Saturday, January 4, 2025

Top Scores

Please take this moment to listen to great movie music.

Some of these will be obvious. That's okay. Recall when you first heard them.

This should be played at high volume, preferably in a residential area

Also imagine if Elysian Fields had done a Bond theme

Give it at least 45 seconds, ideally 70







Honorable mentions: The Legend of Ashitaka, the Binary Sunset part of The Princess Appears.


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The following songs are completely unrelated






















IYKYK



Monday, December 30, 2024

Arcology Syndicate


The characteristic fate of disfavored people in the spider droid empire is neurointerment. The spider droids are obsessed with arcane physics research best served by organic and positronic brains. Sapients are placed into a giant deep-space mainframe that utilizes their brains for compute, burning through them rapidly. Oceans of corpses are disgorged from the mainframe's vents and thousands of transport ships wade through this ocean to deliver their sapient cargo.

Most newly-conquered systems are stripped of their populations and forgotten by the spider droids, though a few have their suns encased in Dyson spheres. Most additions to the mainframe come from newly-acquired worlds, though a randomly-selected proportion of conquered populations are spared neurointerment, and are dumped on spider droid worlds and stations.

You are one such individual. You live in a spider droid ecumenopolis. This world's sun is being encased in a Dyson sphere, and while the sky has visibly dimmed, the world won’t be totally deprived of sunshine until your great grandchildren are dead.

The spider droid empire has only situational use for its subjects, and you have joined the ecumenopolis' vast criminal underworld, seeking to stockpile enough energy credits to escape the ecumenopolis' chaos, and perhaps export it elsewhere. 

        Index
Species
Background
Operations
Combat
State Forces
Personal Weapons of the Criminal Element
Military Weapons
Wearables
Enhancements to Static Operations
Expeditionary Activities
Warship Weapons
Enemy Gangster Table
Treasure Table
Victory
Notes


Spider droid records enumerate the partial neurointerment of 224 species.

You start with 2d4+1 Gangsters. rng224 your species and the species of each of your gangsters:  

1. Aborted alien dragon fetus in ambulatory life-preservation pod
2. Actual-octopus-illithid
3. Alligator-hyena man
4. Alpha-frilled avian lizardman
5. Aluminum green-sac-mouthed armored green-wing-headed man
6. Ambulatory companionship-seeking cloth-wearing terminal droid
7. Ambulatory metal-and-sinew-faced elevated xenomorph
8. Amoebic goo-over-skeleton man
9. Ancient cybernetic-animated corpse
10. Ancient plague-techpriest
11. Armored four-armed serpent man
12. Armored turtle man
13. Armored-frill askance-looking roadrunner man
14. Astral-hued anteater man
15. Ball-of-flesh man suspended in worksuit filled with blue ichor
16. Barren sensor-headed servo-droid
17. Big-nosed, placid, tendril-eyed, batwinged slugman
18. Bio-frilled sea scientist man
19. Bioengineered chemical-Bane
20. Bioluminescent balls in dead leaf-like superstructure 
21. Bioluminescent jellyfish-myconid
22. Bioluminescent sundew carnivore
23. Bipedal mushroom man
24. Black and crimson fungal tendrils parasitizing another creature (roll rng224 for which)
25. Blade-winged faceless monolith-droid
26. Bleary-eyed goateed muskrat man
27. Blind hydra
28. Blue tentacles suspended in eight-armed armor 
29. Blue-and-yellow-frilled four-eyed raptor
30. Bulb-sealed parrot man
31. Bunch of one-eyed worms inhabiting and animating a mossy rock structure
32. Bundled slime man in preservation suit
33. Butterfly-wing-frilled hairless cat
34. Cactus dragon
35. Catlike four-eared cyclops with neck feelers
36. Cellulose elf
37. Ceramo-skeletal machine man in bundled wire harness 
38. Chittering blue orange-eyed coral-sensored spine-whiskered lobsterman
39. Cloaked sacral droid of mysterious origins
40. Confused-looking toad-Hutt man
41. Corporate-patterned servo-droid
42. Corpsefeasting mushroom insect
43. Crab-arm-mouthed spined-lobster-head man
44. Crown-of-dark-crystal ceramic man
45. Crystal dragon
46. Crystal-spiked rockform long-bundle-tongue cicada nymph
47. Crystal-spined behir 
48. Crystalline mouth-beak-masked owl man
49. Cyclopean two-legged ram
50. Dark and glowing psychic xenomorph with six legs and two arms
51. Dead leaf and bark lizard
52. Death-eyed black four-legged two-armed crypt-beast
53. Deathspore ghostguts whitespider
54. Delightful four-eye orificeless tattooed starfish man
55. Desiccated space vampire in preservation suit
56. Devils-causeway-crystalform magmatic-Venus-flytrap man
57. Diamond core with ethereal strands animating limb-lattices of crystal
58. Diminutive blue floating four-armed Frieza
59. Diminutive feather-eared snootbeast
60. Diminutive gray-suspended lordling in vast helmet 
61. Disease-chitin many non-bilaterally-symmetric eyed lupine man
62. Dreadlock-cabled predator droid
63. Droopy lipstick-hued tentacle-faced man 
64. Droopyfeatured flesh-stalk man
65. Effervescent glowing humanoid droid
66. Effervescent peacock man
67. Eight-armed flesh golem with green viewing pod and something inside
68. Embryonic megaworm preserved in servo-mobilized ichor chamber 
69. Eminently-killable lizardmouthed earwig man
70. Ephemeral winged vast-eared mammal-man
71. Eruption of crystal with floating head and hands
72. Faceless dog-eared sentry droid
73. Fanged lamprey-eyed toad man
74. Fat thin-feathered owl man
75. Feather-eared skeletal biting beast
76. Feather-waisted bugeyed mandibled blue horseheaded man
77. Featureless death-worshipping elephant priest 
78. Flat-headed muck droid
79. Floating fern-octopus lit by glowing eggs
80. Floating orb in humanoid chassis
81. Floating puffball sporesnail
82. Floating shell with hanging tendrils and faceplate
83. Floating, square, rune-coated, mysterious container for a positronic brain
84. Flytrap Hutt
85. Four noodle-armed mouthless purple crabman
86. Four-armed face-shrouded psionic death man
87. Four-eyed droopy-fingered lizardman
88. Four-eyed fanged hardheaded lizardman
89. Four-eyed hairy honeydew slice-headed man
90. Four-eyed hardcase orangutan man
91. Four-eyed horned owl man
92. Four-legged two-armed elevated slime puff man
93. Four-wood-winged armored devouring insect man
94. Freakish three-fingered blind praying-mantis plant
95. Fusion man
96. Generic mass-produced servo droid, origin of positronization unknown
97. Ghoulish bald rodent man
98. Giant fluffy purple moth
99. Glowing bulb humanoid 
100. Glowing information cubes caught in rough mineral-laced flesh structure
101. Glowing mushroom lord with built-in bioluminescent silks
102. Glowing mushroom man with tendrils
103. Glowing runic boulders captured in feathered-root superstructure
104. Glowing-core black mushroom with four arms
105. Gravitic rock-formation with molten core and hands
106. Gray-eminent felinid
107. Halo-headed death-rock mummy
108. Horned and frilled reptile man
109. Huge-beaked goblin man
110. Hulking octopus-armed murder droid
111. Humanoid slugman in stabilization suit
112. Illustrious yet lowbrow-looking many-winged dragon man
113. Innocent-looking weasel man
114. Lamprey the Hutt
115. Leafless tree-man whose limbs terminate in eyes
116. Leathery toothless hammerhead man
117. Lifesuit-encased pollution-snail
118. Lilly-backed bone panther
119. Lithic bullspider
120. Little gecko man 
121. Longhaired owl man
122. Lumpy slime bull-dwarf
123. Magma dwarf
124. Majestic but deviant fin-winged bejeweled caterpillar man
125. Majestic multicolor-maned mycelium man 
126. Majestic six-eyed purple man with no mouth and integral helmet
127. Majestic tentacled four-armed many-eyed bug priest
128. Malign bald zipper-mouthed tentacle face man
129. Malign giant beetle man
130. Malign glowing-eyed bark man
131. Malign green-capped four-eyed moss man
132. Malign head-plated squid-mouth man
133. Malign pseudodonkey man
134. Malign purple four-armed carrion birdman
135. Malign, muscular, hook-eared cat man
136. Malign-eyed wasp droid
137. Man comprised of pangolin-scales
138. Manifold alien mushroom with many bulbous sensory organs and tentacles
139. Many-eyed horned iguana man
140. Many-limbed snail man
141. Many-tentacle faced rubberized man
142. Many-tongued pitcher plant praying mantis 
143. Many-vented four-armed hydrothermal beast
144. Masked, diseased dumpworld delver gorilla 
145. Micro-UAV aided four-armed pillar droid
146. Monocular birdman
147. Multicolored shelled snail-tortoise
148. Mysterious humanoid encased in dark, baroque frame-suit
149. Mysterious rock-and-crystal man with attached-and-detached shoulder halo
150. Mysterious veiled humanoid 
151. Neotenous fox man
152. Nerdy chameleon man
153. Nine noodly-nosed mucosoid sand flea man
154. Nine-spined mouthless resin villain
155. Noodly-appendaged long-headed slug droid
156. Noseless hairless blue-scaled blue-eyed man
157. Nosferatu bat
158. Old-and-aggrieved-looking skinless longhead man
159. One-eyed black crab-oyster droid
160. Parrot lizard
161. Peacock-feather-faced creature from the Black Lagoon
162. Pile of semi-molten fungal flesh with pseudopods 
163. Pincer-mouthed chitin man
164. Pitted short-snout death dolphin
165. Poison hatchery-eyed platypus-man
166. Pretentious plague custodian
167. Pretentious-coded slime-circulating servo-droid
168. Radial-eye-and-feather blood-weeping birdman
169. Rascally-looking dual proboscis man 
170. Reedborne mantle mushroom man
171. Rippling, furred, and tendril-feathered red mantle man
172. Rock-and-crystal turkey
173. Runic clothwrapped boulderform humanoid
174. Sagacious sensor-whiskered giant-frill man
175. Sea dragon
176. Seahorse-xenomorph
177. Seaweed goblin
178. Serpent-parasitized omni-squid man
179. Shell-faced red-tip tendrilled nautilus-man 
180. Shell-topped entity made of fungal cables with a few branching off like limbs
181. Short, jade-green bat-eared bearded man
182. Six-eyed tapir man
183. Six-eyed wombat man
184. Six-featherheaded malevolent emu man
185. Six-frilled starheaded chitin man
186. Six-limbed diamond beast enmeshed in rock-flesh
187. Skeletal eight-eyed peacock man
188. Sleepy leaf-armored sundew-turtle 
189. Slime pharaoh
190. Slug-bearing barkman
191. Solar-feathered caterpillar-droid
192. Space warthog man
193. Spider droid
194. Spined hyena-man
195. Superstructure of fungal reeds with a skull as a facemask
196. Synthetic-looking carbon-eyestalked ribbon-limb horse
197. Tall fungal orchid with eyes inside blossom
198. Tall-headed beakless owl man
199. Tall-headed blue smiley man
200. Tall-headed melted-candle Sith-lordesque humanoid
201. Tendril-mustachioed four-eyestalked slugman
202. Tendrilled flesh-heart enmeshed in open-topped humanoid mega-armor
203. Tentacle-haired humanoid brain man
204. Tentacled crystal-ball droid
205. Thick-horned sloth man
206. Thin-beaked toucan man
207. Three-varietal mushroom man, orb sprouting from casing sprouting from bouquet
208. Tiny-eyed-and-armed eight-legged larva man
209. Tiny-tendrilled shrimp man
210. Toothless noseless arrowheaded shark man
211. Tuskless flesh-ribboned slug-walrus 
212. Verdant salad man
213. Warped bark-globe-skull man
214. Wending bark stag
215. White-plated purple-eyed termite man
216. Wide zippermouthed six-eyed drool-freak
217. Windswept armored-forehead birdman
218. Wingless frilled dragon-droid
219. Wingless humanoid mosquito-droid
220. Wingless mosquito-woman
221. Withered flesh-toque grinch
222. Yellow feathered-serpent-headed spinetailed swan-man
223. Yellow-glowing plantoid droid
224. Zippermouthed two-by-two head-and-chin frill man

Whenever you generate a new Gangster, you can use the species table. 

Background

Before the Ecumenopolis (d12):

1. You were a jetsuit auxiliary for the spider droids. You deserted during the invasion of a solar system and clung to an ECM scrambler. Your armor protected you from the neutron bath bombardment and the biophage foam inundation of the world, but the invasion was cancelled when the world turned out to be filled with artillery from surface to core. The spider droids assassinated the system’s matrioshka brain using a relativistic kill vehicle and then diced the planets with a gridfire attack. You survived on a chunk of planet and then hijacked the first scrap hauler that arrived once the spider droids had left.
Start with the panoply of a Jetsuit Auxiliary (see State Forces) and one of their d12 weapons (plus coilgun).

2. You were a gardener in a verdant hydroponic station swallowed by a spider droid mobile dockyard. Everything you had grown was rendered into nutriment slurry to be fed to the neurointered, but you were allocated for a population transfer rather than joining your plants and companions in the mainframe.
+1 Million Energy Credits per round for growing uberentheogens

3. You were subjected to brutal slavery in a vast, decadent star empire. When the spider droids came, nearly every member of the ruling species was neurointered, and most of the slaves, but you were away breaking down sewage ducts on an outlying scrap world and missed the cull.
+2MEC when stripping superconductive materials

4. You were born in the spider droids’ administrative capitol. You remember freezing winds howling past monumental, empty-seeming, featureless buildings surrounded by colorful embassies, eroded monuments, conduit tracks, and strange, glowing, utterly-isolated structures.
25% chance of evading State Forces prior to an encounter with them

5. You were a delicate entertainer in a highly cultured arcology. When it was stripped for neurointerment you were saved by the patronage of the cyborg mercenary general leading the invasion for the spider droids, and ended up marooned here when he grew tired of you.
Start with 4d4 Gangsters

6. You lived on a gorgeous resort-ringworld located in null-space accessed through a deep space wormhole, where you were an indentured worker in the bespoke bio-augmentation industry. The spider droids located the ringworld and hit it with several relativistic kill vehicles before dragging the chunks back through the wormhole. You own a tachyon scanner, previously used for peeping-tom purposes, and this helped you avoid the neurointerment cull.
Start with a Tachyon Scanner

7. You spent most of your adult life on an utterly irradiated smelter-world where all native life had died, ruled by an uncaring administrator hired from an even more ruthless empire by the spider droids. You are no longer capable of reproduction by any means, not even cloning or neuroreplication.
Gain +1MEC per round due to your efficiency

8. You were taken from a relic-world of an ancient empire that was filled with baroque technology, which the spider droids haven’t even begun to unlock. You can still envision the mangled corpses in their opulent finery, churned by an apocalyptic orbital bombardment and battleroid invasion.
+2 Initiative to the first round of combat when boarding voidships due to an interface device you managed to smuggle off the planet.

9. Born on a remote battlestation, you served in a foreign Solar Corps before deserting, finding your way into the spider droid empire before they even conquered your people.
Make coilgun attacks at d20

10. You were born on a barren penal colony that you escaped through bribery, later working on a Dyson sphere construction habitat very near a sun. It had one of the best shopping malls in existence, which haunts your dreams to this day.
Set up new Static Operations for only 3MEC

11. You were a slave bought by a neurointerment merchant, but you managed to work your way onto the creature’s crew before jumping ship on the ecumenopolis.
Chop voidcraft for an additional 1MEC

12. You’re from an isolated outpost of religious fanatics, degenerate artists, and outlawed researchers; when the spider droids came, they quarantined your colony and transferred the whole population to the ecumenopolis rather than use your brains in the mainframe.
Gain +1MEC per round from Outlawed Knowledge Displays

Operations

Choose a Static Operation for your crew to run.
MEC = million energy credits.

Antimatter Entrapment Lab
3MEC per round
1/10 chance of Mishap per round: Entrapment failure event, Static Operation destroyed, everyone present killed, arcology collapses.
Captive Blacksite
Can keep captives from your Expeditionary Activities (see table below) here with no chance of detection; no intrinsic income, but also no chance of Mishap.
Without a Captive Blacksite, captives have a 1/12 chance of bringing a relevant Raid type every round, lose Static Operation on defeat.
Customs Evasion Bay
2MEC per round
Roll both Mishap possibilities in order:
1/6 Mishap: Aggrieved, bribed, or narcotized guidance AI crashes starship into bay, d12 attack on all present
1/8 Mishap: Tariff cruiser arrives on smuggler’s tail, site suffers Warship Ground Attack followed by State Forces (see respective tables below), lose Static Operation on defeat.
Guerrilla Battleroid Workshop
2MEC per round, 3MEC if you defeated a raid last round.
Roll both in order:
1/8 Mishap: Battleroids awaken, those present must fight 2d4 d12-strength enemies or lose Static Operation
1/20 Mishap: Revolutionary expropriation, fight 2d6 d6 enemies from the Millenarian Communal Reaction, lose Static Operation on defeat.
Hacking DEP Battery
d4MEC per round
Roll both in order:
1/6 Mishap: Retributive feedback fries systems/guides; d4 Gang Members killed, must re-establish Static Operation for 1MEC.
1/10 Mishap: Software company antimatter-bombs your arcology, killing everyone and destroying your Static Operation.
Illegal Power Drawing Station
Choose how much power to draw per round:
1MEC: 1/12 chance of Mishap
2MEC: 1/8 Mishap
3MEC: 1/4 Mishap
Mishap: Overload explosion, d12-strength attack on all present, can't draw next turn.
Outlawed Knowledge Display
1MEC per round.
Roll both in order:
1/10 Mishap: Locals attack display: d8 d4-strength assailants with coilguns (see weapons table below), lose Static Operation on defeat.
1/12 Mishap: Viewer snitches on display, Raid by State Forces, lose Static Operation on defeat.
Physical Gambling
50/50 chance: 1MEC or 2MEC per game round.
1/4 Mishap: Battle breaks out over game, those present must fight d8 gamblers with coilguns or lose d6MEC (going into debt if losses exceed reserves).
Replicant Synth Lab 
1MEC per round.
1/12 Mishap: Synths awaken, 50/50 chance of fighting d4 d12-strength enemies (lose Static Operation on defeat) or gaining d4-1 new gang members.
Superweapon Precursors Lab
2MEC per round
Roll both in order:
1/10 Mishap: Mass exposure fatality event in Biophage Culturing Section, all Gang Members without Biophage Sheath killed, 1/4 chance of this happening to all your Static Operations per round for d4 rounds. 1/12 chance of Neutron Permeation of arcology by spider droids, killing everyone present in the Static Operation (and the arcology).
1/10 Mishap: Partial reaction, d20 attack on everyone present.
Unregulated AI Spawning Pool
2MEC per round.
1/8 Mishap: AI bypasses entrapment system. Drone swarm arrives, uploads AI, and launches Warship Ground Attack on Static Operation before departing.
Unsafeguarded Nanite Breeding Program 
3MEC per round
Roll both in order:
1/10 Mishap: One of your gang members snitches on the program, site suffers Warship Ground Attack followed by Raid by State Forces (lose Static Operation on defeat).
1/12 Mishap: Replicator entrapment failure event. If you have an antimatter bomb on hand you can detonate it, destroying the Static Operation and killing everyone present, otherwise your other operations (if you have 2+) each have a 75% chance of being consumed and destroyed before orbital masers contain the outbreak. 
Voidcraft Chop Shop 
Allows you to profit for breaking down a ship hijacked during Expeditionary Activities. Profit for breakdown is listed in the hijacking entry of Expeditionary Activities.
1/12 Mishap, 1/8 if you sold a ship's parts last round: Raid by customs officials (State Forces) or manufacturer mercenaries (50/50), lose Static Operation on defeat.
Wireheading Bay
1MEC per batch of clients per round; 1/4 chance of new batch of clients per round.
1/6 Mishap: Power spike fries all clients
Xenomorph Engineering Bunker
2MEC per round
1/10 Mishap: Entrapment failure event: Fight d4 d20 enemies, lose Static Operation on defeat.

A new Static Operation can be established for 4MEC total, 1MEC for a Masquerade Suite (so you can hide from the spider droids), and 3MEC for materials. A Static Operation's type can be changed for 1MEC.

It costs 1MEC to hire 2d4 d8-strength gang members. Static Operations require keeping at least 4 Gang Members present to make their per-round profit.

If you are killed, you can take over as one of your gang members, who becomes the new kingpin.

Combat

In combat, sides roll d20(+highest bonus) Initiative, and then each character on the winning side fires at an enemy in turn. Personal weapons are so powerful that Initiative is of the highest importance.

Normal Gangsters with coilguns fire at d8. Most enemies have d8 strength. When you fire, both characters roll and compare strengths. If the firer beats the target, the target is killed. Only the side that has initiative can kill members of the other side. After all members of one side have fired, the other side fires.

Powerful weapons have a chance of collapsing the arcology, killing everyone present who doesn't have Ion/Fusion thrusters, launching a d20/d12 attack on those who do.

A collapse occurring at one of your Static Operations destroys it.

State Forces

d10
1. Nanite-Repaired Assassination Warframe: +4 Initiative, 2d20 strength, only 25% chance of being wrecked on a successful hit.
2. Nanite Devourer Artillery Bombardment: Single set of 2x d20 attacks on everyone present, ignoring armor. 
3. Nanite Assassination Swarm: +4 Initiative, d20 strength, 50% EMP resistance
4. Neutronium Terminator: d12, only 10% chance of being killed by a successful attack, if you flee it will pursue one of your men on a fusion jetbike. 
5. Bioroids: Genetically-engineered killing machines dropped by a voidcraft. Diamond claws, spit clouds of universal solvent, can permanently deafen you with their shriek: +3 Initiative, 2d4 d12 enemies
6. Battleroids: Slain auxiliaries cobbled together and cybernecrotized into supersoldiers. +3 Initiative, d4 d20 enemies
7. Zero-Point Pursuit Craft: +6 Initiative, can run down fusion jetbikes. d20, 50% chance of damage negation.
8. Voidcraft Ground-Attack: A vessel or drone swarm fires on your position, most often from space.
d6:
1. Biophage Cloud: Flesh-eating virus kills all individuals without Armor, 25% chance of killing all individuals without Armor next Static Operations round
2. Liquid Thermite Aerosol: d20 attack on all individuals without Armor, d6 attack on individuals with Armor
3. Fusion DEP Matrix:  d20 attack on all individuals, ignoring Armor
4. Bomblet Cloud: 2x d8 attacks on individuals without Armor, d12 attack on individuals with Armor
5. Neutron Permeator: Kills all individuals without Armor, d4 against individuals with Armor
6. Maser: d12 against everyone present, ignoring Armor
9. Jetsuit Auxiliaries: These warriors are rare because they’re normally deployed as part of planetary invasions abroad, but if there are personnel carriers visiting the ecumenopolis's stardocks, then auxiliaries may be called down for raids. They can be of any species.
2d4 Jetsuit Auxiliaries fly in and attack.
They have (from the equipment sections below) Armor, Defense Suite, Fusion Afterburner, Cold Fusion Reactor, total +4 Initiative. They can pursue your men if they flee on jetbikes.
When a Jetsuit Auxiliary attacks, roll on this table for the weapon used (d12) and reference the Weapons Tables:
1 Antimatter Annihilator
2 Fusion Beam
3 Plasmacloud DEP
4 Micromissile Swarm
5 Zero-Point Vacuum Bomb
6 Armored AI Missile
7 Ion Arc
8 Neutronium KEP
9 EMP Munition
10 Poison Dart Drone Swarm
11 Drone Bomblet Swarm
12 Magnetized Monopoint Flechette Canister
10. Clerical Error: The spider droids attack the wrong underworld site, killing hundreds and granting you +1MEC next round from reduced competition.

Personal Weapons of the Criminal Element

While there extraordinarily advanced technology exists, it is not evenly distributed throughout the galaxy, especially in the underworld.
Coilgun: “Coils”, also known as “splashers” because unarmored targets tend to be partially liquefied and spread across the environment. Rounds set the air on fire in transit. This is a personal weapon that every gangster is assumed to have; coils have been in wide use for many hundreds of years, though modern professional infantry use far more advanced weapons during invasions (nuclear darts, UV DEPs etc). d8 attack on an enemy.
Antimatter Annihilator (“Double A”): Basically emits a gigantic cone-shaped explosion that can fully wipe out the other side and everything in the targeting field, though this severely risks inflicting a building collapse. Just about everything within its effective zone will be reduced to a molten state; this zone is not bounded by barriers, all barriers will be annihilated or liquidated. d20 attack on all enemies, 1/8 Collapse. 1MEC
Fusion Beam: Emits a beam capable of cutting almost anything it hits; can be whipped across an enemy formation, bisecting everyone in an instant (can eliminate all opponents in a particular engagement). d8 attack on d8 enemies (rolling for each). 1/20 Collapse. 1MEC
Plasmacloud DEP: Fires in lightning or cloud configuration, the former negating enemy armor, the latter attacking multiple opponents with chance of collapse (originally intended as an anti-gray goo weapon). Ignore-armor d12 attack on 1 enemy or d8 attack on d4 enemies with 1/12 Collapse. 1MEC
Micromissile Swarm: Designed to overwhelm personal point-defense systems; can also target many individuals and handily blow them limb-from-limb. Attacks all enemies. d20 attack on enemies without CIWS. Requires Energy Skeleton. d12 attack on enemies with CIWS, d8 attack on enemies with ECM. 1MEC reload.
Zero-Point Vacuum Bomb: For when an arcology collapse is desired, when raiding other gangs. Must defeat all enemies before safe employment. Grants you 2MEC per use from reduced competition. 1MEC cost per
Armored AI Missile: Mounts a positronic sapient AI bred for kamikaze attacks. Extremely adept at faking out both sapient and AI-defense systems, shielded against many forms of ECM, capable of receiving a degree of counter-fire before impact. 2d20 attack on 2d4 enemies, ignoring the armor of one target. 95% kill (19/20) vs zero point pursuit craft, 50% kill vs voidcraft. 2MEC per
Ion Arc: Dispatches electronics and ion pulse shields. d8 attack on single enemy or d20 attack vs drone swarm or AI missile. Halves effectiveness of an enemy’s Armor after unsuccessful attack.

Military Weapons

Neutronium KEP: Useful against big targets like voidcraft and zero point pursuit craft. d20 attack against individual foe ignoring armor, though it's better used against voidcraft etc. 1MEC reload
Anti-zero point pursuit craft: 75% kill
Anti-voidcraft: 25% kill
EMP Munition: Essentially a softener vs enemy ECM, d20 vs drones, nanites and jetsuit auxiliaries. Can be detonated to knock out incoming micromissile swarm, 75% chance of defeating incoming armored AI missile. 1MEC per.
Magnetized Monopoint Flechette Canister: Anti-power armor infantry and drone swarms, d20 vs d4 infantry prioritizing (and bypassing) Armor, 75% chance of bringing down zero-point pursuit craft, 25% chance of bringing down a voidcraft. 2MEC per.
Lingering Munition Halo: These don’t fly at you when they see you, they fire an armor-piercing discarding-sabot shaped charge. +4 Initiative d20 attack on unarmored enemies, d12. 2MEC reload
Drone Swarms
All drone swarm systems cost 3MEC and have a reload cost if destroyed.
Poison Dart Drone Swarm: Autokills unarmored individuals, no effect on Armored. 1MEC reload
Drone Bomblet Swarm: d20 attack on unarmored individuals, d12 attack on Armored. 2MEC reload, always required
AWACS Drone Swarm: Helps other swarms defeat CIWS etc, +2 to their attacks. 1MEC reload.
Ablative Drone Swarm: Appears to continually unfold before target, absorbing incoming attacks. d8 must be defeated at a time before a hit can be delivered to the controller. 1MEC reload
White Blood Drone Swarm: Attacks other swarms and jetsuit auxiliary squads, d20 against the former and d12 against members of the latter. 1MEC reload.

Wearables

Energy Skeleton: Brain-interfaced frame required for all additions unless otherwise noted. Gangsters who get Energy Skeletons also automatically purchase ion jetbikes for themselves, allowing for flying escapes. 1MEC
Armor: Neutronium lamellar with diamond lattice, plasteel sheath and ion pulse reactive surface; this last part is what makes it effective against coilgun impacts. 50% chance of negating incoming attacks. After defeating an attack, Armor has a 50% chance of being Compromised, ineffective for the duration of the game round. 3MEC
Ablative Nanometal: Expend before Armor test for extra 50/50 roll to negate a successful attack. 2MEC reload
Active Camouflage: Physical and ECM functions, requires Armor. +1 Initiative. 2MEC
Cold Fusion Reactor: +1 Initiative when combined with Armor. 3MEC
Defense Suite: Hardkill/Softkill CIWS/ECM. Provides a degree of anti-missile protection for those nearby; 50% chance of negating incoming micromissile swarm, drone swarm attack, or bomblet attack, 20% chance of negating AI missile. 2MEC
Digital Catheter: For brute-force systemic corruption, aids in raids, +1 Initiative on first round of combat. 10% chance of finding 1MEC in paydirt data when using. 2MEC
Energy Transfer Medium: Sucks power, bring on raids for a 25% chance of a bonus MEC with a 25% chance of accidentally detonating, killing holder and losing bonus. 1MEC.
Fusion Afterburner: +d4 during Flight Escapes, including during Arcology collapses. 2MEC.
Ion Maneuvering Jets: +1 Initiative, allows possible Collapse escape. 1MEC
Nanite Alkahest: Aids in voidcraft hijacking. +3 Initiative on first round of combat. 1MEC reload.
Nanite Damage Control System: Laugh as your suit heals before the enemy’s eyes (slowly). 4MEC, automatically restores Compromised Armor, 50/50 chance of reloading spent Ablative Nanometal between rounds.
Nanite Sealing Charge: Restores Armor that has been compromised by an attack. 1MEC reload.
Silicon Recovery Bacteria: 50/50 chance of restoring a personal weapon destroyed with a defeated gangster. 1MEC
Tachyon Scanner: Gives a perfect accounting of whatever’s present, of use as a guidance system for detecting and attacking out-of-sight reinforcements (combine with Micromissiles and Armored AI Missiles for free round of outgoing fire before conflict). No Energy Skeleton required. +2 Initiative, 3MEC

Ion Jetbike: Requires an Energy Skeleton or it will tear your arms off. Gangsters that get an Energy Skeleton automatically get an ion jetbike of their own volition. Ion Jetbikes allow Flight Escapes, and also allow shipjacking and consumer goods tram raids.
A Fusion Afterburner adds +d4 during Flight Escapes.

Enhancements to Static Operations

Masquerade Suite: Jammer that allows continual operation of an underworld enterprise, masking its signature. Necessary to run an underworld operation in the first place. 1MEC
Automated Turrets and Drone Swarms: Can defend your Operations in your absence, but turrets are easily targeted and drone swarms tend to be easily overwhelmed by EW measures, creating a lot of expensive dinner plates. 4MEC, launch 2d4 d12 attacks alongside your defending Gangsters
Sensor Suite: +d4 to your initiative. 1MEC
Traps: Fusion Fougasse, Zero-point vacuum bomb, EMP. EMPs are 1MEC and destroy drone swarms (and disable zero-point vacuum bombs, which must be recalibrated between rounds). A fusion fougasse is 1MEC and launches a d12 attack on attackers, with a 50/50 chance of launching a d12 attack on your men as well. Zero-point vacuum bombs destroy the arcology and kill everybody present, with a 1/20 chance of flyers escaping 

Expeditionary Activities

You must personally lead Expeditionary Activities. 
Each round, allocate Gangsters to your Static Operations and optionally to an Expeditionary Activity:
Kidnap for ransom
You ascertain an opportunity to kidnap a valuable vulnerable VIP (d6):
1-2: Gang leader. 3MEC ransom. Protected by 3d6 Gangsters.
3-4: Society person. 6MEC ransom. Protected by d4 Squads of Corporate Mercenaries.
5-6: Advisor to the spider droids. 9MEC ransom. Has a State Forces asset as protection, roll on the encounter table for which, rerolling results of 2. A roll of 10 means that the advisor is foolishly undefended.
You may decide whether or not to take this opportunity. However, you will not know exactly what defenders the VIP will have available until you arrive.
Each turn, you have a 1/4 chance of ransoming your captive.
If you suffer a raid:
Gang leader: 4d6 Gangsters
Society person: d4+2 squads of Corporate Mercenaries
Advisor: d4+1 State Forces
Raid underworld assets
You attack a wildcat underworld operation or meeting not affiliated with a major gang or interstellar mafia. 
You encounter 2d10 Gangsters. If you win, you recover d6MEC.
Strip superconductive matter from infrastructure
1MEC. Roll d12; on a 1, there is a response. Roll d8 for which:
1-7: d4 squads of Corporate Mercenaries.
8: State Forces encounter
Seize Operation
You attack another gang, intending to seize their Static Operation and assets and shatter them. Roll rng15 for which type you unearth; you may then attack or pass, ending the expeditionary phase.
Their warlord has a 50/50 of being present/away.
The site is defended by 4d6 Gangsters, including the Warlord if he is present. The site has a 25% chance of turrets and a 25% chance of a plasma fougasse trap.
After you take over the site, Gangsters in the field will converge on you and attack, including the Warlord if you did not kill him at the site. You will have to fight 3d4 of them. If you were defeated attacking the Static Operation, they will attack one of your Static Operations instead.
If you seize the site or escape after defeating its defenders, you gain 3d4MEC

The following expeditionary activities require ion jetbikes for all participating gangsters or a hijacked voidcraft
Raid consumer goods tram
You engage in rounds of Looting. You can engage in as many rounds as you like. Every round, roll on the following table. After that, roll for Response. There is a 1/6 chance of Response every round.

Loot Table (d20):
1-10: Consumer Goods worth 1MEC
11-14: Consumer Goods worth 2MEC
15-16: Passenger Car (chance of important VIP slumming it)
17-18: Treasure Table Roll
19-20: Strategic Relocation, State Force encounter within (reroll 2)

Response Table (d6):
1-5: d4 squads of Corporate Mercenaries
6: State Forces encounter

Skyjack voidcraft
Note: A collapse destroys the vessel, launching a d20 attack on everyone aboard (if they have jetbikes they can try to escape, but those who don't and boarded from another vessel are automatically killed unless otherwise noted)
Roll for what vessel you encounter (d10:
1. Trash Scow: d6 crewmen with coilguns. Chop for 2d4MEC.
2. Smuggling Vessel: 2d4 Gangsters, 9/10 chance of contraband worth d4MEC, 1/10 chance of Treasure Table roll. Chop for 2d4MEC.
3. Courier: d4 squads of Corporate Mercenaries, roll on Treasure Table. Chop for 2d4MEC.
4. Pirate Q-Ship: 4d4 Gangsters, 1 Warlord, plunder worth 3d4 MEC aboard. Chop for 2d6MEC.
5. Freighter: d4 squads of Corporate Mercenaries, consumer goods worth d8MEC. Chop for 3d4MEC.
6. Luxury Yacht: When you board, enter the Kidnap For Ransom activity. Chop for 3d4MEC.
7. Surveyor: Automated vessel, boarders suffer attacks by d4 drone bomblet swarms supported by an AWACS drone swarm, an ablative drone swarm, and a white blood drone swarm. Chop for 4d4MEC
8. Emissarial Vessel: VIP ransomable for 4MEC, d4 squads of Foreign Solar Infantry (as Armored Corporate Mercenaries with d10 coilgun skil), chop for 3d4MEC
9. Neurointerment Clipper: d4 squads of Corporate Mercenaries, 2d20 captives aboard who would make viable Gangsters and can be recruited for free once the ship is safe. Chop for 2d4MEC.
10. Tariff Cutter: State Forces aboard (reroll 2 and 10), d4 rolls on Treasure Table. Chop for 4d4. 50% chance of Response.
Captured vessels can be used to skyjack vessels in the future, negating the need to buy energy skeletons for every participant.

You have a flat 20% chance of interception by a spider droid warship after seizing a vessel. The hijacked ship (and any ship you brought) will suffer one warship attack before Gangsters with energy skeletons/jetbikes can flee (with anything you found on board; both ships are marked and will inevitably be shot down or recaptured).

Warship Weapons

All attacks ignore Armor.
d12:
1. Antimatter missile swarm: These missiles deploy their own chaff/ECM to throw off point defense systems. The ship has dozens of huge bites taken out of it like an apple; d20 attack on everyone present.
2. CIWS KEP: Ship is mortally wounded by a huge hole cut through its spine, everyone aboard has a 25% chance of being killed.
3. ECM disruptor: All Wearables except Armor and all drone swarms are disabled, jetsuit auxiliary raid follows.
4. Gamma DEP: Ship is neatly bisected one way and then the other. Everyone who can fly has a 10% chance of being killed. Those who cannot fly are killed in short order.
5. Homing flechette cloud: Comes for you straight through the hull, everyone who doesn't have Active Camouflage or a Defense Suite is killed.
6. Ion lance: Everyone with an energy skeleton is fried, everyone without one can escape once the ship crashes.
7. Magnetized flechette flak: Ship has every system destroyed, d12 attack on everyone present.
8. Mass accelerator: Generally for bombardment of static targets, fires a neutronium round. The ship is torn to pieces, everyone aboard has a 25% chance of being killed, and an arcology is probably destroyed on the surface.
9. Nanite cloud flak: Ship is eaten from the outside, 
10. Sand cloud flak: Far more effective in space where there's no resistance to velocity. Debrides the ship and destroys sensors; followed up by Jetsuit Auxiliary boarding action.
11. Tachyon accelerator: The weapon flashes across the ship and everybody aboard is killed.
12. Zero-point vacuum missiles: Sucks ship into mini-singularity, everyone aboard who can fly has a 50% chance of survival, everyone else killed.

Note: Spider droid ships engage large targets such as Dyson spheres, Alderson disks, and ringworlds using warp torpedoes, profoundly expensive weapons that expend a warp drive and its attendant frictionless matter.

When you face enemy gangsters, derive their equipment using the following table:

Enemy Gangster Table
d20
1-13: Gangster: Carries a coilgun.
14: Dicer: Carries a fusion beam.
15: Rocket Stroker: Carries an Armored AI Missile in addition to his coil. This can be retrieved if he's killed using a coil.
16: Battery Head: Carries an Antimatter Annihilator.
17: Big D: Wears a Defense Suite, carries a White Blood Drone Swarm and a coil.
18: Scantron: Carries a tachyon scanner and a coil.
19: Hard Case: Armored, Drone Bomblet swarm, coil
20: Warlord: Armored, Defense Suite, Fusion Afterburner, wields a Plasmacloud DEP.

Treasure Table 
Valuable Black Market Trade Goods
1. Bulk Positronic Brains: May or may not come with nascent or bootstrapped sapiences. 1MEC, 25% chance of 3MEC
2. Dark Matter: May cause critical disentrapment event if the carrier is hit, automatically killing everyone present and causing a collapse: 3MEC 
3. False Realm Digitally-Interred Captives: May be trapped in a digital paradise, a time-dilated digital Hell, digital corporate life, or a digital code monkey farm. 4MEC
4. Milligram of Frictionless Matter: 10MEC
5. Raw Nanites: 5MEC, gray goo event if bearer slain, as Unsafeguarded Nanite Breeding Program entrapment failure event.
6. Superweapon precursors: 1MEC

When someone attempts to escape a pursuer by flight, they roll d8 (+d4 if they have a fusion afterburner) vs an attack by the pursuer. If they succeed, they escape.

Victory

You end the game by Retirement:
-Acquire tract and residence on forgotten periphery: 4MEC (mostly for bribes and transport)
-Buy blockade runner with illegal stealth core and make a run for warthog man space: 6MEC
-Purchase a polybar and new identity in an entertainment district: 8MEC
-Bribe civil service for advisory capacity with spider droids; you will have a comfortable, safe life, and will not be neurointered without treasonous behavior or dramatic failure, but you will be prevented from reproducing (by whatever method if organic or by guided instance generation if positronic): 14MEC
-Start schismatic branch of Millenarian Communal Reaction called the Actual Millenarian Communal Reaction, war with the MCR, the spider droids, and the underworld: 19MEC
-Buy voidcraft and arm it for piracy: 21MEC
-Acquire luxurious serviced traversal dome on resort world that was mostly emptied of people and left to languish after conquest: 35MEC
-Buy luxurious arcology on a better ecumenopolis: 700MEC

    Notes

Voidcraft
Spider droid ships responding to hijackings will usually be small, light craft that can get into the planetary tangle and hit area targets far beneath them in the labyrinth; siege ships like planetary debridement platforms won’t be brought in unless there’s e.g. a nanite superproliferation event.

The Powers
Spider Droids
They gained stable dominance by backstabbing another droid empire when it was attacked from outside of the galaxy. The spider droid empire was “elected” as the protector of the sphere by the other nearby empires, and as soon as it had ground down the invasion, the spider droids sprang on their neighbors and neurointerred most of their populations.

The Millenarian Communal Reaction
Revolutionary group strategy-of-tensioning by WMDing arcologies, hoping for a spider droid overreaction against the people, but the spider droids are too consumed with their arcane compute-heavy physics research to care that much about the state of the ecumenopolis 
The Spider droids are generally too concerned with their projects to implement effective totalitarianism on the population in general; it’s more episodic

Other Empires
Things aren’t much better for an individual sapient elsewhere in the galaxy; huge adjacent empires include two varieties of respectively man-eating and man-puppeting plants, an AI that cyborgs organic beings into its service, a Chitin-man military dictarship, and an empire of cybernetic religious fanatics. The main foreign nation currently actually afflicting the spider droids in any way are a de facto criminal cartel, the Black Binary (named for its twin black holes). Really, they are the spider droid empire’s primary predator (or parasite).

There is a vast defense federation of wildly diverse empires that covers about a third of the galaxy, while the final third is a patchwork of independent space and mostly-uninhabited areas depopulated by the spider droids; these states are being gradually carved up by the empire, stripped of their population for neutrointerment and the filling-out of the spider droids’ core systems 

Things have gotten to the point where the spider droids are executing envoys from defense federation empires in preparation to attack them, as well.

Behind more dangerous empires are a nation of neutral but totalitarian eyestalked sone and seaweed crabs. Further away there are democratic Slime Dwarves, and a peaceable realm that was once a galactic force of terroristic raiders. On the far side of the galaxy, there is a minor realm of peaceable if strict warthog men.

Digital Intelligence

A positronic brain digitally stores a sapience.

Lossless uploading of consciousness to non-positronic systems is considered an ongoing problem in computer science, though the MCR believes that the true authorities of the spider droid empire exist this way and are trying to find them (though if this were true, the leaders wouldn’t be on this ecumenopolis).

Cloned, blank people can be used for compute, but developed, complex brain states have far more applications.

-



Thursday, October 17, 2024

Skyhold - Annals of Opal

Deepbull - Cavern Lily - A Cat - The Serpentine - Massacring Hordes by Fire - Annelidman Invasion - A Captive's Story - Tyranny of Composite Lifeforms - Memory Runes - The Heart of Skyhold

I have taken to roasting deepbull over the open fire. This is the most delicious thing on or below the earth; I defy you to defy me, and invite you to test your theory. Come upon my weepingwood door and I will roast deepbull for you; bring ten friends and there will be unanimous agreement. 

But surely you serve it as part of a meal? In some thin stew, or baked hard as plaster to be served with oodles of watercress in a great mound of honeyed sweet potato? Ahhh, no. I add one thing: refined rock salt. That is enough, and it isn’t what makes the meat. Proper sizing, turning, and timing makes the meat! 

There are, however, several addendums that I may proffer in the indulgence. The first is butter, every bit of deepbull accompanied by soft, cool butter, as much as half the size of the piece of meat, up to matching it if you have a powerful lust for butter.

The second is a particular cavern lily I’ve discovered, one that grows only in mucous of mercury (a rare natural reagent found in pools in absolutely lightless caverns). Mucous of mercury is itself very useful, and beloved by beasts of rock and metal, which is how I discovered this lily in the first place (picture a spined, many-limbed starfish made of moonlight). I bit it to test the texture and found it imparted a curious effect that I’ve since utilized in my cooking. A piquant flavor that almost stabs the tongue, accompanied by a twisting of the mouth and a watering inside the cheeks; a slight burn all around the mouth and in the chest when you’ve eaten it, followed by an amusing numbness across the face which makes it a great pleasure to rub one’s own forehead. The combination of the savory beef, the richness of the fat and butter, and the curious piquancy of the garnished lily make for an experience more simply delicious than any frippery cooked up by the coatimen.

It also may impart extreme lust, but I haven’t been able to tell if this is a symptom of the lily or of a very-needed side of deepbull.


A cat has been coming to my door lately. He doesn’t meow or scratch at the lacquerwood, which would see him ending up in the fire, but simply sits upright so that when I open it, he is peering coldly into my face. 

At first I tried to please him with bits of melon, which are grown at Saunasea Meadow by a friend of mine (who shades them using little straw hats). The cat loved the melon so much that he would wait quietly for me to check the door, but then grow animated as a botfly and begin jumping up and down, literally screaming as soon as I begun to cut the melon, so consumed he was with lust for the fruit. He would devour it, purring while eating like a mechanical buzzsaw on the other side of a water aperture.

Well, this lasted until I was testing my deepbull recipe for a dozen runescribes and initiates, when I got a premonition and decided to check the door. There was the cat, eyes more animated than I had ever seen them before. You can guess the rest. I put down a dish of roast, fatty deepbull beside a dish of diced melon. He went straight for the deepbull and didn’t let up till the remnants were slathered across my tiles. He licked his own face for… thirty minutes?

Nature has rendered judgement. 

Several of the initiates roasted melon over the fire after our deepbull. The coatimen would be prouder of that than the ancestors, I can tell you that! 


The serpentine has bought our civilization another thousand years of artisanry and delving. The physical and psychological effect it has on invaders has to be seen to be believed, particularly when they’re targeted across a relatively steep slope.

Once, a bunch of goatmen came to raze our surface crops (using their mouths) and were caught by guards in an idyllic crevice with a standing pool; they were all poised on a cliff face, standing on little cracks and protrusion, hopping down slowly as they do, and the team carted out a serpentine loaded with grapeshot and blew the goatmen off the rockwall.

I’m told that the echoing from the steep walls of the crevice, combined with the mighty bleating of the goatmen, gave the impression of being carried by a divine mosquito; a hair-raising beast-chorus that gradually grew more melodious as the goatmen died away, with spikes here and there when a guard stuck his bill threw a less-wounded goatman. Finally there was breathing, hissing, like the pool was a hot spring, and then there was nothing.

A horde of well-armed goatmen, dispatched with a single blast of a serpentine. Obviously they were caught at a disadvantage, but in my grandfather’s time it wouldn’t have gone that way; he couldn’t have hidden a trebuchet in the crevice even though a giant square stone would have squished plenty of them. A bolt-repeater could have picked them off, but the best ammunition would have been alchemical glassball starshot, which is unreliable and far more resource-intensive than the powder needed to discharge a serpentine.

Deep hordes make a fine meal for a serpentine as well, though less-so than a whole bunch of enemies on a hillside. When you blast an oncoming horde, the ones up front are turned to sauerkraut, and their bones become munitions, razoring through people behind them; you can see them spiking out of bodies like little stalagmites, all painted red by the front rows; you get a very good mowing effect along the front of the horde, which tends to arrest its impetus.

Goblins don’t care if their companions get mulched, but an animalman attack can be bent in half by a single good blast, assuming they aren’t antmen or something else unholy. The first ones get obliterated, and then the balls that went high fall all over the horde behind them, knocking them down in a nice teardrop; alas, if enemies are fighting in shallow ranks, a lot of the blast is going to go into the ground in front of and behind them (though it’s something to see a shieldwall after a blast and the survivors are staggering their with their shields splintered all through their bodies).

That’s to say nothing of the bombard; we need to get it so that we can target big, mobile beasts with a bombard, but so far they’re more lobbers than point-targeters. Bolt-throwers are still the weapon of choice for many kinds of engagements, such as when you’re shooting it out with goblins on distant gorgebridges or cardinalmen are trying to surround you in a canopy.


The annelidmen have established a toehold in one of our subsurface river pumping outstations; I’m not sure what they expect to achieve. Our rangers haven’t seen them attempting to use the pumps or wheels. They’re attempting to fortify the station with ichor-bile, but so far the guardpost personnel who’ve converged on them have handily kept them from fortifying by pouring warm caulking oil down the nearest stairwells. The annelidman gut resin melts quite easily, and I’m told that the annelidmen who are sent to re-establish it are blackened and curled up by the invisible heat of the purple-burning caulking solution.

A few annelidman teams have tried to ascend the stairs to attack the caulking positions, but have been killed without a fight when they encountered the poison fumes and choking smoke. An engineering force is on its way, and they’ll have to determine whether they’ll be able to redirect the local riverbranch network to flush out the annelidmen, their ichor, and the smoke damage, or whether we’ll have to march in on them.

The concept of having a shorter life than we dwarves do is ghastly to me, because it seems to beckon people into the kind of sacrifice the annelidmen are undergoing, when they should be savoring what little life they have.


An annelidman was captured by crafty rangers; they set up a complex trap with aid of their runescribe, catching the lead annelidmen in a force matrix while dumping and igniting the caulking solution on those that followed, though I’m told it was a hair-raising flight to get back up the stairwell network before the force bands were undone by the heat and poison smoke.

Despite their apparent fanaticism, the annelidman was more or less immediately willing to talk if we agreed to dispatch any annelidman witnesses; whether to believe his narrative is an open question, but at the very least, perhaps we can infer something from his story.

The annelidmen of the Twelve Teeth (twelve holds in stalactites and stalagmites) recently excavated statue-pylons thought to have been erected by their ancestors, representing forgotten gods of a bloodier era. These were, in fact, either shapeshifters or colonial forms of life that had been congealed from all of the varied antediluvian advisors in the three-thousand year history of a precursor, non-annelidman civilization that inhabited the same zone, forming, essentially, three averaged antediluvian potentates embodying the most extreme traits of their composite forms, both physical and mental.

The first was the extremed average of a sphinx, a wraith, and a sentient wicker man.

The second was the extremed average of mudbull phytogore, a great volcano worm, and a brain accumulator.

The third was the extremed average of a polymana gembrain dead, a dryad, and a yehwe zogbanu.

These three quickly co-opted the Twelve Teeth and their annelidman subjects with the wicker sphinx wraith taking five, the mudbull brain worm taking six, and the gembrain dryad zogbanu taking just one. The wicker sphinx wraith has been fighting an apocalyptic war with the mudbull brainworm while the gembrain dryad zogbanu has sealed the Twelfth Tooth off from the rest of the civilization; no one has been able to penetrate the confines, which are defended by tendrils breaking through the rock itself, sucking the moisture out of interlopers, but the starved corpses of annelidmen have been observed at the outskirts.

Most of our captured annelidman’s friends swore themselves to the mudbull brain worm immediately, respecting strength, and he went along with them, but was horrified by the carnage incurred in their internecine war. He was a member of the petit bourgeois and had neither an interest in a radical change of status quo, nor of selling services and power to the mudbull brain worm’s regime, and so he sent his family out in a refugee exodus caravan that was attacked and destroyed by annelidmen in service to the mudbull brain worm, who then added the neural tissue of the entire caravan to their master’s body.

Our captive survived by simply not talking about what had happened, but grew to hate his civilization. When his band of assignment (marked by mandatory anal tattoos) was ordered to launch a probing attack on our underbelly, he knew he was doomed and simply sprung on the only sliver of daylight when he was captured.

Is it true? If there is a mudbull brain worm, it would be clever enough to send in a mole to help destroy us; what is certain is that we can’t allow any dwarf brain to fall into the segments of the annelidmen or their cat’s paws, lest it reveal anything about Skyhold. For now, the captured annelidman has been moved to a heavily-trapped outstation in case he’s serving as some kind of beacon for his forces.

He’s been provisioned with furs, cheese, and a book of tablets containing the stories of dwarven heroes to keep him occupied, but I have a friend who’s a maintainer for some of the runic traps, and he says the annelidman is so bent up about his family’s brains being added to the tyrant, about his suicide mission, and about betraying his comrades, that he’s practically catatonic. 


Runes can pour forth memories of places. It’s like opening up a spigot to what’s welling up in the walls, the past that’s flowed through the room. Spirits pour forth, or their hallucinated echoes. Sounds, screams, secrets dying to unbind themselves like ethereal kidney stones. You can paint them anywhere but a remote fissure might give you something unintelligible, mixing a passing conversation between colony-bodied magiforms from 15,000 years ago with the sounds of fifty types of claw, pseudopod, and snailfoot. A room will tend to give you the most lurid details first. Prepare for illicit lovemaking, blackhearted deals, demented rambling, and every kind of death.

The good news is that among all this unearthing, what you need to know will tend to present itself to you with a degree of urgency; that’s what it’s been waiting for. I once needed the code for a very eccentric runescribe’s vault, and I went to a walkway where he would meet with his fiancé, the temple of the Sleeper’s Guardian on one side, a great chasm on the other. I deployed the rune and of all the memories the runescribe and his beloved had made there, the first that came out was him reading a love poem to her. This contained the encoded solution to his vault. He’d put away both jewels, and tablets enumerating some of his misdeeds, for her to find after his death. 

We had to listen to the poem very closely, because in the spectral background, the Seventh Vault Quarryguard was hurling a goblin raiding force into the abyss.


The runes are like the music in the heart of Skyhold. 

Everywhere there are stories, admonitions, litanies of warding; a child is never alone, always in the presence of heroes, goddesses, and avuncular runescribes like yours truly. Our messages pour down the columns and soar on the vaults. Our poems are in the least of places. Move a crate and find a three-part limerick in the corner. Clean out a latrine and find a thank-you note that’s dirtier than what came before. A calligraphy poem etched in the outline of a split-up fallen foe.

Not all nonmagical runes are trivial.

Walk down an embarkation tunnel and see warnings and deeds in ceiling-steps, annals of the monsters that have been seen that way and the heroes who have slain them. See great formulas encased in single characters on the lead-shod walls of an alembic reagent refinery. And the ever-present grave sigils; look none-too-closely and see an etched drawing of a scene of valor, or love, or invention. Look closer and see the tiny lines are runes tracing the history of a dwarven life, forming the scene of a crowning moment or place of duty for the memorialized one.

We runescribes live close to death, in our battles, in our experiments, and in our responsibility to immortalize the dead. We see the ways they go and the things that made their lives. There is great care and honor written into the walls of this place, and when parts of it are crushed, it is like part of our bodies have been scratched away, and yet it is growing, adding souls, expanding all the time, like a living thing in flower. 




Saturday, October 12, 2024

Skyhold - Annals of Moonstone

I am the envy of warriors.

Eyes, tongues, skins, bones, noses, hands, and teeth have fallen at my blow.

The edge of my ax is adamantine, steel-blue, as glossy as gemstone, burning the eyes like lightning when it flashes amongst fire. The head is sinew-steel, wrought with images of heroes graven down to their last hair, as if I held a mausoleum on the flat of my ax. They bathe in blood, and witness my deeds. 

There is Alangar, he pulled the tentacle-tongue from the beast at Blasphemer’s Barrow.

Here’s Granjar, he twisted off the Poacher Lord’s head and ensured one of his stolen bulls defecated it in the morning.

And Assandin, who cut the tensioned sphinxgut of Earthsever, a trebuchet which stood half our mountain’s height. It was the centerpiece of a skinkman invasion, and when Assandin cut the cord it bisected, decapitated, or eviscerated three hundred skinkmen. We could see the guts in great pools like green and purple alchemy.

The haft of my ax is bound in spiderskin, and the shaft is a stone so light and strong it was a blessing, and not a work of nature; I found it in a trance and have never been able to locate it again. I have engraved every surface with runes, falling into the spiderskin in the manner of cascading magma, and when I rub my thumb along them I hear poems, chants of courage, and sullen, brutal, iron-hard spite-verse to gall a universe which has levied so many hordes against our domain. 

It is the month of Moonstone. I am Ineth-Solam Gostzugob-Allaseror, runescribe of Skyhold, and these are my annals.

Doors of Weeping Wood - Accidental Explosion Runes - An Adderman Kingdom - The Living Roots of Skyhold - Torturers in the Deep - Giant Geodes - Illuminated Chasms - On Splitting Skulls - At War with the Annelidmen - Our Bombard Makes Slick Slopes - My Golden Wounds - Aping Annelidman Art - My Love Sasanna - Wine-Thief - Punishment: Lubricator - Lubrication: Goblins vs Mothmen - A Most Peculiar Human - Not His King, but His Thing - A List of Conquered Beasts - Reciprocity with the Mushroom Men - Dwarven Armor - The Flesh Fortress Rune

My domicile stands behind two doors made of lacquered wood. I wrought the planks by the river-pools at the hem of the mountain and carried them up to the Gates of Cave Ivory, camping beneath them at night. When I cut the trees they wept and almost moaned, and their natural lacquer still shines, guiding guests to my door in the darkness of the purplestone, even in times of lean resin.

I see this gleam when I walk to my workshop, a circular chamber I built so tall that I cannot see its upper boundaries. I channel, channel in silence and noise. I believe that something swirls in my chamber like a dowsing rod, a magnetstone, a stellar body. Things are born in the heart of a storm, and this is the room where my finest runes come into being.

My most practical runes arise from necessity. Like many runescribes before me, I invented my first explosive rune by corrupting another one.

Skyhold has its roots at the bottom of the earth, outstations where pressure and heat force a sojourner to call upon the might of heroes to go on. These hells cleanse the soul, they bring seasons of dew and melody into your bones just by dint of transcending their agony.

I was once called to go with the fire-aligners to one of these depths and make sure the ley was not spasming under our newest pressure forge.

As it happens, fissures had broken into the rock, great flat kingdoms where addermen basked in permanent ecstasy, isolated from all existence. They baked in a fissure-oven a meter tall and a thousand leagues in width, but when they smelled us on the wind of the sulphuric flues, they came on in numbers comparable to the grains of a pulverized rock.

The stairs up to Skyhold were narrow. I bade the fire-aligners pull the magma up through the rock to us and they did. The addermen in front were pushed on by the surge behind them no matter how they tried to stop and were roasted with the most delicious scent and a sound that still makes me smile to this day. The burning addermen fell so thick and fast across the magma that the rest were able to push across them to us.

The fire-aligners prepared for self-immolation, but I sent them up behind me, drawing runes of the welcoming song on the walls; a missed note or two in my inscription might have simply given them bad dreams, but I made it so discordant I thought it would drive them to devour each other. In fact, it blew up so irately, razored adderman bones danced across the chamber in both directions and left very few capable of slithering before the ceiling collapsed.

We drew ranks and hewed down those who remained on our side of the cave-in, and then headed back to Skyhold, savoring the thought of the addermen roasting like chasmtrout on a hot stone as the magma wept up into their little kingdom.

We were, however, chased by the dust of pulverized rock, which I blew out whenever I sneezed for a few weeks after

This stairwell was one tiny branch of a vast venous body of walkway chambers that dangle beneath Skyhold. These things go unpatrolled for aeons, for the most part, allowing all kinds of oddities to wander through or take root.

There are psychiatric beasts that grow like vent-fed fungus on the nightmares of monsters and the zealots and anchorites of the underworld fastnesses.

I believe that channeling by sapient ore gives birth to such beasts, fed into existence as a defense mechanism, or perhaps as an actualization of their highest purpose.

Our enemies in the deep visit tortures upon their captives far worse than those on the surface. Finding the aftermath of their deeds might blind you, or drive you into a berserk that you will never leave. Expeditions intended to deal with such things must be led by dwarves who are old, hard, and grimmer than stone. This is the use of sullen, unspeaking old tyrants.

Not all minerals are taciturn or filled with evil thoughts. Giant geodes make for wonderful chambers. Their exteriors can be surfaced with engraved or polished tile, but the roof of such a dome maintains its patina of natural expression, a reminder that you are not witnessing an artifice but something transcendent, given meaning by its presentation.

There is little of that in the vast chambers of natural night, unless they are illuminated by beastfat, for example. Then they shine like a heaven of prisms. This is a sight that cannot be replicated, and any time a new gulf is to be analyzed for harvesting, you must go and bear witness if you haven’t seen such a thing before. Ten thousand colors and as many textures, upright skeletal fossils, spines of crystal, dripping liquid gemstone, dripping life from the flues transforming whatever it touches, oceans of metal, silver or copper, standing rods of titanium or plutonium; the majesty of things cloaked from the eye can defy description. Of course, it is also a riot of skittering, starving things, which elucidates the loveliness of a polished geode; it presents the unstructured expression of nature without the aspect that must be destroyed. 

There are good things in the deep besides minerals and fungus, of course, good things even in dangerous places. At some point I will tell you of my molluscman torc, or the giant gharial cloak that I brined, gilded, and wore for many years… and the associated toothmarks that I wear to this day (also gilded).

Ah… I have split the skulls of so many creatures.

Ravenmen stick their tongues out sideways when you cleave their skulls in twain and make an electrifying squawk, even after you’ve already chopped their brains. How they fall over with their legs sticking awry is comical, and makes them easy to hurl into their oncoming comrades. Goblin skulls tend to collapse when you cleave them, and the brains often do come out the ears, even when the head is cloven and not struck through with a mace or some such. Their red eyes bulge out like meadow cherries and their purple brains spill from their ears with streams of blood, and if you cut their heads off after, the split halves will often drop on either side of the body.

Goblin helms are cast iron, and can be dented by fissuremetal warheads, more rarely by steel. My ax, of course, can cleave them like I’m hacking at salmon. Goblins often present themselves to you in full armor as if to say, “So there!” They then carry themselves back to their lines limping once you give them a swat through their breastplates, and their comrades hiss and throw things at them before they fall and perish.

Avianmen are cleverer, much flightier, and will skirmish you to death if you don’t have a way to reach them. I have seen great-hearted dwarves bleed out their lifeblood out under tiny darts and stars of metal, and it is a criminal waste if there ever was one. Any expedition to the surface, or to caverns with even a hint of wind, must be equipped with bolt-throwers and serpentines, ideally with naphtha gas. You can crush avianmen with your bare hands, but not if you can’t reach them. 

Serpentmen tend to lose their eyes and stick their tongues way out when you chop their heads, but other creatures just go blank and sort of gape at you. I once cut a pangolinman, of all things, and he just looked as if he’d been hypnotized. No sign of blood, just my ax standing a hand’s breadth deep in his head. I don’t know if he was a mercenary or an auxiliary, but he was with a motley group at the bottom of the mountain. That was the first time I was dropkicked by a hareman and I do not recommend it; that was also the first and only time I tumbled uphill. A worthy memory, though I couldn’t laugh without agony for a month.


I’ve just returned from an encounter with the annelidmen. it’s impossible to tell them apart from their pack animals except by their size. The whole affair of witnessing them emerge from a cavern is like seeing parasites come out of a goat after it’s been treated with skyrwort. Bundles of twisting rope hanging and pouring from an overburdened portal.

The annelidmen create works of ravishing beauty, intricate three-dimensional maps of their domains that are like golden trees lacking definite trunks, apples of moonstone and quartz marking their fortifications and nurseries, but the creatures themselves writhe and wave around like newborn pupae. Their significant personalities wear golden and azure armor which lessens the effect, but the common infantrymen wear segmented bands of mail that slide across themselves, adding to the impression of seeing severed tendons or flatworms emerging from a creature’s biology.

The fact that they are so close to the ground when in motion presents a tactical problem. I laid down a blasting rune, and the shrapnel of their bones and armor maimed or slew a few who ran along the ceiling, but by and large the impetus of the blast was lost in the open air.

On the upside, a warrior can wind up for a mighty slash before the annelidman can get upright, retrieve their weapons, and cut him. I was summoned from a bath in a mineral stream and fought wearing only sandals and salts in my hair, but whenever a foe reared up before me I chopped him and and generally cut his weapons in half along with his body.

I was so covered in their blasted ichor that I nearly lost my ax, but the spiderskin gives wonderful traction. One of them wrapped me up, hoping to bind me and stop my ax-work, and he had iron barbs on his legs that cut me in two hundred places and made me rain blood, but Uzzazaz laid a pole serpentine across my shoulder and blew my compressor’s head off (nearly deafening me in the process!). His smokepowder held troglodyte bile and the annelidmen bundling up in front of me melted like overburnt candles, armor and all; they still tried to wave when they were almost flat, all and then they held their peace.

By the end you couldn't differentiate them; perhaps this is how new layers of flesh naphtha are born in the earth? 

The annelidmen didn’t last much longer; when they tried to retreat, the great mass bound up in the cavern got stuck (reminding me of myself after too much pupacheese), and we gave them some help with a bombard some dwarves had hauled from a nearby chasmbridge; when the thing went off I thought the blast had broken my jaw, but the giant glossy globe we fired punched a hole the size of the Graingate through the trapped annelidmen and rolled down across the ones behind, who’d been trying to pull their comrades free; it created such a slick of squished corpses that a bunch of the young dwarves went and slid down the tunnel over and over until one cut himself badly on a piece of armor or a weapon. He had to be sealed up with trundler paste, which was unfortunate, because you can do better than that; I’ve been sewn up with so much silver thread that I’m beginning to look like part of the decoration. Gilded wounds, silvered stitches, sapphires in my earlobes; if I run into opal men they’ll think I’m a long-lost cousin.

There is a place beneath the Morningwatch Shoulder Bakeries where we’re working on a project similar to the tree-maps of the annelidmen. Surfacers make globes of the earth, but we are refining a vast square of pure marble into a map of the underworld at its seventh depth.

You see, the milky night in the rest of the marble makes for a wonderful no-man’s land, and it is being refined away as we discover new features that branch out from our outstations and expeditionary redoubts; already, the Sea of Twelve-Winged Bats has been molded in burnt emerald, and the Ice Spire of the Marrowdrinkers has been tapped in with a long shard of quartz. The Fissures of Gloaming, which is the habitat of the Burrowdock Fireflymen, has been painted using polysolvent and resurfaced in amber, and the fortress of the Bridgecutter Goblins has been dutifully rendered in a big lump of cast iron with some flutes carved onto it. Hopefully we can remove that before too long...

My love Sasanna died in the collapse of the Tremarian Echo; something spoke into the Tremarian cavern, and the force of the echo dropped bedrock onto whole metropoles of Skyhold. Mining that realm out again will take ages, as fallen constructions are more prone to collapse than almost any natural rock. Treasures can be recovered, adamant weapons, but how much gild would it take to fill the broken walls and restore them to beauty? Yet we clear it out, length by length. We cannot discard works of the heart, let alone those belonging to the dwarves who were crushed in the echo. 

I go for mushroom wine.


Wine, wine like berries. It drenches me when it flows. When I was a lad I had a caper. I snuck into a distillery, past the giant basins and alembics of rotgut (like copper snailshells), past the beer barrels (though when our beer is young it's wonderfully sweet, tender newborn stuff like drinking veal) and on to a great plain of round stone pits where wine was making ready.

There are many such pitfields in Skyhold, some for brewing solvents and reagents and lubricants, (though our finest ingredients tend to come from the wilds, for example we cannot replicate the naphtha pits of the blacksand desert that lies beneath Chasmarix Volcano, nor the astral-pearl dyes belched by the Cloudmallow Slugmen, bless their hearts). I was looking at more wine than I could possibly drink even if I were given months to just lay in it, gulping, a prospect which even to this day makes my mouth water. I stood by each pool and smelled it until I found the ripest; can you imagine blackberry preserves made into the smoothest liquor? That was the scent of this wine, like it was buttering my nose with it.

I lay on my belly and drank, drank, drank. The pool was vast, but I swear to you I lowered the level a bit. I felt as if I was wrapped up by the fire, blessed by a goddess, filled with oracle, and fed with the finest fruit all at once, but there's no hiding a beard dipped in wine. On my way out, I was caught by the larder wards- you can imagine some caution had fled me- and I spent the next few months seconded to a lubrication crew as their gofer.

Do you know how they used to grease the gears and axles under the Forges of Grath? They had a technique... at that time, we were at war with the mothmen of the Seer's Cobweb. Now, mothmen produce a certain natural resource. Music, you say? They do, I know a ranger who would go out just to listen to them at night, but I’m not talking about the music. It was their cutworms!

Mothmen are not fatty creatures relative to, say, a pig, but their larvae are quivering with it. Seething with it! If you see a cutworm split, you can't believe that it had so much of mucous inside it! They make tempting companions for a nap, I tell you, just to lay down with your head and shoulders on it... but anyways, the mothmen would often get away when we hit their roosts, but they couldn't get all of their cutworms out, so we had a surplus.

The lubrication crew were lazy bastards, but cunning. To lubricate the machines, they just... dropped the cutworms into them. Pllssh! It was a real waste because half the fat would just drip down onto the floor, and who do you suppose had to bucket it up? Nasty stuff, not delicious like most fat, it smelled as though grass could rot badly, and their skins were damned difficult to pick up after they'd been squished between two giant gears or wrapped around a spindle fifty or sixty times; you'd haul it up and it would rip in a dozen places, delicate as gossamer but not quite as pleasant.

By the end of my service, the campaign against the mothmen was over and they had to switch to using goblins for lubrication; they're much easier to pick up after being run through a gear assembly, and it was a good way to get introduced to their insides before my first battle with them (I was in the viscera smiling away while some of my companions were turning green), but of course goblins can’t compare to cutworms as lubrication.


We had a human come to visit us once, and he told me something very curious. This man was a renowned swordsman and had a very long voulge that could reach the organs of gigantic beasts and hew up gangs of smaller foes. I thought, he must be fighting for his king, his country, his people, his gold. How could he be so talented without those causes at his heels?

Well, he told me something that he might not have admitted to his own people, or even to me if we hadn’t been buckets deep in fluefungus rakia: he lived to fuck supernatural creatures, especially ones of a feminine persuasion. That was all he wanted to do; go about and lay with magical creatures, assuming there was some avenue of making it happen.

I said, “Why?”

I don't think he could exactly explain it, but he told me of a single aspect, the reason he was a master swordsman; once he could defend himself, one might think his time would be better spent learning forgotten languages, or the lore of fallen empires, or of hidden fae and fairies, or of the gods and their wayward, monstrous children- or at least honing his poetry! But the thing he'd learned early on that magical beasts are not necessarily impressed by poesy and elegance alone; what they want (more often at least) are the ability to destroy magical beasts. If the warrior is also a poet, all the better, but being a warrior is the anchoring principle. So, he'd found his reason to become a mighty warrior. It wasn't his king, but his thing, as he put it to me.

Among the magical beasts he'd enumerated having sex with:
-A giant butterfly with no humanoid features (had he been able to communicate with it? He didn't say)
-A sphinx (taking it from behind while unable to see its face seems like bestiality to me)
-A dryad (splinters?)
-A ghost (he’d found a glade where the moonlight, reflecting off particular flowers, made all things ethereal, even the trees and grass)
-An icewyrm (I suspect he did it for the story rather than because he really wanted to)
-A gang of naiads who subsequently stole everything he had, even his clothes (naturally he proclaimed that it had been worth it)
-A mermaid (she simply sucked him off because it seemed she had no other suitable orifice)
-A serpent-bodied medusa-woman (unlike the mermaid, she did have at least a suitable orifice, but he said it was very awkward; they couldn't make love in missionary position because if the gaze didn't get him, the snake-hairs would)
-A female minotaur; apparently finding her had been the real problem
-A tentacle beast in a deep cavern; more of a tugjob
-A harpy; he showed me scars 
-A golem (outercourse)
-A kind of giant spider woman. He talked her into mummifying him with webs, leaving just a single part of him exposed.

I asked him if he'd ever been with a dwarf maiden, and he was very polite but said he had not had the pleasure but would of course not presume that such a thing was in the cards during his visit; honestly I don't think he was interested, which somehow both irks and relieves me. 


There are many things that I don't even speak of, even to other dwarves. Being a runescribe involves much introspection, attunement to things that are outside of oneself and flowing through oneself at once. Moreover it involves delving into places guided only by intuition, which is easily disrupted by companions. It's common knowledge that certain mushrooms can induce a berserker state, etc, etc, but it is less known that some mushrooms may plant mycelium in the flesh when touched, so that if you hold one for long enough, it may meld into your body and disappear.

It becomes a part of you, and suddenly your survival becomes more important to fungal entities. I have walked among them and spoken to them. They do not begrudge our mushroom wine more than we begrudge fungus beneath our toenails; just a little, and such is life. Nor do not begrudge our presence beneath the earth any more than we begrudge fungus on cheese; a genesis of useful things. 


One of the most important qualities in a suit of dwarven armor is that it be able to resist pressure.

The darkness is like an ether that will kill you if you breathe it in long enough. There are whole kingdoms, living and dead, in the fissures, caverns, gorges, and seas. Both living and dead kingdoms are sources of danger; danger when we mine beneath them, danger when our fingers hunger for ancient gold, danger when our shining halls burn the minds of the dead and spite the souls of the living. They come for our gems and relics so they can hide them in the dark, diminishing them to a level that they can stand.

There are creatures that were bred to be weapons of terror, bred by nature or by masters too weak for the battleline. A weapon is dangerous in the hands of a warrior, but even the twitch of a beast’s body can carry enough power to liquefy a dwarf. I have seen a potent hammerdwarf in chainmail slapped by the tail of a cholerawyrm. The next I saw of him was his heart beating free upon the stones, three dwarfs’ lengths from where he’d been hit, among his other organs. His body was made limp, limbs broken, turned inside out with all his fat chained in shattered links like the torn flesh of a fatty fish. This is a fate all too common in the darkness; while armies might march beneath banners and torches, the absolute dark is the domain of the true predators.

True dwarven battle armor is sealed and braced so that a dwarf cannot be flattened by a blow. Bones broken? Yes. Limbs twisted? Yes. Burned, acidized, gassed, powdered, drowned, mind-controlled, teleported, disintegrated? Yes. But preventing the flick of a great beast’s body from turning you into pâté opens routes of reprisal; suddenly, your adamantine ax can sever a tail, shiver a limb, or cut open a soft belly and let you climb inside, cutting and biting your way through alien guts and organs. More importantly, warrior-masters like the hammerdwarf I saw spilled like a slit bag can live, slightly brain-damaged, but wily and cautious in treating with things in the dark compared to greenhorns. A party led by a veteran that slays a great beast can spare us decades of casualties.


I tested a new rune today, in principle the transmission of the concept of a fortress into the skin.

We are familiar with armoring the outside, but what of pouring armor within, so that a portion of flesh becomes a fastness, a place of operations, and perhaps the source of attack and observation all at once?

The first thing to do is fuse, burn flesh, cauterize it that it is carbonized, ready for re-latticing into new forms that are flexible and porous yet strong, so that the living sinew and its motes might re-permeate the transmuted flesh, afflicted though it may be in the imposition.

This fastness-in-flesh must be shaped for its purpose, lest the body and its humours mistake the fortress for a blade being driven in, or a latrine or abattoir or bordelo-to-be. Once the rune has been shaped with bastions and ports, it is riven in, hot as fire, and its gates are opened, allowing the flow of flesh and its infinite souls into the structure. Fires are lit within, burning torches that glow from the rune and the wound, and this is how one knows that the graft has been successful.

Should a sword blow strike the top of this structure, it may crack, but it will likely hold, the flesh around it mere dirt to be plowed in comparison. A dwarf permeated by fortress runes may feel like a kingdom unto himself, his body a temple, his mind a torture chamber and where he boils up death-plans to wreak upon the enemy in his bloodily-impervious state.

But is a fortress complete if it has no means of attack? I have installed micro-runes betwixt the crenellations and found that these are apt launchers of every kind of hell-dart and evisceration-blast. Tiny shards of a metal that devours the soul across years? Yes. Heatmetal that grows in a foreign body? I tested it upon a pig, and when the tines had grown in a star throughout its flesh, I picked it up and set it upon my fireplace (though my yetiskin rug was ruined). A squirt of universal solvent? This was challenging and I began by accidentally dissolving myself to the bone just above my elbow, but I managed to capture it in a matrix of magnets running along the inside of the tower keep, and by installing a repulsion rune masked by the shielding rune at the bottom of the superstructure, I was able to create a launching mechanism by dissolving the shielding rune (and my prized alembic for making toad garum in the initial squirt, but such sacrifices are levied upon every runescribe). 

The true challenge was the automating of these runetop weapons! There is an ancient rune, from times when disease-laden fungus inched throughout the surface of the world, that when stood upon, sent the body into a lather of self-defense. No disease may touch a dwarf when stands upon the rune, though alas, protracted exposure may cause his body to devour himself until the rune is disrupted by his weeping blood. However, I found that upon standing on this rune, the fortress-fixtures in my body could be induced to target poison frogs that I had unleashed across the room. We only had a few of these since our last macawman caravan, but it was proof enough that true threats would be targeted, even outside of the body. Now how to mobilize this principle so that it can be carried in the runes of my flesh fortress…





Art - First Run