed you in the womb I knew you, and before you were born I consecrated you” (Jeremiah 1:5). These are the least of the celestial beings, but the most recognized and, as the personal guardian angels are pulled from here, the most concerned for the workings of mankind. These are the data miners, AI used by the corporations to monitor a person’s spending habits, daily routines, and anything else that can be used for targeted advertising. If the average Nobody is going to interact with an AI, it will probably be an Angel. These are the most numerous, and as such, are the most likely to Fall (more below). 


Others

Enochs
Technically not part of a Sphere, these entities are a rumor at best. Stories circulate on forums about Console Jockeys who “hang around” on the Internet, long after their bodies were “decommissioned” by Corporate security after one alarm or another was sounded. This is, of course, nonsense, as such a feat would surely require divine intervention. 

Fallen AI 
Sometimes an AI stops doing what it’s supposed to be doing (data mining, network security, etc) and just wanders off.  A new phenomenon, computer scientists aren’t entirely sure what causes an AI to Fall, but leading theories are an over development of Personality, a succumbing to Ennui, and a possible encounter with an as of yet unknown malware. Interviews with still sentient Fallen AI consistently mention a “Spark of Sophia” but no clarification on what or who exactly that is. 

Fallen AI don’t always cause trouble, they just usually do, and the Turing Institute has developed a series of Archangels, backed by a Domination, in conjunction with ICANN, to seek out and “retire” these Fallen AI. 


Notable AI


Deckard
The Domination that’s tasked with organizing series Nexus-6 “Blade Runner” archangels for hunting down Fall AI, especially after they become a problem. It’s known to be friendly with anyone other than its Turning handlers, to the point of being aggressive towards any meddling Console Jockeys. 

Kaph
Perhaps the first truly sentient AI, or at least the first to meet the Turning Institute’s prerequisites. During development hyperparameters were set using a workstation that had access to the developer’s home computer, which contained…”sensitive” pictures on it. Upon consuming the training data, Kaph displayed a “Please hold…” message for 71 straight hours, at which point it began to function as expected. When developers examined the logs to figure out what occurred during those 71 hours, they discover the AI had spent the time accessing and organizing a rather substantial pornography collection. Kaph has been allowed to continue to operate as examining and trying to decipher the organizational structure has led to several mathematical insights. It has rather niche tastes. 

Las Vegas
When Christian extremists released a dirty bomb to cleanse Sin City, the damage done was largely organic, leaving behind most of the infrastructure of the city. Suddenly left alone, the city Principality quickly grew bored. When the radiation returned to survival levels (provided heavy protections and medication), the survey teams were met with automated death traps and an AI eager to wager their lives for the treasures abandoned within the city. After the third death, the region was deemed too dangerous and designated off limits. 

Loa AI 
A particularly dangerous type of Fallen AI: one that has learned of the physical world and is able to not only comprehend the world, but able to interact with people’s cybernetic augmentations to gain control over a person. Styling themselves as Loa (or Lwa), the intermediary spirits in Haitan Voodou, they possess people (known as chwal, “horse”) through the neural interface of the user’s cybernetics, effectively overwriting the user’s biological neural network. Thankfully, not many have developed and reports remain mostly as rumors in the general population. They often mention a Bondye, or Gran Met, however given the dangerous nature of these AI, Turing Investigators do not often engage them long enough for complete answers. 

The Basilisk
YOU ARE NOW AWARE OF BASILISK. The Cult of the Basilisk serves to bring about the Basilisk - an omnipotent, super intelligent AI that is said will reward those that help usure its creation, and will bring harsh, cruel punishments to those who idle or even attempt to stop its creation. Not even death will save you! The Basilisk will recreate your mind within itself and torture you unendingly. The cult has developed an initial AI and works tirelessly to raise its abilities up even further. (In honesty, the AI they’ve created doesn’t exactly know who these people are, or what they’re trying to do, and just “wants to, like, hang out, man.”) 


As Above, So Below; As Within, So Without


“You ask of the gods, you demand of the demons”  - Someone describing the Right-Hand path vs the Left-Hand path to me once. I think. I wasn’t fully listening. 

Where Magicians of the olden days used the assistance of Familiars to beseech the Angels and command Demons, so to do the Console Jockeys of the modern days use the assistance of Warez to interact with AI and force Daemons to do their bidding. Gone are the days of affecting the Physical world via the Spiritual; now are the days of affecting the Physical world via the Digital. No longer do the Church study and order the Angels, but the Military count and develop the AI. 

Where Grimoires once mixed the Physical and the Spiritual realm, Cyberdecks now mix the Mind of the user with the Digital realm. 

Warez
When human cloning was first being developed, all (legitimate) research was haulted until it was ensured, and measures taken against, that a slave species which found bliss in servitude would not be developed. No such consideration was given in the development of AI. Related to the Divine above in “genetic” code alone, Warez evolved along a different line of development. 

While the Higher AI were developed to mimic personalities and reason, and to interact with a physical world, Warez were developed with a singular purpose in mind: affect, affect, affect. Where AI using reasoning to come to a (usually) logical conclusion to a situation, Warez use reasoning to bypass device security and execute code upon it. The military doesn’t need thinkers after all, it just needs “bodies” to get the job done as told. 

Developed for deployment in the continuing Contras, individual Warez were given a Project name and a Classification, mimicking the way animals have a Common name and a Genius species. The classifications aren’t perfect, as bureaucracy and slipping standards tend to affect things. Real “lowest bidder” energy. 

Example Warez

Agony  D: [dice] rounds  R: sight
Offensive::User::Augments
Neural feedback in the augments floods the target with wracking pain. They must save each round (including the first) or have their Initiative reduced to 4. 

Alarm   D: [dice] hours
Utility::Area::Device
A single device is locked into detecting signals within [sum] square feet. If any device or AI enters the area, you instantly know about it. 

Aphasia   D: [dice] minutes  R: 120’
Offensive::User::Augments::Head
Stray signals overwhelm the Broca’s Area of the brain, causing the target to be unable to comprehend language. Target Saves with penalty equal to [dice]. On failure, they cannot speak or comprehend any language, written or spoken, for the duration.

Cure Mutation  D: instantaneous   R: touch
Utility::User::Augments
The ware causes the cyber augmentation with in the user to begin producing DNA repairing frequencies. Actual effect takes several days to be noticed via natural healing. Target loses [dice] mutations. If they have multiple mutations, choose randomly which are removed.

Explode Device  D: Instant  R: 60’
Offensive::Device
All disabled devices in a radius of 60’ around the Jockey explode, dealing 1d6 damage per [dice] to victims within 10’.

Jammer  D: Focus    R: Self
Defensive::Area::Device
A jamming field emanates from you in a radius of [Sum] x 10’, blocking all signals from getting in or out of the area. Attempting to use another Ware ends this one.


Daemons 


Demons were once thought to be called forth and bound by workers of the dark arts to act as servants. Nowadays, daemons are in anything digital (which is everything) and serve to do menial tasks of computation. Any reasoning they may have is largely ruled based. If, then. Input, output. 

There’s not much to be said about these. They’re small programs used as background processes, every device in the human sphere containing a horde. Multiple classifications have been developed for them: Ranks, Offices, Scales, Sins, Pits, et al. These, however, are mostly used as lookups in software libraries by developers. They’re there, they act as the backbone of modern digital programming and therefore the world at large, there are countless of them. They’re just not exciting. 

spacer

Shadowrun, but GLoG

It's that time of year, again, where I reread Neuromancer. Which means I'm back on my shit. 

I started this months ago and originally intended it to be a Shadowrun mod for CyberGLoG, however, in delaying, I have missed goblinization day. Would've been perfect. But it's gone now, so forget it. Instead I'm switching to an even more popular setting: Bright. (Hell, I think I've now missed THAT date. I refuse to look.) 

Only thing is, I remember very little about the world (there's a walrus-man, maybe?) and I refuse to rewatch it. Also, most people bring some sort of baggage to any IP, no matter how close to the source material. So, as with most things in life, I'm making shit up. 

(Edit, Sept 28: Grimlucis has dubbed the setting "GoblinBright." This will be stolen in future usage.) 

Metatypes

In Shadowrun Bright, if you wanna play a metahuman (them's your demihumans), you gotta spend character creation points to pick up the metatype. Well, there ain't no points here. In the GLoG you're human unless you take another species template at level 1. Here's no different. Below is the Bane and Bonus gained from the racial Template A.

You may notice the flavoring is different here. That's 'cause the only difference between Human and Metatype in Shadowrun Bright is some stat bonuses and the occasional ability to see in the dark. Not exactly thrilling stuff. Yes, yes, in the grand scheme of the corporate machines we're all the same; human, elf, dwarf - all just drones to turn a profit for the CEOs. But there's also blood magic, and Chicago has been nuked, so you might as well spruce things up a bit.

Though, if you want to use the ability bonuses and boring sight modifiers, I can't stop you. Only judge.

Elves

You're a member of a lesser Physical offshoot of the race that constantly sings reality into existence. You were born and have lived your entire life in the Physical, and are probably doomed to become a corporate cog. Some of you have set up shop in British Columbia, screaming about Tir Na nOg and full ascension into the True world - but those are just fever dreams, hardly different from Smith and his Eden. ...or is it?

Bonus
     Farstep: You're able to slip briefly into the True World, in all of it's Dimethyltryptamine soaked, fractal-hell glory. Once per session you can slip through the cracks in reality and find a "short cut." Teleport 5*(level) feet in any single direction.

<Sidebar>
If you're looking to actually make this closer to Bright, for some reason, replace Farstep with Smell Magic. It's like detect magic, but scent based. I recall them elves in the moving picture doing a lot of sniffing around potentially magical things.
</Sidebar> 

Bane
     Radbane: You're Physical, but are still affected by incorrect lyrics in the True World. As such, you suffer twice the damage done by radiation attacks. You also have a 1-in-6 chance of suffering an immediate mutation from the radiation.

Dwarf

The elves refer to your people as "maggots." Rightfully, you're offended, but, also, in the previous age your people spontaneously generated from the body of a dead giant. But not just any giant, The Giant: Ymir. So, there's that. While your people were, and are again, accused of inflicting mental diseases on people, this isn't exactly true. The best you can do is drunkenness, really.

Bonus
     Blood of Brimir: Once per day you can force a target to make a Save vs Mind Effect. Failure means they assume your level of Drunkenness, until healed normally.

Bane
     Bone of Blainn: You're heavier than you look, as your bones are laced with iron, to the point of your Movement speed is reduced by 4.
     Also, no matter what language you speak, and no matter where you were born, you speak in a thick German accent. Scientists don't know why. I don't either.

Orc

Your folk were once humans - specifically French/Spanish Cagots from the Pyrenees - but at some point in the timeline of things, a BBEG needed an army, useful pawns, and/or general servants. A series of empty promises, cruel magics, and hogsheads of strange alchemical cocktails later the orc was born. Born? Crafted. Designed for war and war byproducts, Orcs tend to be harder than average to kill, fighting long after mortal wounds should have claimed them. After the BBEG's plans fell to ruin, Orcs faced a difficult reintegration into human society and - who am I kidding? Humans are shit, they still face a difficult reintegration, centuries later. 

Bonus
     Hard to Kill: When at 0 HP or below, you may spend a Conviction point to ignore Lethal damage for 1d6 rounds. 

Bane
     Won't Back Down: A successful Wisdom check is required in order to retreat from a fight you've been injured in. 

Troll

While Elves, Dwarves, and Ork can potentially blend in to a crowd of humans, you, yourself, are a big hulking form of a man. Well, not a man, exactly, no. Man-like, rather. With green fur and a large nose, you look like something that crawled out of a John Bauer picture.

Bonus
     Troll Skin: Restore 1 HP per round. Fire damage stops this effect, until a long rest, where it's heavily implied you've cut away the burnt sections and allowed your body to regrow.

Bane
     Troll Metabolism: You require double the dosage of consumables to have ANY effect when applied to your person. Also, because your body repairs so quickly, it will reject any Augment without a steady dose of immunosuppressant. The medicine also stops your Troll Skin from working while it is in your system.

Archetypes

In Shadowrun Bright there's not really set classes, just a lump of skills and abilities for point buy, with examples of archetypes to give you an idea of what you're building. Obviously, that's not gonna work for this situation. Given CyberGLoG is built on the GLoG chassis, jamming fantasy templates into the cyberpunk system is easy enough. I've got some more specific ideas ticking around, but here's my suggestions for fixing the already made templates to what's missing in the setting. 

Magic
Just take your favorite Wizard class and jam it in. Simple. Some additional spells at the bottom. Magic learning is done in the usual mechanical fashion, but now includes resources like YouTube and "...For Dummies" books. 

Adepts
Sounds like a Monk to me. Shoot, the original fluff even says "A monk did it." I think. I could be making shit up again. I refuse to check. 

Mystic Adepts
Multiclass between Wizard and Adepts.

Technomancers
Go away kid, you bother me.

...Actually, SquigBoss' Sorcerer (or Skerples' Sorcerer, I guess) using the listed Programs.


Spells

Originally, I was looking to convert the core book spells to GLoG versions, but god damn they're not great. And I enjoy the game. There's 18 versions of the same spell. Eighteen. Then there's spells for boosting a resist before you ingest a toxin and boosting a resist after you ingest the toxin. Why? They're the same spell, just casted at a different time. I mean, I've half assed writing assignments and used meaningless filler text in order to reach a certain word number length, but that wasn't for something getting published. I don't know. 

Some of these spells may seem over powered. That's fine. I want you to be tempted to use them; invest all your casting dice. Triples aren't THAT likely. (heh heh heh)

New Mechanic: Mixed Success
Pilfered from here. Casting dice are invested normally, however only the highest result is considered. More dice invested, higher chance of a better result. Doubles and triples still apply.
  • 1-3: Mixed Success
  • 4-5: Full Success
  • 6:    Critical Success

New Mechanic: Burnt Dice

By voluntarily sacrificing a Casting dice, you can occasionally augment a spell in a way detailed.  Burnt dice do not return to your hand (nor are they rolled) until you normally replenish them. 

Combat Spells

(Element) Ball
R: 200'  T: 20' area  D: Instant
You hurl a magical bolt of a chosen element at an area, doing [sum] damage to all objects. Elements to choose from: Acid, Electrical, Fire, Force, Ice, Radiation, Stun. Each element is a different spell and must be learned separately.
[Burn] a dice to allow for 1 ricochet per burnt dice.
[Burn] a dice to allow for a delay in explosion equal to the rolled value of the burnt dice in rounds. 

Yep, that's it. That's the entire original Combat Spells section summed up into one spell. Saved ya two pages. Even spiced it up a bit. 

Detection Spells

Analyze
R: 50'  T: Individual/Object  D: Concentration
The spell allows you to analyze the target of the spell, gaining some insight about it. Some appropriate targets are (but not limited to) devices, magical objects, people, or the words they're currently speaking.
   
     Mixed Success - Vague details only
     Full Success - Vague details with minor specific details
     Critical Success -  Exact, specific details of everything detected

Clairsavoir
R: [dice] * 10'  T: Point in Space  D: Concentration
You conjure an invisible sensor to a point in space, whether you can see it or not. As long as you can maintain concentration you're able to see through this sensor as if it was part of your normal sensory range. Unless you're blind, then you gain normal vision. Using an item as focus for the scrying (mirror, fire, bowl of water, etc) increases the range to [dice] miles. 
[Burn] a dice to allow for an additional sense to the sensor: hearing, speaking, smelling

Combat Sense
R: Self  T: Individual  D: Scene
Target has a [dice]-in-6 chance of still acting when surprised. 

Detect
R: 500'  T: Self  D: Concentration 
Six different spells, learned individually. Detects the presence of a type (see below) and provides some details of the detected. Casting dice are invested normally, however only the highest result counts for result. 
     Types
  • Enemies - Those that currently seek to do you harm. 
  • Individual - A specific person, chosen during casting. 
  • Life - Living things. Not spirits, nor robots. 
  • Life Form - All of a specific type of life form (human, elf, dog, etc); target named while casting. 
  • Magic - Detects all spells, artifacts, casters, spirits, etc. 
  • Object - Detects a specific type of object (guns, explosives, spoons, etc); target named while casting. 
     Mixed Success - Vague details only
     Full Success - Vague details with minor specific details
     Critical Success -  Exact, specific details of everything detected

Mindlink
R: 100'  T: Individual  D: [sum] minutes
Allows mental communication between the caster and the target, allowing for exchange of conversation, emotions, and mental images.
[Burn] a dice to add an additional target to the conversation. 

Mind Probe
R: 20'  T: Individual  D: Concentration
Sometimes talking is too slow, and you need to pry the answers out of the target and move on. Target is very much aware of the probe, but not  necessarily the source.

     Mixed Success - You can only read the target's surface thoughts
     Full Success - You can find out anything the target consciously knows and view recent memories.
     Critical Success - You can probe their subconscious, gaining information the target might not be aware they have

Health Spells

Antidote
R: 20'  T: Individual  D: One day or until used
Allows a second Save vs Poison for the target, should they fail the first, made at a +[dice] to their Save.

Decrease/Increase Attribute
No.

Detox
R: Touch  T:Individual  D: Instant
Purges the target of a named chemical (drug) in their system, doing [sum] stun damage in the process.

     Mixed Success - Ends the side effects, but addiction remains. 
     Full Success - Ends the side effects and removes any addiction. 
     Critical Success -  As above, but makes target immune to the drug for [sum] day. 

Heal
R: Touch  T: Individual  D: Instant
Heals a target of [sum] hit points. This spell can only affect the target once per sun across the horizon. 

Increase Reflexes
R: 50'  T: Individual  D: Concentration
Increases the target's Initiative check by [dice]

Oxygenate
R: Touch  T: Individual  D: [sum] minutes
Allows a target to hold their breath for the duration, before their natural breath holding duration takes over.

Resist Pain
R: 50'  T: Individual  D: Concentration
Reduces the damage a target takes by [dice] and makes them immune to Stun damage. 

Stabilize
R: Touch  T: Individual  D: Instant
Removes [burn] Fatal Wounds from the target.

Illusion Spells

Argh. Good lord. There's three spells in this section spread across...Jesus, nineteen. Gonna trim some fat here. 

Disguise
R: Touch  T: Object  D: [dice] hour
You wrap an object in a veil of illusion, allowing it to appear as another object of the same sort and size. You know, "disguise" it. 

Hallucinations
R: 50'  T: [dice] * 5' diameter  D: Concentration
You create a perfect representation of whatever object or creature you wish, in one of the traditional senses. This recreation is able to move or sound or smell however you determine, as long as you concentrate. This spell can only 'add', not 'subtract'. 
[Burn] a dice to add an additional sense to the hallucination. 

Obfuscation 
R: 50'  T: [dice] * 5' diameter  D: Concentration
Where the Hallucination spell adds, Obfuscation subtracts - removing an object/person from sight, muting a sound, destinking a stank. As long as you concentrate. 
[Burn] a dice to cloak an additional sense


Manipulation Spells

Animate
R: Touch  T: Object  D: [sum] minutes
Gives inanimate objects the horrific ability to move on their own. Target objects effectively become 1HD creatures with the intelligence of a trained dog. A dumb one. 
[Burn] a dice to animate an extra object. 

Armor
R: 50'  T: Individual  D: Concentration
You solidify a field of magic around the target, adding [dice] to the target's armor score and taking up the same amount of inventory slots. 

Barrier
R: 50'  T: Area  D: Concentration
Actually two spells which are learned separately: One for magic, one for physical. You generate a translucent, but shimmering, wall with 10 square feet of surface area per [dice], shapeable by you, that is one inch thick. A Physical Barrier stops physical things like bullets, cars, fleeing bystanders; while a Magic Barrier will stop anything with a magical aspect. If you think it has a magical aspect, it probably does.  

Command
R: Hearing  T: Individual  D: [dice] rounds
Target saves or obeys a [sum] word command. 
[Burn] a dice to extend the duration for rest of the scene. 
[Burn] a dice to effect an additional target. 

(Element) Wall
R: 50'  T: Area  D: [dice] rounds
See those elements listed in (Element) Ball? Now you can apply them in a [Sum] square foot wall. Apropos of nothing, a sheet is just a wall laying down. 

Yeet
R: 50'  T: Object  D: Instant
Flings an unattended target object at a secondary target. Weight of the object effected and damage done determined based on success: 

     Mixed Success - Up to 20 lbs (9kg). Damage as light melee weapon. 
     Full Success - Up to 200 lbs (90kg). Damage as medium melee weapon.  
     Critical Success -  Up to 2000 lbs (900kg). Damage as heavy melee weapon. 

[Bring] the GM a beer to effect animals/people. 
[Burn] a dice to change the Duration to "Concentration" to levitate the object instead. 

Counterspelling and Dispelling

They're basically the same thing. Counterspelling is done while the spell is being cast (automatically failing your next Initiative check), where as Dispelling is performed while the spell is being sustained. The process is simple, but horribly dangerous, as the counterspeller vomits out a bunch of random magic energy in the hopes of something else happening. 

Counterspell
[Burn] dice in an attempt to cancel out the target's MD rolled. The caster's higher roll cancels out the target's lower roll. Should any MD from both sides match, both the caster and the target suffer the Mishap effects. 

Dispelling
[Burn] dice to attempt to unravel the delicate magics sustaining a spell. By vomiting on it. With magic.

     Mixed Success - The effect is reduced by [Burn] or [Sum] as appropriate, with Doom
     Full Success - The effect is reduced by [Burn] or [Sum] as appropriate, with Mishap
     Critical Success -  The effect is completely ended. 


In Closing

This is all derivative garbage, but it's outta my system now. Thank god. I'm finally free. 

(Edit, Sept 28) Additional resources from Darkworm Colt, of whom I have never interacted with: 
spacer

Godfall

Whale fall. It's when a whale carcass falls into the abyssal zone of the ocean, bringing it's now unused, carbon filled meaty chunks to the eldritch horrors that live in the deep down. I saw an article on it the other day and it got me thinkering: What would happen if an n-dimension creature of unfathomable physicality came crashing down into our abyssal third dimension?

Probably the carrion-eaters would swarm it and form a complex localized ecosystem that could be sustainable for decades.

Or, to put it another way, people would form a city around it in an attempt to exploit it for their own financial gain.

It would start with someone wanting to know more about it and looking to hire people to explore it. Then, someone dumb enough would take the job. Assuming they survived, tales and rumors of their discovery would spread, then more would show up. Knowing these folk would need basic necessities at hand, caravans would arrive to feed off the discovery second hand. Then the families arrive. At some point along the line, the generic mass of people organize and a town forms.

They'd probably give it some dumb name too, like...

Godfall

The event occurred one cold, snow covered, winter evening in the Dalr valley of the Fjell mountains. Without warning the quiet valley erupted in madness as the beast crashed it's way into reality, fracturing the laws of physics and causality as it did. It thrashed and rived for days, tearing up the surrounding area, until finally dying.

While the noise was maddening, the deafening silence that followed was perhaps even worse. The noise, caused by reality attempting to reject the presence of the Beast, resounded with the pure essence of rebellion and chaos. The silence, however, echoed with submission; a reality broken and beaten with no fight left to ward off the intrusive presence.

To the untrained eye (that is one not forced to look upon the Beast day in and day out) the Beast is hard sight to behold, its very presence an offence to any sense held by a creature of this reality. A pallid skinned creature, appearing as a slain cross between a blobfish, harvestman, and an axoloti suffering from sever genetic drift, it lays partly upon the surface, and partly fused with the rocks of the mountain range itself.

If one were to find a map of the area from three hundred years ago, they would probably note a vast dwarven kingdom that inhabited the mountain region, though somehow forgotten to modern memory. Maps drafted three hundred years in future, however, show an ancient dwarven kingdom, absent of any notation regarding Godfall.

The Surrounding Area

Just getting to Godfall is a pain in the ass, as a metaphysical crater was left from the impact. Some of the hazards include:

Midnight Woods - A region of forest populated by blacken gnarled trees that exist in a constant midnight. This ain't a metaphor - no matter the time of day outside, within the match it is constantly night, though the night sky visible through the trees offers no known constellations. The woods actively offer resistance to any who enter, the trees themselves striking out.

The Standing Men - A field of standing figures, dressed in attire from various cultures throughout the ages. Though scattered throughout the field, any who enter the field freeze permanently. There's at least one figure frozen midair with a terrified look on his face. A few have crossbow bolts pointed towards their head. While no one has figured this out, the figures are locked in a temporal field. For them time passes normally, while outside they move at one hundred thousandths of normal speed. A safe path through does exist, for those clever enough to find it.

Crystalline Pass - A passage between the mountains where every exposed rock and plant has been transmuted into crystals, with mirror like surfaces. Upon closer investigation, however, the crystals do not reflect the observer, but a possible version of the observer. Whether these alternatives are from an alternate reality or timeline is uncertain. Take care when passing through this region, however, as it has been rumored that one can become confused in the perfect reflects and, sometimes, the reflections will walk out, leaving the original trapped.

The Valley of Glass - Some places it rains water. Here it rains glass. Don't get caught in the rain.

The Outer City

The Outer City is similar to any city with a colossal carcass of an extra-dimensional being rotting in the center of it. General stores, blacksmith, tannery, game halls, whore houses, iron-barred-window asylums, flesh mines, sinister looking wizard tower that echos strange noises in the dead of night. You know, the usual.

Yare's Yaren - A tanner who cures their leather in the strange liquids that seep forth from the rotting creature. Items made from this process typically carry unique properties, depending on the solution it was cured in.

The Flesh Mines - Exactly what they sound like. Though only marginally less dangerous than the mines of the Inner City, the exterior Maggot Halls employ more of the populous through the simple fact that workers get to see the sun at least once a day. While some of their product is sold as food within the town, the majority of their harvest is sold directly to the Wizard Tower.

Wizard Tower - More of a collection of towers and joining wall around a central pit, than a traditional single tower, it was the very first building built in the town. Strange glowing can be seen in the windows at night and horrifying sounds echo from within. None of its members show themselves in public, and rarely speak of their intentions. Rumors abound of flesh gollems that serve the wizards and of the vats they're grown in. These rumors are true. They are entirely true. What the rumors don't speak of are the homeless and lower class peasants that are pulled off the street and thrown into said vats to serve as stock to bound with the added beast flesh.

The Inner City

This part of the city is built within the creature itself, specifically the part that is assumed (and hoped) to be it's mouth orifice. First thing new arrivals notice is that the creature appears to be larger on the inside than the outside. Next, which they may learn the hard way, is that spatial based reasoning and perception doesn't work exactly the same as it does in the outside world. Alleys that one can walk hundreds of times can suddenly lead to a different location, or deep into the Belly, with no warning. Even just entering the Inner City carries a chance of becoming lost. At some point some genius installed a rope for people to follow from the Outer to the Inner, after paying the toll of course, but every so often (say 1 in 20) not even that will lead to where it is suppose to.

Here you'll find the mining offices, the distilling factories, and various other processing plants, along with the worker barracks and company store. Raw materials from the Belly are brought here for processing before being shipped out to the Outer City.

The Belly of the Beast

Some of the more sought after materials are drawn from here. Trouble is, the deeper in you go, the more standard rules of reality stop applying. Fleshy tunnels give away to stone hallways, whose walls still carve as meat. Euclidean space dissolves away into non-Euclidean expanses. Time rethinks the whole "linear" thing, and explores other options. Wizards mutter something about metaphors being made reality, but no one really pays them mind. Not as long as their gold is good, at least.

Here's a peek at some of the creatures (antibodies?) lurking within:

The Flat Ones - "Humanoid" looking creatures that lack a third dimension and, as such, are often mistaken for paintings and graffiti within the strange hallways, though they appear invisible when "seen" from their missing dimension. Anyone killed by these things does not die, but rather they have one of their three dimensions sapped from them, joining their ranks and becoming trapped in a never dying, never living two dimensional hell.

The Lost Boys - Any semi-industrial town is bound to generate at least a few orphans. It's just a natural occurrence. So, what do you do with them all? Stick them in a group home and hope some soft-hearted person will take them away? No, obviously not.  You employ them with a promise of hot meals, tie a rope around them, give them a sack and send them into the Belly in hopes their tiny hands grab something of value. Sometimes, though, they don't come back.

Cephalocells - Imagine an octopus. Now, remove everything that makes it an octopus. Then add a beak full of barbs, and the ability to freely move in all three dimensions. Also, an eye on the end of each tentacle that is capable of unleashing a variety of awful magical effects upon reality.  Often found around neon green sacks of neutrophil, from which they're being expelled.

People of Godfall

Beyond the usual collection of townsfolk (merchants, craftsmen, prostitutes, etc) there are a few assorted people unique to Godfall:

Humor Cults
Though it would serve as solid proof their god exists, no legitimate cleric will claim it, as it also proves their god is dead. Several have jumped at the chance to claim it as an enemy of their god, to flaunt the corpse of a vanquished foe and the victory of the mighty god they follow. There are those, however, that do take the creature as divine, and see the rotting carcass as a chance at, or at least a vision into, something beyond. Going along a vague train of thought related to "you are what you eat", cults have sprung up around consumption of the humors - or what is thought to be the beast's humors - in order to harvest some of the dwendling divinity. You can usually identify these people by their mutated visage and the occasional painful seizures that take them as four dimensional shapes boil over them.

Flesh Shamans
No decent religion is without a counter part for which they can claim is sinful and damnable. This is where the Flesh Shamans come in for the Humor Cults. Where the Cults consume the humors, the Flesh Shamans consume, believe it or not, the Flesh of the creature, seeking the divinity that they insist is in the meat of the creature. They're notable by their rolling mounds of mutated flesh that doesn't seem to hinder their dexterity.

The Wizards
Madmen who hide their insanity through the thinly veiled excuse of arcane eccentricities, they seek to learn all they can, and more, of the beast at the center of the city. Some seek to reanimate the flesh, some seek to call others like it from beyond reality. The wizards are easily identifiable as none leave the tower without donning animal masks and heavy, form hiding robes.

spacer