Astulae - Campaign Setting (updated)

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A stulae K.A.Pimbblet

A roleplaying megadungeon of alternate realities.

C opyright Notice

Astulae© has been written, composed, typeset and worked on exclusively by the author, K.A.Pimbblet. This work is copyright under the law of the United Kingdom by the author, K.A.Pimbblet, trading as Sequestered Industries. This copyright will last until 70 years after the death of the author in all circumstances. The author exerts his moral rights over and to this work at all times. Any person or organization wishing to adopt or reproduce this work must seek a licence or written permission from the author or, after his death, his inheritors. Reviews of this product are generally exempt from this clause so long as the reproduction is no more than the legal maximum permitted for such activities. This is a work of fiction. All characters, names, places and text herein are copyrighted. The mention of, or reference to, any company or product in this work is not a challenge to the trademark or copyright concerned. Any similarity to actual people (living or dead), organizations (past or present), places, or events is purely coincidental. Additionally, the ‘Sequestered Industries’ logo is similarly copyrighted. First Edition; 16.December.2014

D isclaimer This is a roleplaying game, and this book is written assuming that the reader knows what a roleplaying game actually is. Some of its contents deal with mature topics and reader discretion is therefore advised. Again, I emphasize that it is also a work of fiction. That means it’s made up and a product of the writer’s imagination. Once you’ve had fun with the contents, put it away and go back to real life. I trust that for the vast majority of readers, these were needless sentences. For those of you who take it too seriously, re-read these statements. A lot. Particularly the one about it being FICTION. Go look up what that word means exactly.

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T able of Contents

Copyright Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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Disclaimer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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1: Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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2: Astulae’s Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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3: Characteristics of the Astulae . . . . . . . . . . . . . . . . . . . . . . . . . . .

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4: Starting Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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4: High Fantasy Themed Astulae . . . . . . . . . . . . . . . . . . . . . . . . . . .

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6: Industrial and Futuristic Themed Astulae . . . . . . . . . . . . . . . . . . .

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7: Medieval and Early History Themed Astulae . . . . . . . . . . . . . . . . .

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8: Nature and Rural Themed Astulae . . . . . . . . . . . . . . . . . . . . . . . .

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9: Outlandish Themed Astulae . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 10: Urban and Modern Themed Astulae . . . . . . . . . . . . . . . . . . . . . . 117 11: Water and Waterside Themed Astulae . . . . . . . . . . . . . . . . . . . . . 136 12: Special Locations in Astulae . . . . . . . . . . . . . . . . . . . . . . . . . . . 150 13: Dressings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 14: Plotlines and Piquancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Appendix: Collaborative Gaming System & Character Creation . . . . . . 186 Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202

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1: I ntroduction

“There are many Astula. More than I can count. They interconnect and superimpose themselves. Multiple realities, crashing violently next to one-another. There are some constant though: the portals, the Crossers, the ghosts and the Red Telepath.” -Laura Jonns. Self-styled “adventurer”. Roleplaying games have a long tradition of using dungeons – often vast underground locations that are filled with monsters to slay, potential treasure to acquire, traps to be disarmed, and glory to be sought. As playing groups mature, questions about such dungeons grow. Why were they built? What is the ecosystem like? How can so many inherently evil creatures live side-byside without any friction whatsoever? One stock answer to these kinds of questions leads to concepts such as powerful wizards controlling everything inside their dungeons. But this is not without its own issues either. What is the motivation of the powerful wizard? Madness, or some grand master plan? Astulae is one coherent answer to these questions, using a unique type of dungeon format. In a nut-shell: imagine that your dungeon is not a series of rooms connected together with cobweb-ridden corridors deep underground, but instead, it is a collection of pocket dimensions gathered together from many parallel realities that are interconnected by a labyrinthine system of portals. Additionally, Astulae is a nod to megadungeons that appeals to the hack and slash style of dungeon exploration of yore. But it need not be used in the typical “adventurer seeks treasure and dragons to slay” manner (although there is, intentionally, a dragon

sitting on a pile of treasure in one particular location to cater to this). There are many plot hooks scattered throughout this work and these may play the primary driver behind any Astulae adventure. With a friendly player group, the GM can provide many hours of entertainment within the Astulae exploring many possibilities. Finally, Astulae can be used in combination with almost any other setting. Since it explicitly connects to many realities, almost any campaign setting can logically find an entry or exit to this novel mega-dungeon.

[ Astulae’s Game System ] Astulae is an open-system roleplaying or storytelling game: it is not specifically targeted to any particular system and can (and should!) consequentially be adapted to suit most. Accordingly, no statistics are provided for player characters (PCs) and non-player characters (NPCs), but they are described in terms of their abilities and backgrounds. Games Masters (GMs) are encouraged to adapt, modify and tweak with any and all the concepts presented within this work. That said, we have a suggested, collaborative system using six-sided die that is presented in the Appendix of this book. In the absence of any other preferred gaming system, we have found it to be fun to work with!

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In normal circumstances within a given Astula, one door will lead back to where the player characters (PCs) came from. The other two (or more) doors will lead onward to new Astulae. Which ones they lead to are up to the GM. As a suggestion, the choice of a portal to the “left hand side” (whichever orientation that is!) of the PCs will lead to an Astula that is thematically similar to the one that they are in, whilst portals to the “right hand side” head to more deviant Astula. PCs are encouraged to pay particular note to the orientation of left and right (through making note of which portal they came through in to a particular Astulae), so that they don’t get confused. Uncommonly, there will be many more Astulae leading off from a given Astula, each using a different portal. These are noted in their descriptions, but the GM is free to improvise on existing Astulae. Many of these extra sets of three portals are at right angles to the other ones. For example, there may be a vertical set of three portals, and a horizontal set of three portals. The vertical ones can be employed as ways in which to translate to a different theme of Astulae. Etiquette around portals between Astulae natives – the collective term for the people that exist within the Astulae – is mixed. Most groups realize that if they want to freely use portals, then they must allow others to do likewise. Therefore agents of the Mandated Cabal faction (described below) rarely prevent Brown Clerics (another faction) from using portals in Astula they’re interested in, so long as their own operations go undisturbed. But both would likely be opposed to agents of the Red Telepath wanting to destroy the self-same portal. In the case of flickering portals (those that only open for short periods during the day), Astulae natives will sometimes gather in groups nearby waiting for them to appear and gossip about the news of the day. In some cases, portals are closely watched. Other portals have been taken over by small conglomerates that charge PCs to use them.

[ Setting Overview ] Astulae (a plural) is Latin for “splinters”. At a basic level, each “room” in Astulae is a splinter of reality taken (and sometimes frozen in time) from across a grand ensemble of possible parallel realities. Somewhat akin to pocket dimensions, each Astula (singular) can have its own laws of physics, its own peculiarities, and sometimes: its own denizens – some benign, some deadly, and some incomprehensible. In some Astula, magic and technology can coexist sideby-side, and in others both are strongly suppressed. Further, many Astula appear to be in a state of decay: slow, or otherwise. In turn, each Astula is connected to another via a (two-way) portal that ultimately creates a large ensemble of “rooms” to explore and navigate between – a mega-dungeon in many respects, but not a traditional one. But the configuration is not stable. Portals can be rerouted to other Astula. And new Astulae are added to the ensemble over time to create entirely new pathways and loops through.

[ Portals ] Each “normal” Astula typically contains three or more portals (sometimes referred to as windows, gates). These can take many forms: literal doors, small gaps that only polymorphed (or size-changed) characters can fit through, and even hidden gateways (e.g., built in to a set of drawers). Frequently, they appear as swirling vortices of black, purple and blue colours (the colours are not meaningful unless the GM determines otherwise). Other times, they are just “normal” doorways that the PCs can see through into the next Astula. Some are simply a circular gap in space – not until they step through such a gateway will the existence of the portal become obvious. In almost every case, they have well-defined boundaries (such as door frames, or the branches of a tree that curve back on themselves to form an oval) that defines the extent of the portal.

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Portals are not immutable. They can be moved around, if they are contained (as above) within a set of drawers. Nor are they permanent: although they are highly durable in most situations, they can be destroyed with a concerted effort. To continue the example of the set of drawers, if they are set alight and burn at a very high temperature, the portal could burn to cinders as well. Some of the factions described in the subsequent sections attempt to deliberately destroy specific portals for their own reasons. In the opposite sense, portals are hard to create. Only extreme magic or advanced technology permits it, and it is usually accompanied by the addition of new pocket dimensions to the greater Astulae. Occasionally, however, a portal will randomly reincarnate itself – particularly if a given Astula has been cut off (usually through a hermit smashing every portal she can find). Theoretically-minded denizens put this down to a “free-floating Astula colliding back with the greater Astulae in a meaningful way”. Or to put it another way: the Astulae smashes new pocket dimensions up against existing ones to expand itself. Re-routing is another possibility. This is the explicit tinkering with the portals themselves to alter their destinations. Only those with very exceptional knowledge and means are able to accomplish this. And, only those able to do so will ever be able to access the village of Newhaven. Finally, on rare occasions, Astula can drift inside and “invade” other Astula, thereby requiring no portal to transition between the two. An Astula that regularly host others are called a nexus by the Astulae natives. The Beach Astula acts as one such “nexus” and frequently contains other Astula inside it, and the Clothes Shop Astula may variously appear on the High Street or the Mall. These Astula are the exceptions rather than the rule and such effects are always noted in the description of each Astula involved.

[ Getting There ] There are multiple ways in which PCs may enter and exit the Astulae. On low technology worlds (or planes where magic is common), fixed portals may appear at set times of the year in set locations. On the world of Tygori, portals to Astulae appear in the centre of stone circles at midnight on every solstice and equinox. The planet of Hollimner sees a portal appear but once per year at the north and south poles. On other such planets, permanent portals may exist in to the Astulae, often found hidden deep in the earth itself (inside a dungeon, an archaeological dig location, or ancient sewer).

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Alternatively, portals can also be sum- their home plane. Hunters routinely carry moned. The devout of the Rhorralitic plane a return journey portal creation device, and can conjure portal through an ancient rit- candidate wizards from Hightower may be ual any time nine of their number gather in able to conjure one if they reach the Great one place. They usually do this to get rid Library Astula and read enough lore there of a condemned man for small communities. to enhance their skills. On high technology worlds, portals can be Finally, there are a few select Astula in generated with devices about the size of a which PCs can simply “ride” their way back forearm. Usually this consumes vast reserves to their homes. The best example of this of energy, therefore such devices will burn is the Lifeboat dinghy Astula in which the out with only a single use. Incarcerated PCs can ride for a week and return to one criminals from the planet Home will often of their home planes. But they better have have their relatives or contacts smuggle such enough supplies and provisions in hand for a device in to their prison so that they can the journey. escape their poor conditions. The Hunters who pursue them into the Astulae will carry a second such device for a return journey – [ A Note on Genre ] they are much better equipped and, natuIn principle, the Astulae setting can be rally, will ultimately require an exit. used as almost any genre desired. The GM is free to use only a small subset of the [ Getting Out ] Astula described in this tome; hence it could Just as there is a multitude of ways to get be totally restricted to a traditional high in to the Astulae, there are ways to exit it fantasy ideal, with a good versus evil meme as well. But these tend to be less common. scattered throughout. Or it can be played as If a person entered the Astulae through a a modern era psychological drama to great fixed portal, they can exit through the same effect. That said, Astulae is principally intended portal they entered. In the case of portals that only appear at certain times of the year, as a multiple reality / parallel worlds gamthe exit portal will frequently lead them back ing journey. It has some darker undertones to their homes at a later time than when scattered throughout, and tensions borderthey entered. Such portals can only be seen ing on outright conflict between various facby people from that particular home planet tions (both real and perceived). Further, though. Hence exiting to a planet that is not facets of horror, insanity, control, manipuwhere a player came from is hard: it requires lation, strangeness and conspiracy feature in knowledge of where the portal is physically an array of the locations described. Of these, the sense of being the “outsider” is one of the located. Those who entered the Astulae through chief memes associated with this setting. It a summoned portal, or a technologically will show up again and again to the PCs as created one face a tougher time. They they frequently look out of place compared must search for a way out themselves or to the Astula they enter and their abilities find a piece of technology or magic artefact and knowledge appear highly strange and powerful enough to create a portal back to disorientating to others.

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2: A stulae’s Background

“I never wanted any of this. What choice was there? Come here, or die. And so I came here. I have lived 7 years in the Astulae. Not once have I found an exit in that time. Remember that when you see what I have wrought: I never wanted any of this.” –Unknown author, from a papyrus journal page recovered by expedition XIII. “centre” (if such a thing can even be defined) of the Astulae: gold beyond imagination; all knowledge in creation held within a library; immortality machines; and more. This has led to many brave adventurers from all kinds of realities testing their mettle against the Astulae and the dangers it contains. Along the way, some give up. Perhaps they tire of their real home-worlds and think the Astulae is a better prospect. Perhaps they get lost and forget who they are. Perhaps they can no longer find the way back to their original home due to damaged portals. These hermits and lost permeate the Astulae, but generalities are hard to draw about this populous. Other origin hypotheses suggest that the Astulae is a grand experiment being run by vast intellects to unknowable ends. They point to the collision of realities and a wide range of truths contained within for their evidence. The Brown Clerics patrol the Astulae where they dare and attempt to keep harm from befalling it – some of the clerics believe the experiment must be allowed to run its course, whilst others believe that Astulae is the nirvana of nirvanas: something to be protected at all costs. Their numbers are few, but they act to preserve and keep portals open where and when they can. And then there is the Red Telepath. Arguably the oldest living entity within the

[ Secrets of Astulae ] Who or what built the Astulae, few deign to say with certainty. But there are a number of rival hypotheses. Perhaps the most common is that the Astulae is a type of heaven or nirvana given form. This particularly applies to the inhabitants of Newhaven who consider the Astulae – or more accurately the Astula they control – is such a paradise; and one which they seek to protect with all their might. As a consequence of this, many actively seek an entry to Newhaven as they have been filled with the stories of just how close to paradise it is. Others suggest there is a deeper, more malevolent purpose behind the Astulae: perhaps it is fit only as a gaol. Indeed, there are many ghosts who appear to be trapped inside the Astulae. And of the living, there are certainly criminal elements that have probably given rise to this hypothesis. The most frequent criminal is from a parallel high technology planet called “Home”. But instead of being sentenced to the Astulae for their crimes, they are escaping from incarceration on Home. All too frequently, Hunters pursue them and let little stand in their way. Then there are those who see Astulae as an opportunity to get rich quick. Rumours abound about what might be found at the

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[ Factions ]

Astulae, the Red Telepath holds almost diametrically opposite views to the Brown Clerics. She (or he) acts to bring about the fall of the Astulae as rapidly as possible, believing that the Astulae is bringing about the collapse of the multiverse. She is constantly held in check by the influx of new pocket dimensions and the creation of new portals (the fact that the Astulae is undergoing constant expansion is in itself taken as evidence of intelligent design and purpose by some). Unwary adventurers can all too frequently fall prey to her whims and beliefs.

There are multiple factions within the Astulae. Below is an alphabetized list with descriptions of their general features.

Adventurers:

[ Piquancy ]

Not composed of a single belief group, adventurers have multiple reasons for entering the Astulae. Some see the pocket dimensions as a way to test themselves (physically, magically, or otherwise) or to earn honour. Others want to scavenge the realms for riches. And yet others seek fundamental knowledge. Groups of adventurers frequently form from the same world before entering the Astulae. Others come together within the Astulae out of necessity or chance.

If the origin of the Astulae is mysterious, then so are its long-term effects. Much like a dose of radiation, PCs cannot venture deeply in to the Astulae without feeling its side effects. Piquancy is the term given to the most common type of effect. Rather than being detrimental, piquancy is a type of improvement that PCs will feel after exposure to the Astulae. It is as if whatever holds the Astulae together improves the human condition. Physically, PCs may gain superior reflexes and become fitter. Mentally, they can develop photographic memories and telekinetic powers. And they can also unlock new knowledge as if it were suddenly “downloaded” in to their brains. PCs from high technology worlds find themselves able to magically conjure a flame by clicking their fingers. Low technology PCs develop the knack for repairing combustion engines. It is as if something in the PCs brains just clicks in to place and unlocks an aspect of themselves that they always had the potential for, but never the time to develop. But it doesn’t last. Should the PCs exit the Astulae, these effects vanish rapidly. Hence a minority of PCs develop a longing to remain within the Astulae to enjoy these side effects and never go home. The full rules for Piquancy can be found in the Appendix.

As a group, the defining feature of the Brown Clerics is their desire to protect and preserve the Astulae. Other than this, the only other common variable is their brown clothes that they wear as an outward sign of their belonging to the order. The Brown Clerics are very diverse. All they truly share is a desire to protect the Astulae and grow it. In other words, they are a collection of people from very different walks of life within the Astulae who have taken up the cause to protect what they like. Some are immortals that have long come to regard the Astulae as their home. Many are from Newhaven and seek to oppose the Red Telepath’s apparent desire to destroy the Astulae. Some are anti-hermits, and would see that all portals are left in place so that travellers can reach every corner of the Astulae. Others are wanderers, explorers and adventurers with a conservationist attitude and agenda. To be admitted to the order of Brown Clerics, a person must swear to protect the Astulae as best they can. They must do this in front of at least two other Brown Clerics who serve as witnesses to their pledge. In some ways, the Brown Clerics are cult-like or cell-like operation with one over-arching

Brown Clerics:

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purpose. In other ways, they are political Or perhaps it’s the smell. In other cases activists, grouped together with a singular it seems that possessions can go randomly common cause, but distrusting of their fellow missing, or people get hurt from unknown activists. It is both their strength and their sources. In a few cases, the natives see flaw. Their strength, in so much as they have the Astulae natives appear and disappear common cause against the Red Telepath. from a small section of their reality and seek Their flaw, as invariably many do not get to rid themselves of this cross-dimensional along with each other and cannot agree on a infestation of intruders. coherent plan to protect the Astulae from Let’s take an example: the Theatre destruction by various sources. They are Astula. Seen through the eyes of Astulae highly vulnerable to infiltration by the Red natives, the theatre will occasionally fill up Telepath’s thralls and will be at pains to with guests in every seat and actors on the observe new members for a lengthy time stage to perform a play. These people come after joining their order. Rumours abound in through the doors that would normally that one person within Newhaven controls “wrap” Astulae natives back again inside their cell-like structures and activities. But the Astula. It is this effect – the crossing no proof of this has been found. of thresholds ordinarily denied to Astulae explorers – that (in part) gives these people their nickname: Crossers. Moreover, they Cross-dimensionalists have no sense of portals: only Astulae (a.k.a. Crossers): natives seem to be able to see them. There are three broad types of Crossers: A given Astula is a slice of reality from a parallel plane of existence. But seen passive, aware and aggressive. The passive type of Crosser is the most from the other side of things, an Astula They are by and large is a “weird” portion of their home reality. common type. Something never seems quite right about the unaware of the Astulae natives: they are locale and its a little Bermuda Triangle-like. unable to see them (even if stood directly in

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front of them) and do not acknowledge their existence. It is as if the Astulae natives are little more than ghosts to them. But that is not the whole story: the Astulae natives are fully able to physically and magically interact with Crossers. If an Astulae native bumps in to one (accidentally or on purpose), the Crosser will look around to see what hit them, but not find anything and shrug off the experience. In other cases they may blame another Crosser who is nearby, thus starting an argument or altercation. If Astulae natives steal from them, they cannot see their belongings anymore – it is as if the touch of Astulae natives somehow shrouds not only themselves from the Crossers, but anything that they have on their person. This, of course, can lead to panic in the Crossers if it is something of value. If something more extreme is done to them – perhaps the Astulae natives tie them up – then they will attribute this to supernatural powers long before realizing the true situation. Aware Crossers are not as common as the passive ones. These Crossers see the Astulae natives as clearly as they see them. They can interact in meaningful twoway dialogues just as two humans would ordinarily do and so forth. They have the other same “abilities” as passive Crossers: they can cross thresholds thereby ignoring “wrappings” around the pocket dimension and have no sense of portals. Should an active Crosser observe an Astulae native enter or exit a portal (or get “wrapped”), however, this will almost certainly pique their curiosity, as they would not view it as physically possible. This almost always draws unwelcome attention to the Astulae natives on subsequent visits to said Astula. Finally, the aggressive Crossers are aware (as above), but actively want to rid their home plane of the Astulae natives whom they view as wicked or possessed spirits (in medieval settings) or invading humans (in technologically advanced settings). They will sometimes “test” Astulae natives to prove they belong to the “correct” dimension

by asking them to walk through a known wrapping exit. Of course, when such an Astulae native does so (and subsequently gets wrapped), the odds of survival become low. Other times they may have identified the location at which Astulae natives will appear in their home dimension (i.e. where the portals are) and wait there with a small posse of armed guards. An entire plot thread about this can be found later in this document. Note that animals are more frequently aggressive Crossers than aware ones. Conversely, passive animal Crossers are very rare. “I have seen disgusting things done unto passive Crossers. Petty theft. Screaming to the point of making them deaf. Tying them down to chairs. Violence. Death. In extremis, I hear that some even use them as a food source. Truly dreadful.” -Newhaven village native. “Of course the Crossers have risen up – it was to be expected.” -The Red Telepath.

Cubists: Scattered throughout the Astulae are dark metallic cubes, just larger than the size of a clenched fist. Geometric markings cover their surfaces, seemingly simultaneously in random but mathematically intricate patterns. A small group of people collectively referred to as the “Cubists” are attempting to recover these artefacts. From information gathered by the Brown Clerics, we are able to draw some generalities. Foremost amongst these generalities is that these people hail from a world where magic and technology co-exist happily side-by-side. They are as well versed with hurling conjured lightning bolts from their palms as they are with accessing the internet of the technologically infused Astulae with their hand-held devices. They avoid all contact with other Astula natives and keep to themselves, going so far as to attack (in order to chase away and scare, rather than kill) other travellers

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if they have superior numbers, or diving that they can only manifest for short periods through the nearest portal themselves and at any one time, and only infrequently. The re-routing it from the opposite side so they period of the manifestation and the delays cannot be followed. Some sport tattoos of between them are related to the manner of geometric patterns on their arms and faces. their lives and deaths. Nominally, those What the cubes are and what the Cubists who lead “good” lives can better control the want with the remains unfathomable. duration and frequency, but suffer greatly for manifesting whenever they do so. Those who lead poorer lives exert little to no control Exiles: over their manifestations and frequency, but A diverse set of criminals (generally, but not display no suffering for it when they do exclusively, from high technology worlds) manifest. Manifestations are accompanied by a who have been sent to the Astulae as punishment in the form of exile. Their crimes chill feeling around the ghost and a drop range from serious (grand electronic fraud) in temperature of a couple of degrees in to severe (murder, treason). The odd low whatever room they are inside. The ghosts technology exile has typically committed cannot interact with anything, but they crimes more along the lines of treason or can gesticulate, mime and voicelessly mouth blasphemy and is much better psycholog- words. The more intelligent ghosts can ically adjusted than their analogues from communicate through sign language. None high technology worlds. may use magic. A few, more discerning ghosts do have one special power. They can alter the magical Ghosts: or technological damping in the Astula they For those who were never born within the reside in by one category in either direction. Astulae, to die within it, in any place other For instance, if their Astula is a null magic than Newhaven village or the cattle plains one, they can raise that level to merely of Newhaven, means that death is not the suppressed (see: magic and technology, end. They are cursed to roam the Astula below). The only way a ghost can be laid they perished in as ghosts of their former to rest is to transport it back to its home selves. There are a number of features that plane. Since a ghost is tied to the Astula it all Astula ghosts possess. The primary one is died in, this is, in many cases, impossible

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(unless they died in an Astula containing a functional two-way portal to their own home plane). There is only one known way to avoid this fate: a consciousness circuit. These rare technological devices are (internally) carried by select members of the Brown Clerics and, upon (cardiac) death, transfer their consciousness inside assuming the Astula permits full, normal flow of electrons. This process prevents them becoming ghosts, at the price of forever being confined within, in a type of digital immortality. Inevitably, many succumb to insanity as a result and some Brown Clerics wholly elect never to have them implanted.

known to sleep in the changing room of a clothes retailer. Their reasons are their own. But more than anything, they do not like being disturbed by others in the Astulae. Some have deliberately undertaken the destruction of portals connecting their base Astula to the greater Astulae in order to protect themselves and their solitude.

Hunters:

Hailing from “Home”, a high technology world, the Hunters come to the Astulae to seek out escaped criminals: the Runners who escaped here (see above). Hunters always operate alone and are equipped with a number of specialist items including, but not limited to: sensor arrays (to detect Hermits: identification tags surgically implanted in to For some, life in Astulae, even within their quarry), robotic simulacrums (able to Newhaven, is too much. Their answer: be programmed for almost any eventuality), solitude. They deliberately seek out a full, enclosed (or otherwise) body armour, remote Astula that they feel at comfort with short range energy weapons, a non-lethal and set up their home. For some, this is web gun (able to immobilize quarry and / or inside caves. Others feel free only within stick them to the ground), a portal reader the depths of a large forest. One is also (being able to see where each and every

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portal leads to within the Astulae even if they cannot know the larger layout of it), a homing portal generator (able to open a oneway portal back to “Home” from anywhere within the Astulae – useful for when they have captured their quarry!), and bladed weapons. Rumours persist that the most skilled (and highest earning hunters) also carry small devices able to re-rout portals. If they can help it, they avoid Astula that nullifies technology since most of their strengths are technologically dependant (plus they don’t want to carry around the dead weight of three non-functional simulacrums). “How do ya think Newhaven was founded huh? Pure chance? Nah. One of them hunters decided to not go Home! Re-routed a portal and took her quarry – who was also her lover - with her! She then realized to safeguard their escape she’d have to make a community. She’d need other skilled people, and plenty of them. And she’d have to start a rumour – imagined or otherwise – that Newhaven was paradise. Especially if they were to defend themselves from other Hunters sent for them…” -Amketa’ance the ghost.

Hightower candidates: Hailing from the magical realm of Arcogala, students seeking to be accepted in the to order of the hightower of magic must enter the Astulae as their initiation rite and final exam. The task is always the same for every candidate: retrieve a magical book from the Great Library within Astulae and get out again. Astulae often contains many such candidates at any one time. Some of them are very active and up front about their quests. Others are shyer. And some further candidates elect to remain within Astulae as hermits, or residents of Newhaven for their own reasons. Their task is not easy: access to the Great Library is tough to obtain and the dangers of Astulae during their quest are ever-present. That said, many of the candidates are friendly as they see the benefit in making new acquaintances and

forging group bonds. A few, however, do go rogue from spending years searching for their quarry and deciding to opt for an altogether darker lifestyle. In general, these characters will have access to Earth, Air, Fire and/or Water magic, but sometimes opt for one additional field of study (most frequently necromancy, but occasionally others). “As with all students before you, your task is simple in essence. Enter the Astulae through this portal and return with a magical book – not any mundane book – from the Great Library. Only then will you become a full member. But don’t think to ask any previous students. You know full well from your studies that the location of the Great Library is not so easily located. You must use your wits, make allies, stay alive and ultimately exit the Astulae back to Arcogala” -Archmage Galadarad, Windweaver of the Hightower, excerpt of speech to final year Hightower candidates.

Immortals: The Astulae has strange effects on the bodies of humans that spend too long within its confines (see “Piquancy” in the rules, below). Some grow physical mutations such as hardened skin. Some develop telepathic capabilities. And some seem to not age in the slightest, usually at the cost of reproductive sterility. These are the immortals. Strictly, they can die – through trauma, or accident. But they will not die of old age, nor succumb to any disease or minor injury. Lost fingers and limbs will eventually regrow (assuming they have not bled to death due to their loss), new teeth will moult when necessary and eyesight will be restored over time. The immortals tend to be (but need not strictly be in every case) the oldest residents of the Astulae and know a great deal about its workings and confines. Over the years, they have built up a vast repertoire of skills to help them. These often include combat and survival techniques, electrical and electronic engineering, advanced learning in

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several disciplines, very high reflexes coupled with an almost prescient way to anticipate the movement and actions of others (due to having seen it all before), spellcasting abilities in Astula that do not suppress such skills, crafting both mundane and magical devices, and so forth. Some immortals choose the Hermit path (as above), whilst others seek refuge in Newhaven. Still others have extreme, longterm goals that even their generational friends have only started to guess at. Others are party animals – seeking indulgence and excess to brighten their long existence. The most dangerous by far, however, is the Red Telepath (below).

Mandated Cabal: Hailing from a parallel dimension to Earth in the late 1800’s, the Mandated Cabal consists of steampunk-esque adventurers and explorers tasked by their industrial masters to bring back information and technology from within the Astulae. Their purpose is to give a leading edge over their business competitors. They seek out any technology (or technological know-how) just within (or sometimes just beyond) their understanding to bring back to their home dimension, alongside anything that can be plundered sold for money or rendered in to more base materials metals, such as copper. Although aggressive, they generally distance themselves from other adventurers within the Astulae, preferring their own company.

is finding a portal to access Newhaven. This can only be done after serious study of either magical or technological means coupled with a thorough understanding of how portals and the Astulae work. This serves as a deterrent to those who would casually visit the place or choose to attempt to destroy it. It is also Newhaven’s greatest line of defence. Should a seeker deduce a way in to the Newhaven Astula, and then they will be greeted by armed guards and subjected to rigorous mental tests. Has the Red Telepath interfered with their brains? Are they obsessed with the Enigma or worship her as a god? What are their opinions on the origin of the Astulae? Are they happy here? Would they be happier elsewhere? Have they ever worked with the Brown Clerics or joined their order? Curiously, Newhaven is also the only Astula that appears to have come from literally nowhere. Every other Astula is a slice of reality from somewhere or other. This one, however, is man-made by uncertain providence. And once inside the walls of Newhaven, very few ever have the will or desire to leave again. This has lead some to think that the very air itself in Newhaven is laced with some kind of chemical or drug. Do people stay here of their own free will, or is something more malignant keeping them in situ?

Primordials: Newhaven Community: Residing in Newhaven, this community of The primordials are a group of advanced people shares one core belief: they have humans that resided in the Astulae a very found Nirvana. A heavenly place that long time ago. Very scant evidence for their existence has ever been found, leading many nowhere else can compare to. Built many years ago, New Haven is its to disbelieve in their existence altogether. own Astula. Broadly, it is a levitating rock That said, there are a few immortals who on which a modest array of houses, parks claim to have met them. They relay that the and beaches has been constructed with near primordials invented the Astulae as a means to create a new plane of existence, but they perpetual sunshine shining down. To be admitted to the community, a are also scared of them for reasons they have seeker must undergo several tests. The first not fully explained. 15

Runners: Somewhere in the multiverse is a high technology world possessing an abnormally high jail population. Their world is simply known as “Home”. Those incarcerated in Home infrequently gain the technological means to open a one-time gateway to the Astulae to escape their punishment. This group of people is known as Runners. And they are sufficiently wanted by the authorities back in Home enough that Hunters are sent after them. Seekers of Newhaven: So great is the legend of Newhaven within the wider Astula community that many have come to believe the half-truth: it is a Nirvana of happiness, fulfilment and serenity. This rumour has been spread far and wide by the Brown Clerics, presumably in an attempt to promote the wider belief that the Astulae should be preserved. Or perhaps as a counter measure to the Red

Telepath’s own belief, or the Enigma’s effect to gather unwitting worshippers around her. Whatever the source or accuracy of these rumours, one thing has resulted from them. A whole slew of people who describe themselves as “Seekers”. These individuals want nothing more than to join the Newhaven community. Many have been trying for years to figure out which portal will lead them to Newhaven and the promised life it holds for them. Some don’t even realize that a singular portal exists to Newhaven and that they may have to somehow re-rout existing portals to get there. Others have progressed along the tasks very nicely and know roughly what is needed, but have no way of accomplishing it. Others have already accomplished it but been thrown out of Newhaven upon their first visit for being too close to either the Enigma or the Red Telepath. These individuals typically end up as Lost, their minds shattered upon their ambitions and uncertainty about how to end their relationship with these beings.

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Strikers: It was somewhat inevitable that if the Astulae connected to multiple realities, then the first people to find portals to it would not be highly educated individuals (who are rare), or military personnel (also somewhat uncommon in the general populous), but rather somewhat rough, but ordinary people. The Strikers are a group of such people who decided to enter the Astulae. They have since settled in the Valley Astula and added to their number a range of Exiles, Runners and miscreants from other realities. The Strikers function as a combination of violent raiding gang, and a self-sufficient small village. They regularly launch raids against neighbouring Astula for foodstuffs, medicines, luxury goods, and almost anything else they can trade. In short, they are frontier settlers with a penchant for violence and profit. The Red Telepath: The Red Telepath is the most notorious immortal of the Astulae. Rumour has it that he or she may in fact be the oldest living soul within the Astulae. Few have claimed to actually see the Red Telepath, and those

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that have give widely conflicting accounts of the person (including: gender, age, disposition, clothing taste, height, weight, etc.). This is presumed to be because the Red Telepath can project whatever image of her- or himself that they wish into the minds of the observer. The long-term goal of the Red Telepath is the total and utter destruction of the Astulae. For inexplicable reasons, she or he has never been able to fully accomplish this task. Whether through the action of Brown Clerics, hermits, hunters, or the general influx of new Astula and portals, this goal always seems to get foiled. So the Red Telepath is currently in a state of contenting him- or herself with the shortterm demise of selected Astula and certain individuals (usually Brown Clerics) whilst attempting to discover the final method to destroy the Astulae in one fell swoop. The powers of the Red Telepath are great indeed, but limited in one particular way. He or she may only affect three people at once. This might range from projecting an image in to their minds of how he or she wishes to appear to them, remote viewing through other people’s senses, or to a full domination and mental control of their bodies. Moreover, with the exception of Newhaven and its associated cattle plains,

the telepathic abilities are not suppressed by magic null or suppressed zones within the Astulae. (Note: The Red Telepath has no telekinetic powers – only telepathic ones! i.e. she or he can only affect other living – not undead – souls). The Red Telepath cannot affect anyone within Newhaven or its associated cattle plains due to the protections in place (detailed below). Although the Red Telepath is not a spellcaster, he or she is skilled in many disciplines including medicine, electronic engineering, nanotech and self-replicating machines, plant biology, swimming and acrobatics/gymnastics. The only tell-tale side effect is that any person affected by the Red Telepath immediately exhibits extremely bloodshot eyes – hence his or her name. The bloodshot eyes clear within 15 mins once the Red Telepath has finished with the target. That said, there are some within the Astulae who actively sympathize with the Red Telepath and her or his cause, and require no telepathic domination to carry out her will.

The Enigma (a.k.a. The Lady in Blue):

An anomaly existing somewhere at the intersection between an immortal, a ghost and a crosser, the Enigma confuses many, and ensorcelles a minority to become fixated with her. Physically, she appears as a beautiful, dark haired lady wearing a shimmering, elegant long blue dress akin to a ballgown or evening dress. Her powers are as odd as she is. She is able to appear in any Astula, including Newhaven and the Lair of the Red Telepath at whim. Moreover, she is able to step through any portal and arrive at any other as if she is able to instantaneously re-rout them anywhere (and them put them back to their original destinations once she’s stepped through). As partially a ghost, she is also immune to any and all physical damage, and can only be “touched” if she so wishes. The counterpoint to this is that she can also walk through walls and make herself corporeal at will. As an immortal, any damage that she does take whilst corporeal is very The Lost: rapidly repaired (even quicker than would be Their minds long gone due to wandering in a expected with a “normal” immortal). And few too many unstable Astulae or purposely she has learned many, many skills in the wiped by the intellect of the Red Telepath, years she has lived (or unlived). Lastly, as a the Lost share a number of basic facets. Crosser, she will often ignore Astulae natives Fundamentally, they do not know who they completely, preferring interaction with other are. Although their language skills are fine and they can bathe and feed themselves, Crossers who can (and do) perceive her they have zero memories of their former perfectly normally. She is never the subject selves and struggle to forge new memories of aggressive Crossers. In some Crosser-crowded settings, she will (either short- or long-term ones). Found randomly throughout the Astulae, many fall turn and stare directly at PCs and wink or foul to aggressive Crossers. Others simply smile sweetly at them, before proceeding to stay put and get in to a routine of sorts for completely ignore them as a regular Crosser might. At other times, she may simply point a long time. in a particular direction (usually a portal) “I questioned him for 30 gicqs. His memory and smile. If this is not taken as a hint, was clearly a void. But he did say one thing she will walk through it herself, only to rethat intrigued me: Face the fire and activate emerge instantaneously at another portal in the ninth rune. What this means and how the same Astula. And as a Crosser, she he remembers such a thing is beyond my is not confined to the Astulae. She may ken.” -Calvin, Adventurer from an Alternate freely walk in to the worlds that comprise Earth. the Astulae. Thus, she is the closest thing in

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the Astulae to an all-knowing god-like figure. Many become beguiled with her – seeking her out for just one more hint or the merest flicker of a smile. “I’m sorry, but we cannot permit you entry to Newhaven, despite the fact that you deduced the correct method to get in. The reason? I can see it in your eyes. It’s the Enigma. You’re besotted with her. Sort that out and you can live out the rest of your days here. Till then, no entry: its simply too dangerous.” -Brown Cleric at a Newhaven portal.

Adelaide the vampire: Occupying the Cloisters Astula, Adelaide is an exceptionally intelligent vampire necromancer, and the last of her kind. Having hunted down every other vampire on her continent, she alone controls the dark of the night in her home world of the Rhorralitic plane. She realizes that “trespassers” enter her home city through some association with the cloisters and monitors the situation very carefully. If she finds trespassers during the night, she will undoubtedly decide to question them and, should they prove sufficiently informative or entertaining to avoid

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execution, have them perform tasks for her.

3: C haracteristics of the Astulae

“Criminals on the run and their would-be hunters looking to claim the bounty on their heads; religious fundamentalists searching for a new nirvana; hermits who want nothing to do with the reality from whence they came; the lost; the unforgiven; the exiled; truth-seekers looking for answers about the ‘verse at large; the adventurous; and the treasure-hunters. Yes – they can all be found within the Astulae.” –Oberon Ny Colcheg, Chief Deemster of the North. In this Chapter, the different types of Astula are presented, starting with the rules for suppressing magic and technology, and followed by the variable laws of physics and methods of decay (and dressings) that can be applied to the Astulae. This is followed by a thorough presentation of the Astulae themselves.

damage on the target). In all cases, the GM should use these suggestions as guidelines: magic can and does work in these Astulae, but it is just not as effective as the spellcaster is used to. Suppressed technology means that electrons still flow around circuits, but somehow, the efficiency of devices based on electromagnetics (or other technological paradigms) are lower than they might otherwise be. Hys[ Magic and Technology ] teresis losses in generators mean a lower Both magic and technology are given one current: torches do not shine as brightly of three ratings within each Astula: normal, and batteries lose power much quicker than suppressed, or null. might be otherwise expected. Normal means that magic and/or techNull magic means that no magic will work nology work exactly as would be expected. at all. Spellcasters can gesticulate and shout Spells can be cast and have their usual arcane words all they like: nothing happens. effects (if PCs are spell casters) and battery Wands don’t produce spells and protective powered torches shine brightly until the runes are just writing. Occasionally, PCs batteries drain. may find that after leaving a null magic Suppressed magic means that high magic Astula, their charged wands are suddenly doesn’t function well at all: great spells out of charges, or have developed a hairline (explicitly: 3 die spells, see rules, below) that crack along their length that prevents their seek to alter reality will almost certainly fail, activation. The GM should use this sparwhereas lesser spells will work, but will in ingly. general take both longer to cast (low GM Null technology means that something is imposed initiative ratings in any combat for tampering at a base level with the flow of instance) and have less of an effect. For electrons. Torches will not light no matexample, conjured fireballs will hit a target ter how many times the device is switched as hard as a thrown cricket ball, but may on and off, or batteries replaced. Perhaps fail to set it aflame (this may entail reduced nanobots absorb the flow of electricity for

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their own purposes, or the laws of physics are entering and exiting them. Significantly, utterly different in such an Astula. Occasion- they can be “invaded” and joined by other ally, PCs may find that after leaving a null Astula without the need for portals to technology Astula and returning to a normal transition between them. For example, the technology Astula, their batteries are fully Beach Astula acts as a nexus and can have drained, or some weird entropic effect has other Astula such as the lifeboat dinghy snapped a key circuit. As with a null magic appear within it. The shopping mall is also Astula, GMs should only use a permanent a nexus and can have the clothes shop fully breakage such as this infrequently. materialize within it. These conjoinings and Any combination of these can be permit- invasions are usually brief, lasting little more ted. Hence an Astula with null magic and than an hour in most cases, but the upshot normal technology would function in the is that no portals need be used to transition same way as the “normal” Earth. Normal from the nexus Astula to the one that is magic and null technology would be a high invading it. fantasy, medieval setting. Whereas null technology and null magic would be almost wholly reliant on genuine physical exertion of the PCs to accomplish tasks.

[ Wrappings and Boundaries ]

[ Nexus ]

Each Astula has a well-defined physical extent. If the PCs hit the maximum extent of that pocket dimension, one of several things can occur, as detailed below.

Astulae that serve as a nexus are some of the larger and more stable ones inside the greater Astulae. They act as an anchor in a metaphysical sense and have many portals

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Wrapping: In most “open plan” Astula, characters can [ Laws of Reality and Oddities ] walk (or swim!) to the maximum spatial extent of the pocket dimension. If they do so, In many Astulae, the laws of physics they will find themselves wrapped around to and nature may be extreme or completely the opposite side of the Astula. For example, mutated, ultimately causing the accelerated in the Lighthouse Astula (below), there is a decay of the rooms themselves. Others may lighthouse situated on top of a rock in an simply exhibit odd behaviour for regular ocean. If a PC swims directly away from the objects such as flora. Yet others might lighthouse in the ocean, they will eventually contain conditions that make human life find themselves swimming directly toward hard. Some Astula descriptions prescribe the lighthouse from the opposite direction. exactly which rules are in play. In this way, there is no “escape” from each For those Astula that have no special rules Astula other than the portals, even if they for their laws of reality or other oddities, the can see Crossers (or other objects, like ships) GM is free to use none, or a selection of beyond the extent of the wrapping. One one or more of the examples provided below. minor variation on this is when the wrapping The GM may also wish to have several occurs at door boundaries: exiting one such Astula that are directly connected together door will lead back in to another door. to exhibit common laws of reality and oddities to improve thematic organization. Hard Boundary: Below, the laws of reality and other This rule is an alternative to wrapping. oddities have been presented in terms of When the PCs try to cross the bound of the physics and the natural sciences, but clearly Astula in question, they literally hit a hard a large number of them are magical in (but invisible) brick wall. essence.

[ Slow Portal Transitions ] Transitioning between two Astula is not instantaneous when using this portal. It takes time for the transition to happen as viewed from the Astula that the PCs are intending on entering. To the PCs, their transition appears instantaneous as they have come to expect, but the first PC through may have to wait a while for the rest of the group to materialize through the portal behind her.

[ Flickering portals ] Flickering portals are only active for a short amount of time before vanishing. They invariably re-appear (typically in the same location) after a delay, but are otherwise the same as any other portal. An example of this can be found in the underground train station Astula: only every 10th train will intersect with a portal, meaning that the PCs have to ensure they board the correct train.

Accelerated Floral Lifecycles: The flora in this Astula undergoes rapid, exponential and extreme lifecycles. If there is no obvious flora existing within the Astula, the GM may have the lifecycle start as buds and small leaves pushing up from between concrete slabs (or pathways). After a few minutes, early buds become obvious: they reach a few centimetres long and can be readily seen by all PCs as growing very rapidly. After a few more minutes, they reach knee height and have become thicker. Thirty minutes in, and they have grown taller than the tallest PC or NPC present and may be undergoing several flowering / germination cycles per minute, producing all kinds of exotic flowers and scents. When they reach the ceiling of the Astula (or one hour passes – whichever occurs first), the trees and bushes that have formed start to

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decay. Bark peels away, leaves fall and the colour of the flora changes profoundly. A moment later, all that remains is a mass of mulch on the floor, through which the next generation of flora will grow through very soon. This need not happen in synchronicity with all the flora in the Astula either: individual flora may be at vastly different stages of their cycles to each other.

Accelerating Reference Frame:

whether this applies to everything within the given Astula, everything but the players, or everything but the players, Crossers and other NPCs.

Auras: All PCs and sentient NPCs within the Astula have a visible aura around them that extends several centimetres beyond their skin. The auras are colour-dependant, varying with the person’s mood.

An accelerating reference frame (whether accelerating in a straight line, or going Bathed in Radiation: around in a circle) is one in which Newton’s All objects within the Astula emit visible laws of physics do not apply. An everyday radiation, including the PCs and NPCs. The example of this would be driving around a strength of the radiation is weak, but over roundabout, or accelerating (or decelerating) the long term, can cause problems with in a motor vehicle. Inside such a reference eyesight and some technological and magical frame, object may appear to move without equipment. Nowhere is dark inside this any obvious cause (which is especially true Astula. No warmth is felt from the radiation, if there is no line of sight to a non- however. accelerating reference frame). Consider an example of a ball bearing sitting on Bleeding Stones: the dashboard of a car going around a roundabout. The ball bearing will roll along All stonework in this Astula weep liquid to the dashboard as the car goes around the a greater or lesser extent. Buildings cascade circle. If the windows of the car were both small rivulets and larger waterfalls blacked out, it would not be obvious what down their sides and their interiors regularly caused the ball to move: it seemingly rolled feature drainage gullies to take away the of its own accord! The GM may decide unwanted material, or direct it elsewhere.

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The liquid itself could be a variety of things: blood, saltwater, milk, alcohol, fruit juice, liquid mercury, etc. Over time, this may lead to the erosion of such stonework.

Creeping Layer: A layer of ice, sand or even feasting insects slowly encroaches on the Astula to cover the ground layer entirely. As it approaches walls or building, it will stack up against them creating an incline that PCs may be able to climb up. Once the entire Astula is covered, the layer recedes away again, leaving some mild devastation (e.g. broken glass windows, broken doors) in its wake. The GM might like to use a search engine with “creeping ice” as a search term to see the kind of effects that this can have.

Electrostatic build-ups and Discharges: The surfaces of the Astula build up with static electricity over time. After a critical threshold is reached, a discharge will occur, resulting in a lightning arc. This arc may go to ground, or arc over to another region of (or building within) the Astula, or the PCs and any NPCs present, giving them a regular and painful jolt. This process may also adversely affect technology and magic inside the Astula and cause the destruction of various objects within it.

Fills with Chemical Compound: Corrosive Rain: Whether extremely alkaline or acidic, this Astula has a constant low level of corrosive rain pouring down on it. Over time a certain time period (determined by the GM), it will wash away stones and corrode metal objects, including any carried or worn by the PCs.

Dark Energy:

Over a period of about 1 hour (or however long the GM wishes), the Astula will fill with a certain chemical. This may be as humble as water, or more exotic (e.g., salt; sand; iron filings; alcohol). Once it is filled, it rapidly drains away back to its original state, much like a bath might drain after its plug is removed. There is no obvious cause for this.

In physics, Dark Energy is the name given to the (unknown) force that seems to be responsible for accelerating the rate of expansion of the Universe. In Astulae, an Fractal: area with this rule in play will gradually become larger over time. The PCs, however, This is a tough concept to implement, even will remain the same size (its simply the within the bizarre realms of Astulae. The space between things that is getting bigger). given Astula is a fractal, which means that The GM may elect to keep the NPCs at its patterns and structures are repeated the same size as well (recommended). The infinitely across various length scales. For rate of expansion of the area will also get quicker with time. This may mean that example, if applied to the Lighthouse Astula, there reaches a point in the far future when then it may contain 3 smaller replica Lightit is impossible to reach an exit portal as house Astula within it, offset in a triangle the PCs would have to travel faster than around the central one. Each one of these the speed to light. This situation is clearly smaller replicas has three more replica lighta death trap without a mage able to cast houses offset in a triangle around that one, a teleportation spell. Hence keeping the and so forth. The obvious advantage to area simply expanding at a slow or modest this set-up is that the PCs can examine the rate seems more desirable for a generously contents of the Astula and its comings and goings with little effort. inclined GM.

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Freezing Fires:

Heat Wave:

All fires within this Astula give out cold The Astula has a high ambient temperature rather than heat. Or more accurately: caused by a (continual) heat wave. The they absorb heat from their surroundings. temperature reaches at least 40 degrees Gathering around a large bonfire is a sure Celsius (104 Fahrenheit) in the middle of the way to cause frostbite in a short amount of day. PCs will need to drink plenty of fluids time and will cause any metal inserted in (if available) to remain properly hydrated. to it to become highly brittle. Icicles form around the “fuel” for such fires and only melt once the fire is put out.

Higgs Field Strengthened:

Frictionless Surface: The floor of this Astula is frictionless. As soon as the PCs enter through a portal, their momentum ensures that they start sliding along the ground in a straight line. The only way to stop this is to grab on to an object not resting on the floor (something that is fixed and immobile).

Frozen in Time and Space: Everything inside the Astula except for the PCs appears completely frozen in time and space. Objects that are falling hang in mid-air without moving. Crossers walking across the rooms may be caught in midstride. Rain droplets hang immobile without ever getting anything wet. The GM has two broad options concerning how to play this. Firstly, she may decide that anything touched by the PCs becomes mobile once more for the duration of the contact. This would apply only to non-living material. Secondly, she may decide that nothing can be moved. This would mean that everything in the Astula is a hard physical object that has to be hurdled over, or snuck around. With this latter option, heavy rain would not be crossable.

In physics, the Higgs field is responsible for giving mass to particles. In Astulae, an area with this effect in play has a stronger Higgs field than Earth-normal. This means that the PCs move as if they are traversing through a highly viscous liquid (like molasses). Objects are harder to pick up (as the weigh more) and in general, more exertion is required for every action undertaken.

High Entropy: Physical decay of objects occurs at a highly accelerated rate within this Astula. Apples take a matter of minutes to rot away to nothing. Leather starts to decompose over a few hours. Stonework will last longer, but certainly not thousands of years as might ordinarily be expected. The GM is advised to play this rule carefully and give the PCs obvious examples of what is happening around them: the Astula may already be rather decayed away when they enter. This gives them fair warning to exit the Astula before all their equipment disintegrates and their very bodies succumb to the ravages of time.

Ice Age: Heat Sink: Any thermal energy generated in this Astula is slowly transferred to the heat sink (nominally the floor of the Astula). This means that fires don’t get too warm. Feet get quite cold from walking anywhere. And, after a while, hypothermia is going to occur.

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If not already covered in ice, then this Astula is suffering from an ice age. The ambient temperature is well below the freezing point of water at all times. This causes water to be ice, and other items to be brittle. Exposure to these elements may also have adverse effects on unprepared PCs.

Inverse Flow: Water (and other liquids) flow backwards or upwards inside this Astula. Waterfalls will run upward rather than down. Rivers may flow from oceans to inland areas. Jars must be turned upside down to retain water and prevent it from hitting the ceiling. Rain comes up from the ground and levitates rapidly to the sky.

Light Speech: Every time a character talks, their words are seen as streams of light emanating from their mouths. Different colours of light represent different moods. The most important side effect of this is that even a whisper can be “seen” from a large distance away. Low Gravitation: Much like walking on the Moon, PCs in this Astula are able to leap exceptionally high and bound a long distance with a single stride. The GM may decide whether this applies to only the PCs, or to Crossers and other NPCs as well.

Meteorite Shower: Meteorites fall from the open sky in this Astula with alarming regularity. These may be the remains of technological marvels once in orbit, or more regularly: broken up comets and asteroids entering the atmosphere. The size of the meteorites ranges from tiny (fingernail sized) though to very large (at the discretion of the GM). Some will clearly constitute only a minor distraction to PCs, whilst others are life threatening and will destroy building, pollute water supplies and make living in the Astula exceptionally tough. Methane Fireball Generation: Pockets of methane gas regularly leak in to the Astula which, for inexplicable reasons, then self-ignite and become a short-lived fireball. Over time, this may adversely affect the contents of the Astula.

Multiple Gravitational Attractors: On Earth, everyone is attracted to the centre of the planet – but stopped by the floor from sinking inward. Best played Luminous Disintegration: in an enclosed Astula, there are multiple Impossible in the real world, solids in this gravitational attractors present. Options Astula undergo a phase change directly to include: (a) the floor and the ceiling (with photons and energy. The rate of this phase weightlessness occurring at the mid-point change is left up to the GM, but unchecked between them; (b) all walls, floors and its effects are terminal and will lead to the ceilings (a PC could walk around the edge of full disintegration of the Astula over time. the Astula as if walking along the ground). 26

The GM is encouraged to think through the consequences of using these effects carefully before deploying them. And perhaps, to look upon some of the works of Escher.

Non-Newtonian Fluids: Whenever pressure is applied to fluids in this Astula, they thicken up and become more viscous. This means that the PCs would be able to walk on water if they move reasonably quickly. If they stop, or slow down below some critical (GM-determined) threshold, they will sink!

Repelled Water: Whenever a PC or sentient NPC approaches any water, it “flees” away from them in a radial direction. Thus, PCs can cross vast bodies of water which part for them as they walk. But, conversely, drinking becomes a chore. Water must be “trapped” and swallowed down hard to prevent it being repelled away like similar magnetic poles. On the other hand, rain will never touch the PCs and so even in the direst of stormy conditions, they will not get badly soaked.

Sailing Stones: Non-Relativistic Mass Effect: In relativity, objects that travel very fast All objects within this Astula, from the appear to have a larger mass. In this Astula, smallest rock, to large buildings with the a mutation of this effect is in play. Objects surest foundations, wander at random across (or PCs!) that move faster than a slow walk its surface, apparently “sailing” on an will gain mass and weigh more. This can be unseen tide. The GM may determine the used to good effect by the PCs: projectile speed of this sailing. weapons will become highly penetrating and deadly (assuming they get propelled with Shadow Leak: sufficient force). Shadows cast in this Astula follow a different cause and effect route from Earth-normal. Phased, Superimposed Astula: There are several options that the GM Two (or more) Astula are superimposed on might like to employ. (a) Time delayed top of one another and exist only slightly shadows: shadows are seen as they were a out of “phase” from each other. There are few minutes ago; (b) Shadows leaking from several options on how to play this. Firstly, elsewhere: the shadows observed are from the GM may decide that one of the Astula another Astula – possibly a neighbouring is the one in which they will play, but they one; (c) Shadows are mutated and come can observe the other one directly as if it is from a parallel reality of the Astula. a ghostly image. Secondly, the two Astula can literally be mixed together. What is spatially air (or blank space, or solid stone, Sinkholes: or water, etc.) in both remains so, what is in one and not the other becomes a mixture At regular (or irregular) intervals, sinkholes of the two (water in one plus soil in the open up in the ground. Some are small: measecond yields mud; stonework in one and air suring no bigger than a clenched fist. Othin the other becomes a low density stone that ers are much vaster: capable of swallowing crumbles readily when touched). Thirdly, whole cars and houses in a single opening. the PCs can alternate between the two Each sinkhole is deep, resulting in anything Astula. This may be at random intervals, or that is above it collapsing down in to the caused by activation of technological devices, hole. Ultimately, this is a doomed Astula etc. that will self-destruct over time. 27

Slow Photons: The speed of light in this Astula is much slower than Earth-normal. A flash of light will take longer to travel from the event to the observer. This has several consequences. In extremis, PCs may violate causality by travelling faster than the speed of light. Creatures may be more readily able to sneak up on the PCs. The GM is encouraged to make this a subtle effect rather than a deadly one. As a suggestion, perhaps the speed of light is slightly slower than the speed of sound in the air? Hence events can still be seen reasonably quickly, but there is a chance for oddities to occur, particularly in the larger Astula settings. Slow Sound Waves: The speed of sound in air is slower than Earth-normal. The most direct consequence of this is that conversations between PCs will take longer. Roleplaying this situation is highly encouraged! Additionally, it will be possible for swift moving creatures to

effectively sneak up on unsuspecting PCs without being heard.

Sono-luminescence: Every sound made results in a flash of light. The flash is proportional to the volume of the noise. Footfalls flash mildly. Clashes of swords yield blindingly bright photonic discharges at the point of impact.

Spatial Time Dilation Gradient: Time runs faster at one edge of the Astula than the other edge, with a smooth gradient in-between. The ratio can be whatever the GM likes, but a factor of 2 to 100 time dilation between either end is a good range to select from. This makes for interesting consequences in large Astula when the PCs have to split up and perform separate tasks. Observing the other half of the Astula will readily reveal which way around the dilation is occurring in.

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Spherical Interior Geometry: The Astula is contained on the inside of a sphere, but otherwise functions normally. Using the case of the lighthouse Astula as an example, if one looked up from the pinnacle of the lighthouse, the PC would see an ocean above her head. A possible variation is to have the Astula on the outside of a sphere, akin to a miniature planet. Spontaneous Combustion: All objects excluding PCs and NPCs are subject to spontaneous combustion inside this Astula. When it occurs, the object bursts in to flames and burns for no longer than 5-10 minutes before leaving behind a deposit of ash. The flames do not ignite any nearby objects. The GM is encouraged to play this effect one brick at a time if convenient.

over time. Generally, they are not ordered (as a house might be) and are laid down randomly. This may result in a covering of dust on the PCs over time.

Submerged: The Astula is submerged in water (or a more exotic compound such as alcohol, fruit juice, honey, liquid nitrogen, etc.). This may severely impede PCs and NPCs in this Astula, even unto the point of death; hence the GM should play this with care and (in some cases) with good warnings. Perhaps some “leakage” occurs across the portals connecting this Astula to others within the greater ensemble to give the PCs a clue as to what they might expect. This clearly goes against the usual interpretation of each Astula being self-contained and not affecting their neighbours directly.

Strong Magnetic Field:

Temporal Loop:

All objects that would normally be attracted to a magnet are strongly attracted to the floor (or walls?) of the Astula. As soon as PCs enter the Astula all such objects suddenly feel strongly attracted to the ground and, in extreme cases, may pin the PCs in place.

The Astula and its inhabitants are stuck in a time loop. Every hour (or whatever period the GM prefers), the events of the past hour are completely re-set. Astula natives will recall the events of the previous loop, but will also be re-set like the rest of the inhabitants. The Crossers and everything else in the Astula will not remember.

Sublimation (and/or) Deposition: Sublimation is the change of phase from solid directly to gas; deposition is its inverse. In an Astula with this rule, solid items will regularly sublimate in to gas. This includes all stonework of buildings and other solid materials. Whether it affects the PCs and their possessions is left to the discretion of the GM, but advised against. Clearly this is a powerful instability in the Astula that will eventually lead to its permanent ruin. Deposition may also be applied in the same Astula (or as a separate effect entirely on its own). Crystallizing out of thin air, structures such as stones, rocks, stalagmites and other assorted items build themselves up

Thin Atmosphere: Due to a high altitude, the very atmosphere in this Astula is significantly thinner than at sea level. This causes even minor exertion to become tedious. Going up a flight of stairs can leave otherwise fit and healthy PCs breathless. Hauling heavy loads becomes a very taxing and time-consuming experience. Altitude sickness may hit some PCs hard, resulting in headaches, nausea, dizziness, drowsiness and nosebleeds. Extended periods in this Astula can result in worse effects.

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Thixotropic Floors: Pressure applied to the floor of this Astula results in it becoming more like a fluid (less viscous). The PCs must move slowly or otherwise avoid the ground level floor in order to avoid sinking in to it. Unstable: The Astula is physically unstable. Earthquakes regularly rattle the entire Astula out to the visible horizon (even if this is beyond the extent of the Astula). This may be caused by instabilities in the Astula itself affecting nearby regions, or because the Astula is a slice of an unstable dimension. Regardless, regular jolts cause buildings to shake and rubble can be seen strewn everywhere. The GM may wish to play the Astula as being in a state of disrepair if it is not already, and consider applying further unstable rules to the Astulae which include (but are not limited to): accelerating reference frame, bleeding stones, dark energy, electrostatic build-ups and discharge, high entropy, luminous disintegration, methane fireball generation, spontaneous combustion, and sublimation and deposition. Over time, this instability will spread to adjacent Astula if left unchecked.

by processing raw materials to create more probes to replace those that might have been destroyed. Assuming a steady influx of new materials for the probes to “feast” upon, this Astula is essentially the most stable there is in the entire ensemble.

Wavelength change: All photons emitted in the Astula are either blue- or redshifted. This means that light that might be ordinarily seen as green becomes blue, or red, respectively. Weightlessness: The PCs, NPCs, and all other objects not tied down are in a state of weightlessness. They will remain in position (floating) until a force acts on them to move them. PCs will need to haul themselves along and use kicks off walls to propel them. But they better not kick too hard: with nothing to stop them moving apart from a wall at the other side of the Astula, the potential for injuries the first time they encounter weightlessness is moderately high. Zero Sonic Damping:

Sounds do not die off. They are not absorbed by anything and simply carry on reflecting off all surfaces. With every footfall Von Neumann Probe Construction: and with every word spoken, the PCs add to Everything in this Astula apart from the the noise level within the Astula. This soon NPCs and the PCs is constructed out of tiny becomes very noticeable. If they remain self-replicating machines (Von Neumann in the Astula for too long, even the sound Probes) that all look the same. The probes of their breathing and heartbeats will make are not hostile to any of the PCs or NPCs. the sound level unbearable. Hearing damage But: they will repair any damage caused will ensue not long after. In extremis: death. to the Astula as rapidly as possible. This This may (depending on the GM’s whim) remay be accomplished by re-orientating them- set upon re-entry to the Astula – how the selves in to a new (stable) configuration, or sound dissipates is a complete mystery.

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4: S tarting Points

“There are places of power in this world that can open windows upon other realities. Some open only once every decade, in a natural cycle. Others can only be brought about through act of devotion by large congregations. Strong willed individuals might channel their will to force open a portal to these planes at specific places. More mysterious are the hand-held devices that the Brown Clerics wield. I have seen all of these and more. They all offer an opening in to the Astulae.” –Klangarnate Volterun III.

[ Astulae Descriptions ] In this, and the following chapters, each astula is described and broken down under seven headings. These are as follows. (1) The Astula NAME is given as a subsection heading and serves as an identification tag for the Astula and how other descriptions refer to it. (2) Type: This describes whether technology or magic is normal, suppressed or nullified, as above. If the Astula is also a Nexus, this will be noted here as well. In general, there is at least one Nexus Astula per “theme”. (3) Size: The physical dimensions (where appropriate) are given in both metric and Imperial measurements. (4) Special notes: If the Astula has any special laws of reality in play, it will be noted here. (5) Description: A full description of the Astula and its contents (inanimate or NPCs) is provided under this subtitle for each Astula. (6) Suggested uses: Potential uses for the Astula are presented to the GM, sometimes as a series of unanswered questions for the group to explore. (7) Random encounters: To populate the Astula with creatures that are generally not

part of the greater story, but might still pose a threat or obstacle to the PCs, place a few of the random encounters inside said Astula. Use them sparingly or frequently, to taste.

[ Starting Astulae Themes ] The rest of this chapter contains a small group of Astula that might (but not necessarily) be encountered when the PCs first set foot inside the Astulae. They provide a small, contained introduction to the greater Astulae and some of the key characters and factions. If desired, a gaming group can have their first encounter in a different Theme (see subsequent chapters), and encouter Starting Astulae Theme astula later on, or not at all.

Road Intersection Type: Normal technology, normal magic. Size: A square, 0.7km (0.45miles) on the side. Special notes: None. Description: Set against a backdrop of rural fields and mountains, with a city in the far distance, the road intersection is

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simply a four-way tarmac crossroads-style they’re going to stop either. Good job that the speed limit is low so that there’s a good junction. The width of the road is sufficient to fit chance the PCs might survive if they’re not two cars side by side with some room to paying attention. The technology level of spare for pedestrians. The ends of each road the cars places them in the early half of the terminate in a portal apiece. The first portal 20th century. is an entrance to a tunnel that goes beneath Random encounters: Cars driven by the hills and mountains that can be seen at Crossers (passive); sheep or other cattle one edge of the Astula. The second portal crossing the road from adjacent fields, is a level barrier to a railway crossing. The herded by other passive Crossers. third is under a bridge. Trees that grow on either side of the road and connect overhead create the fourth. Suggested uses: This is a simplistic startThe Gazing Pools ing point for the PCs. As they approach the Type: Suppressed technology, normal junction from whichever portal they entered magic, hard boundaries from they will immediately be able to see the Size: A large circular chamber measuring other three. They therefore face their first at least 50metres in radius, with a domed choice: turn left, go straight ahead or turn ceiling and flat floor. right. There are no innate mysteries about Special notes: The Enigma is here. Addithis Astula, but it can certainly be used to tionally, all the portals are located within introduce the concept of passive Crossers to the pools. the PCs in the form of cars not noticing that Description: Scattered throughout the the PCs are on the road and not looking like chamber at irregular intervals are circular

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stone-edged pools of various sizes. The edg- inside the adjacent gateway: the blocks ing rises to mid-calf (occasionally knee-high) visually crumble in to a swirling vortex. to ensure that visitors do not accidentally Each vortex is, however, a different colour. walk in to them. The pools inside each of Green behind, blue to the left, and red to them are all a different colour: every colour the right. of the rainbow in fact, plus ones that appear Suggested uses: A starting point for the translucent (but will be different colours at PCs. This location could potentially be ultra-violet and infra-red wavelengths) and employed as having a circular hole in the a pair of opaque ones: white and black. The ceiling through which the PCs fall to begin GM may determine the exact number of their adventure together. pools, but a minimum of 11 is suggested. Having lettering along the edging in an Some of the pools have portal in them: incomprehensible language (or languages) either at the surface, or at the bottom (not may add to the flavour. Alternatively, the more than the length of a leg deep). entirety of the walls may have graffiti all At the edge of an azure pool sits the Enigma: across them in multiple directions and lana beautiful young women in a shimmering guages. Otherwise, this Astula is intended blue evening dress. to be deliberately rather plain with little Suggested uses: This Astula can be used going on. as a starting location. The GM may have Random encounters: Giant spider, Insect the Enigma point toward a certain pool swarms. (portal) and then subsequently completely ignore them. She may dive in to one pool, only to reappear in another with a smile on her face. In all cases, the GM is encouraged to have some fun with the Enigma as this The Woodland Signposts location is a perfect introduction to her. Type: Normal technology, normal magic, Random encounters: From within the hard boundaries. pools: Fish, Piranhas, Giant squid (or its Size: A small square, 55m (180ft) on each tentacle/s), Poisonous frogs. edge. Exterior to the pools: Gelatinous cubes, Special notes: Unstable. oozes, swarm of carnivorous snails, Passive Description: Inside a woodland glade, Crossers. three well-trodden pathways intersect. At the intersection there are several signposts. One points in each of the three directions. The writing on the signposts is not readable (nor is in any language understood by the The Triangular Room PCs) emphasizing the outsider nature of Type: Normal technology, normal magic. Size: An equilateral triangle, 9metres on Astulae to the PCs. The entry and exit portals are formed from each side. 3m high ceiling. trees merging their branches overhead in to Special notes: None. Description: The triangular room is con- a rough oval shape. structed from dull grey stonework, cracked Suggested uses: This Astula is unstable in places, and smooth on the floor from a (see above). As such it provides a good long period of wear. Situated in the centre introduction to some of the stranger effects of each wall of the triangle is a rectangular- that the PCs might stumble upon within the block edged gateway. The gates are all Astulae. It is recommended that at least one bricked up. Adjacent to each gateway is a other special rule is used in addition to the block that juts out in to the room. Depress- “unstable” rule to get the PCs well and truly ing one of these blocks activates a portal on their toes.

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Random encounters: creatures.

Small woodland

through. Secondly, each and every one of them (except the one the PCs entered through – if applicable) is locked. And, of course, thirdly, each of them is a portal. The nature of the lock varies. Some doors The 36 Locked Doors have padlocks on them that could be picked, Type: Normal technology, normal magic. or opened if the right key is obtained. Others Size: Arbitrary and irregularly shaped. require ancient keys and are easy to pick Special notes: None. Description: Not so much a single room, as open. Some doors feel like they have a bar a construction whose every surface is covered across the other side of them – perhaps a with doorways, this Astula is strange even magic spell or telekinetic power might be able to open these. Others have no obvious within the greater Astulae. There are a total of thirty-six doorways locks on them – words of power or answers that constitute the physical edges of this to riddles will need to be spoken to open Astula. Each doorway is different in mate- these. Others can simply be broken open rial construction, design, and shape. Some with suitably applied brute force. are like the front doors of houses from the Suggested uses: The two main uses are as modern era. Others are grand double doors starting point for the PCs, or a significant as if they were entrances to huge, gothic junction in the road. palaces. Tiny trap doors made of medium It should be noted that multiple examples of density fibreboard (also known as MDF) this kind of Astula exist within the greater slot between these as if they were entrances Astulae. Since it connects so many other to loft spaces. Opaque black glass sliding Astula together, this Astula is a prime doors that might lead to a balcony have target for the Red Telepath to take down. hard edges against hinged stone blocks with Sometimes a physical bomb can be found archaic writing over the surface and faintly ticking down in the centre… Random encounters: Bombs, other glow of magic. All of the doors share certain characteris- Adventurers traversing the Astula. tics. Firstly, none of them can been seen

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4: H igh Fantasy Themed Astulae

“I have asked my nine best minds to divine the source, power and centre of the Astulae. None have returned.” –Guildmaster Aldrovus. size) located elsewhere within the Astula. Suggested uses: To access the smaller Inspired by fantasy motifs and common, Astula, the PCs will necessarily have to traditional, or old stories, these Astula alter their own sizes. This can (probably) are generally flowing with magic or mag- only be achieved via magic. ical effects, whilst technology is generally If the PCs spend some time listening to the blunted. inhabitants, they will realize that a war is currently being fought. On the odd occasion (say, just when the PCs transform their relative sizes), the enemy invades the island and fights ensue. This can be used as a tense Blefuscu situation for the PCs to try to escape from. Suppressed technology, normal Random encounters: Crossers (passive). Type: magic, wrapping. Size: An island measuring no longer than several km (several miles). Special notes: None. Courtyard Description: This Astula is a large island to the PCs. However, the flora, fauna and Type: Null technology, normal magic, hard intelligent (magic using!) inhabitants of boundaries. Blefuscu are one-sixth the size of the PCs. Size: 122m (400ft) x 35m (115ft). They live in towns and cities scattered along Special notes: None. the length of the island and are currently on Description: Standing in front of an elea war footing with their neighbours. gant stonework building with huge pillars The inhabitants are, however, passive Crossers and colonnades, this courtyard is an impresand will not notice the PCs unless they sive sight. Along the short edges and the are very damaging to their surroundings. edge opposite the building are fantastically Otherwise, they will ignore perhaps the tall trees bearing golden fruit. Inward are greatest asset they could possibly obtain sculpted hedges in the form of mythical in their ongoing wars with their neighbours: birds and creatures such as pegasus, phoenix, giants! griffin and a dragon. In the centre of the The portals to this Astula consist of those in courtyard is a large man-made pond featurthe side of the “cliff” near the ocean that the ing floating water lilies and flying purple PCs enter, and smaller ones (one-sixth the fish. The air is scented with an attractive

[ High Fantasy Themes ]

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perfume produced from the flora inside the courtyard. Outside the building stand two men in full armour, with large crests on their heads and bearing shields with a picture of a griffin on the front set against a quartered black and white background. The door to the building constitutes one portal whilst others can be found amongst the trees, sculpted hedges and inside the pond (i.e. underwater). Suggested uses: The courtyard is regularly used by the monarch’s court to wander around and discuss affairs of state in secret, using the ambient noise of the background water, fish and birdlife to cover their conversations. Slaves regularly see to their needs, bringing out platters full of hors d’oeuvres and assorted nibbles. The PCs may overhear that the politicians are concerned by the increase of strangers in these parts and infer that other parts of this world are somehow connected with the greater Astulae. Random encounters: Crossers (passive).

taken with the survivors on the lifeboat vessels. The scarred surface of the spacecraft indicates it was probably involved in a warzone and left for dead: large holes gouge the side of the silvery metal craft and provide an unconventional point of entry in to the craft if the guardian knights can be distracted. The interior prioritizes function over comfort, but even so, whatever piloted the craft was clearly human sized judging by the height of the passageways inside. Featuring a control room/bridge, several dormitories, an electronic study and kitchen / hygiene area, the craft is exactly what the PCs might expect. Salvageable materials inside the craft include (but are by no means limited to): small sidearm weapons (lasers), laptop style computers with an alien keyboard layout, holographic map projector, power sources (advanced batteries), flashlights the size of a fingernail, unpalatable foodstuff and a silver cube that changes appearance and density rapidly over time. Elsewhere in the craft, a translucent trail of slime leads from the bridge to the location of Crashed UFO the (missing) escape pod that the previous Type: Normal technology, normal magic, occupants used to evacuate the craft with. Muddy footprints corresponding to humans wrapping. Size: A square with each side of 420m also adorn the craft, indicating that some of the knights or their lords have ventured (460yards). inside. Some of the knights outside can Special notes: None. Description: In the centre of a large barren be observed toying with silver cubes and field lies a crashed UFO. The site of the small parts of technological equipment in impact has left a trail several km (miles) puzzlement. Crossers (paslong as the spacecraft skidded along the Random encounters: ground before coming to rest partially intact sive and aware knights and lords), holographic transmissions, small robotic cleanand partially buried in to the soft soil. A detail of knights guards the outskirts of ing machines. the spacecraft and will not let anybody by (treat as aware Crossers). The spacecraft itself is circular in nature and has a capacity similar to about two 3Crypt bedroom modern houses. Inside the craft are several obvious portals, and the remnants of Type: Null technology, normal magic. Size: 9m (30ft) x 16m (52ft). whatever the aliens left behind. Suggested uses: The spacecraft was aban- Special notes: Bleeding stones (blood). doned and all moderately useful items were Description: A steep staircase descends

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in to a large vaulted crypt wherein some of the stones on the wall weep blood in erratic pulses. The crypt is not lit well, warm, and with smooth stonework. The floor features cracked paving flags that the blood from the walls sinks in to. In the centre of the crypt is a series of three stone caskets, each of which features a stone engraving of the person who died etched on to the surface. The first of them is some kind of warrior: heavy set with a large sword and shield overlayed. The second features a man in long robes and holding a small jewelled dagger in one hand. The last features a slender woman, also in long robes, but adorned with writing all over and carrying a quiver and a bow. Around the walls are smaller interred burial sites: bones and cremated flesh of other individuals described in an alien language on a slab covering their worldly remains. It is primarily from these slabs that the blood flows. Suggested uses: This is a spooky and unsettling setting that is also not entirely stable. Cracks in the stone work will start to

appear if the PCs remain around, enabling them to see in to the caskets and remove the slabs. Some of the slabs contain (tight) portals behind them for the PCs to crawl through. There are no skeletons, or cremated remains, behind these slabs. The writing on the front features seven digits that the PCs may recognize as the writing of the Cartographer that may suggest to them the ways out of the crypt. Should the PCs be so vulgar as to disturb the rest of the dead, they will animate and defend their resting place as mummy-like undead. Random encounters: None.

Darkness Suppressed technology, normal Type: magic. Size: A cube, 3m (10ft) on each side. For variety, an extra cubic space of 1m can be added to the centre top, bottom, front, back, left and right hand sides of this 3m x 3m x

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3m cube. Special notes: A magical darkness covers this Astula. Only magical effects can light it. Optionally, fills with chemical compound can be used here. Description: This is a small Astula, and permeated by utter (magically generated) darkness. Technological means cannot see through it – not even radar (or equivalent). A portal is situated in the centre of each of the six outer walls. Each portal is a doorway, hinged to open inward using a brass loop to grip. Only one portal may be opened at any one time: if an attempt is made to open a second whilst one is already open, it will fail. The walls of the Astula are made out of stonework and have many holes drilled in to them – some large enough to use as handholds. Suggested uses: This room is essentially a “dungeon puzzle” style of room, designed to test the ingenuity of the PCs in the absence of light (and arbitrarily placed in the high fantasy theme). In the event of a fire mage able to light up the room, the optional filling with a chemical compound rule should be placed in play swiftly. Random encounters: Daemonic creatures (whose eyes pierce the darkness) in the form of aggressive (small to medium-sized) animals.

When the PCs enter the Astula for the first time, the dragon will be asleep. Near to the dragon is his pile of treasure. It features a pile of golden coins that reaches waist height of a fully grown male, several chests of treasure, sparkling jewels, ornaments, weaponry and adorned vestments. The PCs are welcome to take a small amount of the treasure without any ill effect. However if the PCs take more than a few coins, the likelihood of the dragon waking up gets very high. Moreover, many of the items in the collection are afflicted with curses. Carrying more than a few will almost certainly result in a very negative effect ensuing. The dragon himself is highly intelligent (treat as an aware Crosser) and capable of vast violence: certainly enough to slay the PCs outright within seconds with his fiery breath attack. He can be bargained with however, if there is something in his collection that the PCs are particularly interested in. For example, if the PCs have been tasked by Adelaide the vampire from the cloisters, her desired artefact(s) are likely to be within the dragon’s collection. The dragon is very unlikely to ally with the PCs in ordinary circumstances however. Other items within the Astula are the remains of the dragon’s previous meals (large bones) and claw and scorch marks across the interior of the cavern where he makes his home. Finally, the likelihood of the dragon not being at home when the PCs enter are slim, but possible. But for dramatic tension, the Dragon’s Den dragon is likely to return the moment the PCs decide to take some of the treasure. Type: Null technology, normal magic. Size: A very large cave of irregular shape, Suggested uses: This location can be used but measure a diameter of 252m (275yards) as the target of many search and recover quests (e.g., Adelaide the vampire amongst across at the widest. many others). Even a hightower candidate Special notes: None. Description: The PCs enter in to a very stands a good chance of being able to idenlarge, but roughly hewn cave. The cave has tify a book from the Great Library within several small exit and entry points off to the the dragon’s treasure pile. side (which act as portals) as well as a large Within the treasure are many anomalies. tunnel that leads up in to the sky. This Traded items from other Astula adventurers tunnel is the access point for the resident that the dragon has exchanged for other trinkets. The dragon will gladly take advice dragon to come and go as he pleases.

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about what the items can do, but note that the null technology rule is in play in this Astula. Hence although there might be many technological items in the treasure, they cannot be used within this Astula. Random encounters: Ghosts, the Lost.

of the King’s court. In quieter times, the free folks can be seen gazing at the marble statue in wonder, and some prostrate themselves in a religious fervour to the statue. Random encounters: Crossers (passive), hermits.

Grand Statue Type: Null technology, normal magic, wrapping. Size: A circle with a radius of 70m (230ft). Special notes: None. Description: Around the edge of this open air, circular Astula is a large hedge in which four archways have been cut. The GM may have these act as portals, or have them as wrapping points. Each of these archways has a pebble stone path that leads up to the grand statue located in the centre of the circular hedge. The statue itself is some four stories high. Constructed by magical means, it is primarily composed of marble as the main building material and exhibits a whitish glow in direct sunlight that makes it hard to look at directly. The statue itself varies according to the observer. Some will discern that the statue is that of a legendary warrior, Great Hall carrying a shield on one arm and resting the Type: Null technology, normal magic. tip of greatsword on the ground. Others will Size: 9m (10yards) by 55m (60yards). suggest it is of the founding king, decked out Special notes: None. in all regalia and wearing a blazing crown of Description: Inside some kind of manorial gold. A few will see the first high priestess of house of significance, the Great Hall is the the locally dominant religion, with swirling largest room in the house whose primary robes and a carrying sceptre of authority. function is to gather and seat many people There is a doorway at the base of the statue around tables – sometimes for feasts, other that allows any visit to enter the statue. times for debates or entertainments. Inside, visitors will find a spiral staircase The Great Hall is constructed from wooden that leads up inside the statue to the head. beams running throughout its length and There, on a small platform level, the visitors forming an arch in the ceiling, interspersed can look out on the grounds of the Astula by blocks of stone covered over with daubed and see the kingdom beyond. paintwork. Oil paintings line the wall of Suggested uses: Civil ceremonies are previous occupiers of the manor dating back sometimes held in the ground of the Grand many centuries. Statue, ranging from the opening of Olympic- Depending on when the PCs visit this like games, through to an open-air meeting Astula, it may be set up in one of a number 39

of configurations. The primary configura- key law reforms resulting in the extended tion is that of a feast. Long tables are rights and liberation of the peoples. Several arranged down the length of the hall and a of the statues are distinctly none-human high table at the top seats the lord of the (one is certainly elfin in appearance, and manor and his esteemed guests. Copious another is somewhat insectoid). amounts of food are consumed in barbaric In addition to the plinths, a large cube has manner and fools roam about the hall keep- been erected in the centre of the Astula. ing the guests entertained. Down the sides of the cube are engraved a For debates, the tables are arranged in a large list of names – those who have given rectangular shape and feature many serious their lives in the defence of the realm. A people from around the lands come together floral wreath has been laid at each side of to decide matters of urgency – how to the cube and on its uppermost surface. destroy a particular magic item, or detailing Suggested uses: Although a somewhat a sentence for a convicted felon. bland Astula, the Hall of Heroes sees a On occasion, most of the tables are shuffled steady stream of visitors (both Crossers and out of the Great Hall and a band plays Astulae natives) through its length. Many music for highly dressed-up guests to dance pause to pay homage to the statues that are the night away to. here. Other read the murals and histories Suggested uses: Depending on the config- of the heroes immortalized here. As a place uration, the PCs may be interested in (or of pilgrimage, the Crossers sometimes stop invited to) eating, listening to the debate and bless the statues in their own manner. (even perhaps volunteering to get rid of Hightower candidates make extensive notes certain felons or items for the lords) or of the inscriptions, seeking to find deeper dancing with passive Crossers for fun. meaning in the writings. Random encounters: Crossers (passive) Uldrophene the Deemster sometimes comes for feasts and dances; Crossers (aware) dur- here to observe the crowds as this is in the ing great debates. same alternate reality as the Throne Room (see below). She will freely seek out any Astulae native to speak with. Random encounters: Crossers (passive), Uldrophene the Deemster (aware Crosser).

Hall of Heroes

Type: Null technology, normal magic, hard boundaries. Size: 28m (92ft) by 16m (52ft). Mage Workshop Special notes: None. Description: Physically, the Hall of Heroes Type: Null technology, normal magic. is an exterior Astula (despite the name!) Size: A circular room with a radius of 5m that features large Greco-Roman pillars (16ft). down its sides, and fifty-two plinths. The Special notes: None. floor is a heavily worn, cracked and carved Description: The air brims with magical potential in this Astula. Upon entering the paving flags. All but eleven of these plinths have statues PCs will feel the hairs all over their body built upon them. Each of the occupied stand on end involuntarily. This feeling plinths has a statue occupying them. The resides after several minutes as if their statues are of famous (locally) men and bodies are acclimatizing to the conditions. women of the realm who have performed Physically, the room has three doorways important duties. These range from military (portals) in and out of it. Each is convictories, through to grand spell-casting, and structed of hard oak and the walls between

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each are of carved, dark stonework. The shadows, energy beings). skirting boards and coving are almost gold in colour and stand out richly against the background. The interior of the room consists of multiple Palace tables, each of which is filled with arcane items of equipment and instruments more Type: Null technology, normal magic, hard reminiscent of a torture chamber. Glass boundaries. vials and flasks brim with colourful liquids; Size: 0.8km (0.5miles) by 0.5km (0.3miles). shrunken heads with eyes that follow the Special notes: None. PCs around the room float in sealed jars Description: Long ago, this was the site of on shelves; archaic books lie open at critical a modest and influential palace. These days, pages on the tables and line the shelves; the palace lies in ruins. Walls have been gusts of wind without any obvious sources knocked down, readily accessible treasures have been looted and a number of surfaces blow across small subsections of the room. At any given time, several magi may be occu- have been vandalized. pying this room and working on a variety of But all is not quite lost. A diligent advenexperiments: brewing potions; transmuting turer may be able to find the odd coin base metals in to silver; manufacturing flesh scattered through the ruins and the remains golems; attempting to summon lesser air of an expensive dagger (possibly magical) elementals; refining their own spells; reading in a tucked away corner. Whatever caused some of the books on the shelves for ideas the mayhem happened a long time ago and there is no imminent danger present. At an inspiration. Suggested uses: This room is part of a least, there is no imminent danger present on the surface of this Astulae. larger institute of magical education and is A moderately careful inspection of the dereused by some of the more senior students liction will reveal multiple trap doors and for their own studies. Hightower candidates staircases leading downward in the Earth. will feel at home here, but most other PCs Following these passageways leads in to an will feel very uneasy due to the sheer level of underground level of the Palace that is still magic in the air. Piquancy could be awarded very much active. On this level, a group of here if the GM desires for extra effect. photophobic humans holds court, passes the Hightower candidates may be tempted to time and plays with each other. One of their steal a book from this room. But none of numbers is the Monarch and the rest consist them are from the Great Library. But it of their immediate family, or their retainers. is possible that some of the Crossers might They are well armed and well-able to yield know something about the Great Library magic to terrible effect. and the Astulae itself. Suggested uses: Should the PCs delve in The presence of the PCs does not come as to the lower level of the Palace, they will a surprise to any of the aware Crossers who very quickly come across this subterranean inhabit the Astula. They are very used to Royal Family. Over the years since they random visitations and unorthodox forms of moved in (or were forced to move in?) they entry and exit. However, remaining here too have become used to threats materializing long could be hazardous to PCs health due from the ground level. Therefore they have to risk of magical mutation and summoned started to guard the access points to the surdemons. face with well-armed and armoured knights Random encounters: Crossers (aware), and warlocks of the realm. They will give Hightower candidates, Ghosts, summoned one and only one warning to the PCs to head creatures (demons, elementals, undead, back to where they came from before taking

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action against them. No doubt, the PCs might like to access the subterranean portals in this lower palace level, or (in the case of a particularly devious GM) materialize within this level and seek a way upward. Stalking the open-air portion of the Astula is a trio of Cubists. They are carefully combing every square inch of the ruined Palace for their cubes. If approached by the PCs, they will either run through the nearest portal (recommended), or seek to go through them to escape. Random encounters: Subterranean palace members (Aggressive Crossers), Cubists.

Round Table Type: Null technology, normal magic. Size: A square room whose side is 8.5m (28ft). Special notes: Low gravitation. Description: This Astula is an ancient

room with a very high, vaulted ceiling made of wood and stonework with doors (portals) in the centre of each wall. The dominant feature of the room is an impressively large round table. Constructed of ancient trees from Fey woodland resources, the table emits a magical glow perceptible to any magic user. On the surface of the table is a passable miniaturization of a large swathe of terrain: rivers, woodlands, and fields all accurately modelled on a large board that is sat on the tabletop. Closer inspection of the terrain reveals companies of miniatures variously armed with swords, crossbows, longbows and pikes, some mounted, some obviously religious leaders and others magi. In short: a war scene is depicted with the positions and arms of many units of men marked out in detail. As the PCs watch, the pieces on the board move of their own accord. As the battle progresses, some of the miniatures fade from existence and small fires start to consume

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the woodland terrain. Suggested uses: The battle scene on the round table is occurring in realtime, but it is clear that the battle will probably take at least 12 or more hours to conclude as neither side seems currently able to gain an upper hand. If the PCs interfere with the scene by attempting to move some of the miniatures in certain directions, they will respond as if they were taking orders and act out the consequences accordingly. They will not, however, be removed from the tabletop, nor moved with an unnaturally fast speed for the scale employed. If such action is taken, then an aware Crosser will enter the room and call for the guards upon seeing the PCs attempt to interfere with the battle. What happens next is left up to the GM. Random encounters: The Enigma.

religious iconography, through to silver eating utensils and the odd amulet or medallion featuring inlaid precious gemstones, books, and coins. Random encounters: Ghosts (seeking to defend the ruins), passive crossers in medieval dress, giant rats, giant ravens, and religious avatars.

Sewers

Suppressed technology, normal Type: magic, hard boundaries. Size: A variety of intersecting tunnels of mixed lengths. Special notes: None. Description: The first thing that the PCs will notice when entering this Astula is a rank and disgusting smell. Then they will notice the raw sewage that flows around their feet. The sewers are approximately Ruins circular in shape and lit from above by Type: Null technology, normal magic, gratings that allow sunlight to flow through. These gratings also permit rain and other, wrapping. Size: 150m (500ft) by 100m (320ft). more noxious effluent to be rinsed down in Special notes: None. to the sewers. Description: The ruins appear to once Portals in this Astula can be the gratings have been a monastery of some kind. A overhead, or large grills that the water flows strong outer wall has collapsed on two sides, out of the tunnel from and into a greater but remains largely intact on the other two. body of water beyond. This is mirrored by the interior: whatever The sewers serves as the base of operations destroyed the outer corner continued its for a local thieves guild. The guild terrorizes destructive path inward from the same the city above and stores the profits from its corner, as if smashed by multiple catapult illegal activities in rooms scattered around stones from one direction. the sewers. After an appropriate period the The interior of the ruins feature half intact profits are typically fenced off, or in the case small cloisters, two guesthouses (largely of greater prizes: ransomed back to their wrecked), living cells (many intact), a foun- rightful owners. Sentries for the guild are tain (intact) and the remains of a refectory positioned throughout the sewers and will (destroyed). Whatever happened here, hap- approach any PC they sight. pened recently (certainly no longer than 2 Suggested uses: The PCs will certainly year ago) and the monastery is completely hear the thieves at some point during their abandoned. wanders along the sewer tunnels, or will Suggested uses: Treasure hunters will blunder in to one of their storage rooms adjabe able to thoroughly search this location cent to the tunnels. This will provide for an for anything of value and come up with a extended encounter with the guild who will number of items ranging from gold plated certainly want to know why the PCs are here,

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what they want and what they know of the the Astula. The interior of the rocks features guild (treat members of the guild as aware a lush growth of plants of all descriptions: Crossers). The guild has previously come many tropical (surprisingly so given the across other Astula adventurers and has apparent weather), deciduous, and others used them as agents elsewhere or charged that the PCs will not recognize. them taxes to pass unharmed through their Piled on the rocks are hand carvings of territory. Hence the guild will be familiar a mass of writhing vines, photographs of with the stories that the PCs will tell them. flowers, and offerings of dead spiders and If they are truthful, the PCs can escape other assorted insects, arachnids, and small from the situation relatively unscathed, but birds. will ultimately be tasked with “payment” or This is a shrine dedicated to a long lost (real “taxes” for traversing the guild’s territory. or imagined) plant deity. If astute, the PCs can learn about other Suggested uses: A vine may creep out for Astula natives who the guild has come across the centre of the rocks, reaching for the PCs – for a price. This might be vital if the PCs to try to grab them and feed off them. This are tracking somebody or seeking to avoid may be abrupt and cause a panic. hunters. Alternatively, the GM might like to plant(!) They may also propose stealing from the an Ianua (see Botanic Gardens astula) in thieves’ storage rooms. If they do so, they the Shrine for an entertaining diversion. will find an eclectic mixture of magic items If the PCs decide to make an offering at the (weapons, necklaces and jewellery, robes), edge of the rocks, then the plant deity will high value items (golden chalices, diamonds, be pleased with them and might aid them valuable paintings), and several technologi- in another Astula at a later time and date. cal items that the guild has no idea about, The Shrine can be used within other (approbut considers magical (wrist watches, tablet priate) Astula as if the larger one were a computers). The latter category has almost nexus. If so, the GM should also ensure exclusively been provided in payment to the that any special rules active are common to guild by other Astula natives for traversing both. the sewers. Of course, stealing from the Random encounters: Man-eating plants, guild is probably a bad idea. They will Ianua, occasionally other Astula natives hunt the PCs down and be vigilant for them coming to pay their respects to the plant should they re-enter the sewers once more. deity. Random encounters: Members of the thieves’ guild (aware Crossers), hunters.

Spider’s Lair Type: Null technology, normal magic, hard Shrine boundaries. Type: Null technology, normal magic, hard Size: A large cavern of radius 12m (40ft). boundaries. Special notes: None. Size: 4.0m (13ft) by 3.2m (10.5ft). Description: Surrounded by stalactites Special notes: None. (Suggested: Thixotropicand stalagmites, the cavern functions as Floor). both the home lair and hunting ground of a Description: This small Astula is located large predatory spider with an appetite for outdoors in a grassy field (or occasionally in human flesh. a woodland if the GM desires). Webs of impressive size have been woven A circle of large, dark rocks the height of an across the cavern, anchored to points on the average person’s knee sits near the centre of stalactites and stalagmites, and stretching 44

over the natural entrances (portals) to it. Upon entering this Astula, the PCs will almost immediately be hit bodily with these webs. Their stickiness is impressive and if the PCs do not hack, slash or otherwise burn the nearby strands, they will rapidly become encased in the material. This, of course, will attract the large spider. With an abdomen the size of a fully-grown adult human, the spider is an imposing and dark figure within the Astula. If the PCs do not get immediately entangled within its webs, the spider will bide its time, watching them from the cavern’s ceiling or otherwise hiding its form behind stalagmites of wide girth. Suggested uses: Although the PCs can battle the giant spider, they may also wish to simply traverse the web-covered Astula with all haste. The spider will not act to prevent this in the first instance, but will remember them if they head back through its lair at a future point in time. Used to random Astula adventurers appearing

within the cavern, it has long since learnt to be particularly fearful of magic-wielding characters and will not attack such PCs unless it is certain that it has the upper hand and any other imposing threats from the PCs (e.g., warriors with large two-handed swords) no longer pose a threat. Therefore, it will try to take out none-magic users as its first priority, and attempt to isolate members of the group from one another if practicable. Inside the cavern are several cacoons. These contain dead Astula adventurers from pervious meals, as well as at least one adventurer who is still alive. The GM is free to improvise who this prisoner might be and how they call out to the PCs for aid. Added to this, the spider has regularly moulted over recent times. The PCs will encounter empty husks of the spider’s previous exoskeletons scattered at opportune locations throughout the Astula. The spider uses these as a scare tactic. Finally, the spider has small eggs laid around

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the web. Some of them will crack open when arrives in the next scene and kills the priest the PCs pass nearby and small (hand sized) and throws down his gauntlet to his younger venomous spiders will come scuttling out of sibling, who laughs. The next scenes are a them, drawn to the movement of the PCs. blend of different story parts that roughly If the PCs slay the original spider, one of show each son assembling their own army these baby spiders will replace it the next of knights, common men, and fantastical time they come in to this Astula, ensuring creatures, including dragons. The final few that the status quo is always re-established scenes are bloody: a great battle between regardless of what the PCs do inside the two great hosts that ultimately results in cavern. the younger son being slain and the elder Random encounters: Spider eggs, baby one injured, but subsequently crowned. spiders, the giant spider, cacoons, spider Along the opposite wall are 12 doors (6 husks, trapped Astula adventurers. per section of the “L), and one at each terminal end of the corridor. The doors are made of solid oak, and the corridor itself in constructed of sound stonework, with red carpet edged in gold along its length. Tapestry Corridor Braziers burn beside several of the doors, Type: Null technology, normal magic, hard providing ample light to view the tapestry with. boundaries. Size: The corridor is, in-fact an “L-shaped” Suggested uses: The tapestry may intrigue corridor, each section of which runs for 35m the PCs for a long time. Any aware Crosser (115ft). The corridor is 2.4m (8ft) wide, will be able to relay the tale of the warring allowing for several people to stand shoulder brothers in gruesome detail to them howto shoulder along its length. The ceiling is ever. Portals will generally be located behind the 3m (10ft) tall. closed doors, but the GM might like to Special notes: None. Description: Along the longest edge of place one behind the tapestry itself. Clearly this “L-shaped” corridor is hung a magnif- moving the tapestry aside will upset the icent tapestry (more accurately an embroi- aware Crossers of this Astula! dery). It features a complex series of scenes Any Hightower candidates may have heard commencing with two brothers and their a rumour that the tapestry contains clues, father (a King) fighting in a war against an hints or the location and (or) path to the unknown enemy dressed in black armour. Great Library. The brothers ride atop unicorns and are Random encounters: Aware Crossers depicted slaying the black armoured enemy (ranging from guards, to Noblemen and everywhere. After the battle (arguably years Queen’s servants), patrols of intelligent after), the King is depicted as on his death guard dogs (also treated as aware Crossers), bed. With his dying breath, he points to Hightower candidates – looking for the locathe younger son who is in attendance – the tion or path to the Great Library that may elder one is pictured riding to distant lands. be embroidered in to the tapestry’s tale. Advancing, the elder son is depicted in the next scene sitting on a throne in a foreign land passing judgement over common folks. In the next, that same son is shown riding Tavern a griffin furiously through the skies with a party of gold-clad knights who ride other Type: Null technology, normal magic, hard griffins. The next scene shows the coro- boundaries. nation of the younger son. The elder one Size: A length of 16m (52ft) at maximum.

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the PCs on various adventures for whatever Special notes: None. Description: Whether it is ales, wines, patrons might be seated in the tavern and beers, or spirits, the tavern has it for the for rest and recuperation. Bar room brawls thirsty traveller. A very traditional fantasy occasionally occur as well and the PCs might style tavern, the PCs should feel right at find themselves in the centre – or as collathome here if they are from a fantasy setting eral – in the event they occur. Undoubtedly the proprietor will attempt the toss out all to begin with. The tavern is physically constructed from troublemakers under such circumstances. venerable wooden beams on a secure foun- Seated around the tavern is a pair of Brown dation with solid walls and several fireplaces Clerics, discussing their next move in covert around the tavern to keep the patrons warm. tones. An immortal amuses locals by perBar staff regularly serve customers and will forming magic cantrips in the corner for a bring food to the tables if it is ordered. The small amount of coin and a gentle if not food itself is fairly basic – in a culinary sense. enthusiastic occasional round of applause. Smoked meats, root vegetables and seasonal An exile plays a flute for entertainment fruit can be had for a tasty and filling meal as other locals and Astulae adventurers if the PCs have the coinage. The tavern also dance. A disillusioned Hightower candidate attempts to drown their sorrows in copious offers a sound night’s sleep for the weary. Portals in this Astula are the doorways ale. and fireplaces themselves. But entering Random encounters: Crossers (aware), fireplaces will be risky given that all the Brown Clerics, Adventurers, Exiles, Runners, Hermits, Hightower Candidates, Lost, Crossers are aware in this Astula. Suggested uses: This is a prime location Immortals, Seekers of Newhaven. for the GM to plant rumours, commission

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and rule (with the advice of the Deemsters) on how to resolve them. Peasants may also present their case (with prior approval from Throne Room the Deemsters) to the court. These range Type: Null technology, normal magic, hard from recompense for crimes of the state (or otherwise) through to calls fro military boundaries. action against neighbouring principalities. Size: 7.5m (25ft) by 17m (56ft). The Throne Room is a good place for noting Special notes: None. Description: Seat of the Autokrator, court the difference between passive and aware of the Keys, and house of the Deemsters; Crossers and the roleplaying opportunities the Throne Room is largely ornamental, but this this presents. Uldrophene will certainly when required, can be used to hold audiences notice any and all Astulae natives and will be keen to speak to them, going so far as to and court. Largely ornamental, the throne itself is a point at the surreptitiously, or casting spells carved dragon’s skull surrounded by marble to hold them in place for later questioning. statues of naked men and women holding Random encounters: Crossers (passive), large candles to light the entire room. The Deemster Uldrophene (aware Crosser). rest of the room features portraits of former rulers, silk drapes of royal sigils and heraldry and historic battle standards from notable victories. Turtle’s Shell The portals to this room consist of the Type: Null technology, normal magic, public entry at the rear of the room, a side wrapping. entrance for servants and the court of the Size: a circle of radius 38m (125ft). Autokrator, and the behind-the-throne exit Special notes: None. of the Autokrator herself. Description: This Astula is taken up All but one of the Crossers in the Astula almost entirely by a giant sea turtle. The are passive. The exception is Uldrophene back of the sea turtle is above the water line the Deemster. This particular lawmaker and is a rough surface of a few rises and believes she is seeing ghosts when she dips across the shell. Although somewhat observes any Astula native within the slippery when wet, it is unlikely the PCs will Throne Room who does not dress like the fall off unless a large wave causes a wipeout. local populace. She has confirmed this sus- On the back of the shell, several small huts picion on several occasions with her sorority, / sheds are nailed securely on to its surface. but now remains silent on the issue for fear Inside these huts are: of expulsion. (i) a storeroom full of foodstuffs (especially Suggested uses: On most visits, the fish) and narcotics; Throne Room will be empty and unattended. (ii) a storeroom filled with wines and spirits; Situated in a large fortified castle and serv- (iii) the home of a Hermit calling himself ing little more than an ornamental role, its Geoff; function is largely intermittent and reserved (iv) a collection of random collection of for formal occasions. useless technological items and other bricThat said, the formal occasions do happen a-brac. with regularity. The holding of court with The hermit is somewhat startled by the the Deemsters (lawmakers) present happens PCs and will shoo them away. In reality, at least once per week and last most of a Geoff if not entirely sane and cannot recall day and night. These situations will be how he came to be here, nor he previous rather crowded in the small room. But the life. Even when portals (typically inside the Autokrator will hear cases presented to her huts) are pointed out to him, he disclaims

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all knowledge of them. He instead worships watchtower resembles a bus-shelter on stilts the turtle as a deity who sustains him. He with a long ladder to scale its height. equally has no idea who the other huts get Standing before the watchtower is a 2m filled up with the food and drink that he (7ft) tall dry stone wall that roughly bisects lives off. the Astula. On the side of the watchtower, Suggested uses: Periodically, Crossers a small garrison of archers and knights (passive) will row alongside the giant turtle with longswords and shields stand ready. and bring on board supplies, or take them On the other, a massed mob of irregular away from the huts. They are smugglers and looking men in leather skins, wolf pelts and use the turtle as a mobile re-fuelling base for bells carry forth pitchforks and homemade their escapades. weaponry. They eye each other uneasily. Random encounters: Crossers (passive), Suggested uses: Without warning, an Geoff the hermit, the Turtle’s head and/or arrow lodges in the watchtower and the other limbs, storms and adverse weather men at the top of it scream orders. The conditions, the tentacle of a giant squid archers on the watchtower’s side loosen a battling with the turtle. volley of arrows. The men on the far side are not scathed as the arrows halt in mid-air and fall harmlessly to the ground due to the intervention of a magic user. A battle is about to begin…! Watchtower Alternatively, the standoff of eyeing each Type: Suppressed technology, normal other may continue for some time as each side looks for a weakness in the other, or an magic, hard boundaries. opportune moment to strike. The men on Size: A square of side 270m (300yards) either side may decide to retreat temporarily Special notes: None. Description: A wooden construction that only to re-appear at a slightly different is little more than 10m (33ft) tall, the location and time of day. And the standoff

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continues. well. On odd occasions, a large lightning The PCs appearing in the middle of this storm will emerge to break the summery standoff will cause either side some con- scene. sternation if there are any aware Crossers Contained at the bottom of the well is an (recommended) amongst them. assortment of odd items. There are many, Portals in this Astula are located along many coins of varying dimensions, designs, the wall as well as inside the watchtower. ages, and origins. Some are in an advanced Getting to them without losing a limb or state of decay. Other items include small worse will likely be a serious roleplaying toys, lenses, handles, kitchen utensils, and challenge. the odd circuit board here and there. Random encounters: Crossers (passive, Suggested uses: From time to time, aware and / or aggressive). Crossers enter through the doorways in small groups. They enter the water and wade to the centre. Turning away from their companions, they flick a small object over their heads and shoulders behind them Wishing Well and utter a phrase under their breaths. In Type: Null technology, normal magic, hard essence, many of these visitors are wishing for something. Whether this is good fortune, boundaries. a bountiful crop, or luck in love, they all tend Size: A square, 11m (36ft) on the side. to follow the same ritual. Should any of their Special notes: None. Description: Not so much a well, as a pond, objects hit anyone else in their group, they the “wishing well” is a circular body of water will interpret this variously as a good or bad that fills up much of this Astula. The water omen – depending on the social class they is shallow, coming up to no more than knee- occupy. height on the average human. The water If the PCs decide to follow the same ritual, is also clear and the (hard) bottom of the the GM may grant a limited wish to the first well and objects contained within it can be PC to perform the act. Doing so, however, clearly seen so long as there are no ripples seems to attract the attention of the Enigma who makes a sudden appearance after the on the surface. Around the edges of the Astula are cream granting of any wish. coloured brick walls with ivy creeping up From time to time, Crossers (or the Enigma the sides and flowers of unknown origin herself) will remove the objects that accuspringing forth from cracks between the indi- mulate at the bottom of the wishing well vidual bricks. Doorways are in the centre to make room for more. Big scoops and of each of these four walls, which double up nets are used to dredge the bottom of the as portals. A small brick lip separates the well and gather as many items as possible. flagstones between the wall and the pond, The Mandated Cabal frequently disguise forcing would-be waders to deliberately step themselves as such individuals to take as in to the water. Accidentally falling in to much of this swag as possible. Random encounters: Crossers (passive), the well is uncommon. This Astula is an open-sky / outdoors one. The Enigma, devotees of the Enigma, Brown Most of the time, the sun is shining brightly Clerics, Mandated Cabal. and birdsong fills the air around the wishing

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6: I ndustrial and Futuristic Themed Astulae

“Dial clockwise by 29 clicks and hit enter. The destination of the portal will then be attuned coreward - so to speak.” –Intercepted transmission. here: by stealing such weapons at the point of retrieval. These Astula are composed of locations There is a deep fridge-like container in from far flung futures where technology has the room as well. Inside this is a portal reached an immense peak (sometimes in a (which is a tight squeeze to enter), and a dystopian manner), or from an industrial large silver cube that slowly reforms itself setting where technology is common place, in to new shapes over time. It is similar but not necessarily all powerful. Either to the silver cubes that can be recovered way, magic is usually nullified, or not that from the crashed UFO Astula (above). The relevant in comparison. connection between these two Astula is not obvious as they come from vastly different parallel worlds. At night, there may be a risk of burglary. A Armoury set of armed thieves attempts to break and Type: Normal technology, null magic. enter the storage area to rob the shop of its Size: 8m (26ft) x 10m (33ft). weapons for illegal activities. The PCs are Special notes: Thixotropic floor. free to aid or deny the would-be robbers. Description: The armoury is a steel shell Random encounters: Retail staff (passive style of room with two exits (portals). Crossers), the Mandated Cabal. In racks and cupboards along the edges and down the middle of the room are a huge variety of weapons. These range from rifles, semi-automatic weapons and Communication Tower sidearms, through to laser weaponry and wrist mounted grenade launchers and shoul- Type: Normal technology, null magic, hard der supported rocket launchers. All are kept boundaries. under bolt and key and cannot be stolen or Size: A square of side 21m (23yards). used without the appropriate access. Special notes: None. Suggested uses: This is a back room for Description: A large steel lattice tower a retail store selling weapons. Occasion- dominates a bleak and otherwise desolate ally one of the shopkeepers will enter the landscape in this Astula. For miles around backroom to conclude a sale by fetching the the tower is the only structure visible except appropriate weapon. This is the only oppor- for the odd hill near the horizon. Fields tunity the PCs will have to arm themselves (fallow or growing) and cattle stretch for as

[ Industrial, Futuristic Themes ]

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far as the eye can see in most directions. and Futuristic themed Astula if the PCs are The lattice tower is a communication tower; able to modify its operations to go through one that is responsible for transmitting radio the portals available. This could provide (and other wavelength) signals across a wide a valuable forward base for monitoring the area. Astula and as such may be of import to Physically, the lattice has a triangular cross Hunters and others. section and tapers exponentially in to the Random encounters: None. sky to a maximum height of 33.5m (110ft). A fall from this height would be fatal. At various locations along the height of the tower, satellite dishes are located that point Elevator in a variety of seemingly arbitrary directions. Normal technology, suppressed At the base of the tower is a very small hut Type: that contains computing equipment respon- magic, hard boundaries. sible for the remote operation of the tower, Size: The elevator is a large rectangular servicing, and monitoring of the throughput cube, measuring approximately 2m (6½ feet) wide and deep, and 3m (10ft) tall. The and performance of the equipment. Suggested uses: The main use of this extent of the Astula covers are few metres tower is as a vertical ascent or decent. above and below the Astula if required, but The portals connecting this Astula are the the GM may simply limit it to the interior triangles enclosed by some of the steel lat- of the elevator. Accelerated reference ticework. As such, climbing up or down will Special notes: frame. be required to access them. The hut contains equipment that can poten- Description: The inside of the elevator is tially be salvaged and utilized by the PCs. reasonably large, easily enough to accommoBut it can also be used to tap in to trans- date many people and large bulky machinmissions here and in any other Industrial ery. There is a control panel on the wall with

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numerals 1 to 71 located on backlit buttons. of glee can occasionally be heard over the In addition, there are “door open” and “door movements of the elevator as it accelerates close” buttons, an emergency button, and in random directions. To access her, PCs three keyholes. The roof of the elevator must climb out of the top of the trap door contains a trap door. A display above the and around the sides of the elevator and main door indicates what level the elevator downward – a very tricky and dangerous proposition. is currently on. Suggested uses: Which of the “floors” will Random encounters: Crossers of any allow the PCs to exit the elevator to another type (working men and women in suits) as Astula? Or perhaps there is a portal in the the plot demands. ceiling trap door? If the PCs decide to simply “ride” the elevator for fun, they will sense that they are going sideways as well as up and down. When the doors open, they Factory will either have a portal, or a view on to Type: Normal technology, null magic, hard the interior of a city workplace, corridors, boundaries. reception areas, carparks etc. Occasionally Size: 80m (260ft) x 55m (180ft), 22m (72ft) a Crosser (or group of Crossers) will enter tall. the elevator and change floors. At the GM’s Special notes: None. discretion, a piece of paper may have been Description: This Astula is effectively left on the floor by a Crosser. This contains one large, cavernous building. Around notes to the effect that the Crossers are the extremities are various windows and aware of the Astulae natives and seeking to doorways (portals) in to the Astula, as well do something about it. as metal walkways around the edges that In secret, there is an immortal hanging on connect to the ground level via sturdy metal to the bottom of the elevator seeking a thrill staircases. ride to alleviate his boredom. Her shrieks The factory itself is not a classic assembly

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line factory however. Rather, the interior of the Astula contains several large machines. Each of them is a type of three-dimensional printer, and each is a different size and serves to build different sized objects when programmed correctly. These object vary from buses and other vehicles, small moving houses, through to bicycles, computers, and small objects such as telephones and radio transmitters. To create such objects requires two inputs: raw materials and some degree of programming of the machines to produce the desired object. Templates for the objects mentioned above exist within the machines, but operators would need to be experienced to know how to achieve their ends. Some raw materials (silicon, plastic, and limited quantities of metal) sit to the side of the machines in small mounds. It is clear from a casual inspection that these are “fed” in to the machines via buckets off to the side of each. Some materials (uncommon elements of the periodic table) need to be sourced from elsewhere to build objects. Suggested uses: The factory is largely deserted except for a small group of Mandated Cabal agents who are using this location as a forward base of operations and for their own understanding of advanced 3D printing technology. At any time, there may be up to six Mandated Cabal Agents in the factory Astula. Some of the may be sleeping, eating or resting, but most of the time they will be attempting to decrypt how to operate these devices. They know that they need plenty of raw materials and will regularly bring new surplus materials to this Astula to test out their ideas. So far, they have been able to construct basic objects such as bicycles with regular efficiency and have shipped them back to their home plane for profit. More technologically advanced objects elude them. Seekers of Newhaven have learnt that a re-routing device can be constructed from these machines. Every once in a while such a Seeker enters the Astula to attempt to do just that on one of the smaller devices. The template for a re-routing device does

not exist; hence any Seeker attempting this must try to create one from scratch (or by reverse engineering a Hunter’s device here). Both the Cabal agents and the Seekers will be cordial to any Astulae PCs to the extent of revealing what who they are and what these machines do, but will not cooperate with the PCs to create anything unless a trade of information or goods occurs in each of their favours. The true owners of the factory are a small extended family of passive Crossers who are aware of extra electricity being used on site and some materials going missing, but otherwise cannot place why their operation is losing money. Both the Mandated Cabal and the Seekers are very careful to bring raw materials from elsewhere or replace the stocks that have been depleted to keep the Crossers from developing further theories. Random encounters: Mandated Cabal, Seekers of Newhaven, Crossers (passive).

Furnace Room Type: Normal technology; null magic, wrapping on non-portal doors (see below). Size: The “room” is set over 3 squareshaped levels. Each level is 2.4m (8ft) tall and 11m (36ft) across. Special notes: None. However, it would be appropriate to have a few, or even several special rules in play for this Astula. The following is provided as a suggested list to pick from: Accelerated reference frame, Bathed in radiation, Higgs field strengthened, Shadow leak, Slow sound waves, Sono-luminescence, Submerged, Wavelength change (redshifted). Description: On each level of the furnace room are situated nine thick cylinders that are connected by pipework in a complex way to each other and pipes that lead outside of the Astula (there is enough of a gap to squeeze between the cylinders for the average PC). These cylinders are individual furnaces – most of which will be 54

“on”; humming with activity and warm to touch. A digital display or readout with a small array of push buttons sits on the side of each furnace. The floors of each level are a metal grill: PCs are able to see through them to the next level up or down. At the lowest level, the ground is sheet metal that faintly vibrates with the activity of the furnaces. Climbing up metal stairways at the edge of the Astula accesses the higher levels. Several doorways with a locking wheel (akin to submarine doors) are situated around the edge of each level. Some will have portals behind them; others are “wrappings” that will simply lead back to a different door. Suggested uses: This location provides a good place to conduct a chase scene, or a high intensity combat (or a witnessed one between a Hunter and a Runner from Home). It could be used as a location where Crossers are aggressive and want to rout the PCs. The purpose of the furnaces themselves is left as a mystery. What they are heating or powering is not clear, but it could be anything from a military installation, to a spacecraft. Tampering with the furnaces will no doubt get the attention of Crossers. But perhaps they have to be tampered with in some way, particularly if there is a portal located inside one of them, or if the Red Telepath has (post hypnotically?) commanded one of the PCs to do so! Random encounters: Crossers (any type), automated machines that clean the Astula and perform checks on the furnaces.

one kitchen, one dining / living area and a garden. The main bedroom is large and spacious, featuring a double bed, wardrobes, chests of drawers and ornaments. The second bedroom is a spare room with another double bed in, but clearly is not lived in much. The third bedroom has been converted in to a small study and features a modern computer on a desk, with various certificates hung up on the wall. The kitchen is a modern one with many up to date appliances, bountiful cupboard spaces that are filled to the brim with pots and pans. A small circular breakfast table sits in the middle of the tiled kitchen floor. The joint dining and living room area features a television-computer in a prominent location and a fireplace adjacent to it. Sofas and chairs are comfy and well used. A dining table with six chairs sits at the opposite end of the room to the television. A large sliding glass door leads out in to a well-kept garden. The grass is net and tidy and the edges feature colourful flowers of different types. In short, this is a fairly typical detached house in a suburban estate. Suggested uses: Coexisting with the Crossers who inhabit this house, a small party of Astula Adventurers has been using this Astula as a base of operations. Some of their gear can be found inside drawers in the spare room, kept in a locked box. Other signs of their passing include muddied footprints that do not belong to the Crosser couple that live here, use of the kitchen at strange times of the day and odd looking items of technology hidden in caches dug in the garden. House The house belongs to a pair of passive Type: Normal technology, null magic, hard Crossers who go about their daily routine largely oblivious to the Astulae native’s boundaries. Size: The PCs are confined to the interior activities in the house. Once in a while they will examine an item that has accidenof a detached house and its rear garden. tally been left around in the house by the Special notes: None. Description: This is a regular, run-of-the- Adventurers in puzzlement, and throw it in mill house dating to the mid-2000’s. It the bin. consists of three bedrooms, one bathroom, The Adventurers will generally be cordial

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with any PCs who enter the Astula as they have all their equipment readily hidden away in here. Should the PCs snoop further and find any of their kit, their attitudes will alter. For mature playing groups (especially ones that visited this Astula previously), the GM may elect to have the Crossers be dead inside their own Astula. Who killed them? Why? Random encounters: Crossers (passive), Astulae Adventurers.

Interplanetary Transporter Type: Normal technology, null magic, hard boundaries. Size: The PCs are confined to the interior of a spacecraft, with a volume no greater than 620 cubic m (22,000 cubic ft). Special notes: Weightlessness. Description: This Astula is the interior of a spacecraft. The spacecraft is currently undergoing a journey from one planet to

another in the same solar system. It is not clear whether this is the Earth’s solar system or some kind of odd analogue. The spacecraft itself is only slightly smaller in internal volume than the real world’s International Space Station (ISS). The design and layout of the spacecraft is blocky: several levels connected with ladder rungs. The uppermost level is the control room. Here, an automated robot is taking care of monitoring the flight path and making small corrections to the path as required. The robot is not able to leave the command deck due to a lack of locomotion. The next deck features stasis pods. In all, there are over 100 such pods contained on the spacecraft. Some are empty, but the majority of the pods are full. A small electronic readout on the pods indicates the subject’s name, date of birth, and occupation. Fully half of the pods list the occupation of the stasis pods as “prisoner”. The bottom few decks are given over to storage. Vast boxes and irregular pieces of equipment fill these decks. Some have labels

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reading “hab storage”, “light vehicle class X9AS00E”, or “food generator”. Most are anonymous. Wherever the transporter is headed, it is clear that it is a one-way trip to set up some kind of new colony on a distant world. Suggested uses: The transporter is eerily quiet. No humans are awake on board the craft, and will only be awoken if an intervention by the PCs or the robotic intelligence in charge of the craft causes it. As such, it might be the perfect location for the target of a ”search and recover” operation. A Hunter is frozen in stasis inside one of the pods from many years earlier. He has programmed the command robot to wake him up whenever a person fitting a certain description appears inside the Astula. The robot mistakenly believes that one of the PCs fits the parameters and hence the Hunter’s pod starts to cycle off stasis. Sadly, the Hunter’s mind has not performed well since he was put in stasis and he commences to hunt down the PCs, unaware they are not actually his quarries. Alternatively, a malfunctioning stasis pod may contain a roughly human-sized beast (perhaps some kind of dinosaur?). The beast breaks free of stasis, sets off some alarms, and goes looking for its next meal (the PCs!). Random encounters: Hunter, robotic intelligences serving specific duties.

Description: The lecture theatre is typical of what one might find in a modern university setting. The seats and decoration in general are recent (walls are in a good state of repair as are the tables) but are different colours. At the front of the theatre is a lectern and a long bench. Running up the centre and sides of the theatre are walkways allowing access to the seats. There are four “normal” exits (some, all, or none of which might constitute portals): two are at the very back of the theatre (highest elevation) and two are at the front to either sides of the lectern. During the daytime (and during the “teaching period” of the year), the lecture theatre will fill up to near capacity with undergraduate students who have come here to witness a lecture from a faculty member. The lecture will invariably be in one of the following areas: accounting, chemistry, computer programming, electronic engineering, pharmacology, physics, or zoology. One of the most curious aspects of the lecture theatre Astula is that every undergraduate student is a passive Crosser, whilst every lecturer and professor is an aware Crosser. If the PCs stay for a lecture or two, some of the tenured academic staff may seem as if they are directly some comments toward them. However, if they outstay their welcome for too much longer, then aggressive Crossers (usually management and security guards) will wind up storming the lecture theatre. Suggested uses: The tenured faculty seem to be painfully aware of the plight of the Astulae natives, but are reticent to help them directly. The only way they will help them is to drop hints in to their lectures. The engineering professor (or the computer scientist professor) may hint at how to use a Hunter’s re-router, the physics professor justifies that any sufficiently advanced technology will be indistinguishable from magic or psychic power, the pharmacologist examines ways to heal radiation burns, and so forth. None of them will talk to the PCs directly after the lecture beyond a nod,

Lecture Theatre Type: Normal technology, null magic, hard boundaries. Size: The lecture theatre is approximately 11.9m (39ft) wide by 14.2m (46.5ft) deep by 4.5m (14.8ft) high. The area at the front of the theatre is flat, whilst the rest of the room slope upward (akin to a movie theatre) as one goes toward the rear of the theatre. The lecture theatre sits a maximum of 141 people (including 3 wheelchair access seats at the front). Special notes: None. 57

but they may leave written pieces of paper Description: This Astula is the interior of behind. These notes are usually along the a ten carriage long train that is propelled lines of: “Yes, we know what you are, but using magnets instead of rolling wheels on you must get out of here – the others will train tracks. As such it is capable of much come for you soon! This circuit diagram higher speeds and faster acceleration and may help you though – please use it and decelerations than regular 21st century train think of us”, or “If you stay on board the rolling stock. lifeboat dinghy for a week you will get home The portals of the Astula can be large – its one of the few reliable exits”. windows, the door to the driver’s cabin The exact reasons for the help coming from and the read door, amongst other examples the professors are not forthcoming. Equally, (e.g. ones hidden in plain sight as storage the aggression demonstrated by the campus cupboards). security guards and the managers is equally All of the Crossers within the Astula are unfathomable. To emphasize the mystery treated as “aware”. surrounding this Astula, the GM might take The train itself can have a high occupancy every lecturer who helps the PCs off the during rush hour periods, or very low lecturing roster in future visits. occupancies (overnight). The carriages are Random encounters: Passive Crossers divided in to different functions. The front (janitors, undergraduates), aware Crossers 5 carriages are passenger carriages with two (tenured faculty members), aggressive Crossers seats either side of a central walkway. The (management and security guards). one at the very front is “first class” whilst the rest are regular class travel. The next carriage is a food and drink café style carriage featuring a walkway adjacent to an extended bar area where food is also Maglev Carriages Type: Normal technology, null magic, hard served. Stand up tables are provided for patrons to use and lean against. boundaries. Size: A ten-carriage long maglev train. The three carriages adjoining the food carEach carriage measures 16m (55ft) long and riage are dormitory style ones. They are subdivided in to 6 sleeping “rooms” each 2.75m (9ft) wide. have two beds inside (bunk bed style). Special notes: None.

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The final carriage is reserved for over-sized Random encounters: Crossers (aware). luggage and shipments. Bicycles, large boxes and replacement food for the café carriage are all included in this. Suggested uses: This Astula is an ideal Mine Corridors location for a murder-mystery wherein the Type: Normal technology, null magic, hard PCs (or a single PC) are identified as the boundaries. prime suspects in a murder of another pas- Size: A small multitude of corridors and senger. This is likely to occur overnight, vertical shafts. or during a long segment of the journey Special notes: None. through the nether regions of vast countries Description: This is an abandoned mine with hugely dispersed populations. We leave that consists of a plethora of corridors, all it up to the GM how to implement and reinforced with metal struts and technologiresolve this, rather than go in to a huge cal panelling that will emanate a force field amount of detail here. when activated. At a more mundane level, since all the The corridors are wide – ample to accomCrossers are aware in this Astula, it is quite modate at least 10 humans shoulder-toreasonable for the PCs to be challenged to shoulder. Or one of the disused mining produce their tickets by a conductor. Failure machines that sits idle in the centre of some to do so will see them expelled from the train, corridors, blocking the way. To get around which they are unable to get off from due the machines, they must be activated. But to the hard boundaries. This may trigger a various parts of the machines are broken and whole meta-plot about the Crosser uprisings replacements must be sourced from other (see later). similar machines scattered throughout the

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corridors. Large open wall mining of the soft rock appears to have once occurred at the ends of several corridors, with exceptionally large robotic machinery located and abandoned along them. Robots still patrol the mine corridors to prevent competitors from stealing the raw product (which appears to be some kind of alien ore) or to inform their masters about issues. But their masters no longer listen. The mine was abandoned in a hurry and no one thought to switch off the robots. They are aggressive toward any PC whom they find and will aim to physically escort them to the nearest vertical shaft for extraction. The lifts in the shafts are inactive though. To ascend, the PCs will need to use a generator sourced from some of the abandoned equipment. Sadly, the robots don’t see it this way. They only see PCs inside the shaft cage not ascending, and will not let them out if they are physically able. Disused equipment of all types can be found scattered throughout the mine corridors. They can be salvaged as required. Suggested uses: A robot in the corridors has cornered a small Mandated Cabal team. They are being manhandled toward the nearest shaft by the robot and in some serious pain as they progress. The PCs are alerted to this situation by screams. Do they intervene, putting themselves at risk of the robots? Or wait and observe? A dead Mandated Cabal member lies on the ground in a small pool of blood. As if caused by an invisible monster, parts of her body are visibly ripped off her and consumed. Drips of flesh reveal the wide maw of a primordial feasting. The Cabal member had a high piquancy that attracted the primordial to them. Random encounters: Mandated Cabal, Primordial, guardian robots, ghosts.

Monitoring Station

Type: Normal technology, normal magic. Size: A room measuring 7m (23ft) in length, 2.5m (8ft) in width. Special notes: None. Description: This Astula consists of three computer chairs, one modestly large desk and two walls entirely covered in computer monitors. The monitors contain scenes of other Astula (almost all of which are limited to those falling within the industrial and futuristic theme), as if there are hidden cameras positioned in each. There are, of course, no such cameras, and the observations rely on a unique blend of magic and technology not seen in many other places with the greater Astulae. The monitoring station physically has three exit points: two doors (one on each of the walls that do not have monitors on) and a trap door beneath a rug that one of the swivel chairs sits on. The room is usually occupied by at least one person who makes notes on what is transpiring within certain Astula on the computers in the room. The files can be read by PCs if they are able to decrypt the technology used to lock the files. The men and women who operate the facility are generally aggressive Crossers and will react with violence against the PCs and seek to escape and raise the alarm at the first opportunity. Suggested uses: With such a monitoring station, the PCs can readily find any particular fact out about an Astula within the industrial and futuristic theme should they need to do so. However, observing them for details will take time and raises the chance than an aggressive Crosser will enter the room. Downloading the data about the observed Astula is also possible, but it will need to be decrypted (perhaps elsewhere). This might provide a more viable way of obtaining information. The PCs are also able to see the advanced stages of decay in some Astula and may even observe the Red Telepath shake his head within some of them in despair. The Crossers within this Astula are particularly

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interested in the Red Telepath as they are Simple operations will almost always be very sympathetic to his cause – even if they successful. But the more complex ones will invariably involve a large degree of are unaware of his reasons. Random encounters: Crossers (aggres- risk. This risk is especially high if the GM determines that the programming of sive). the robotics has been significantly degraded. This may end up with the wrong operation being carried out, or even the opposite limb being operated upon, in extremis. Hence Operating Theatre using this facility is not without risk. The jittering movements of the robots involved Type: Normal technology, null magic. in operating when they are powered up and Size: 11m (36ft) by 10m (33ft). activated, or the display units possessing Special notes: None. Description: Sterile and bright (at least significant degradation in their screens or when the lights are on), the Operating resolution can illustrate this risk to the PCs. Theatre is a science fiction ideal. Situated Random encounters: Robotic devices in the centre of the Astula is a bed on which with decayed programming that are underan average sized human can comfortably taking abnormal actions. lie down. Surrounding it are battery after battery of automated instruments, robotic devices and visual display units. When activated, the bed will perform simOrbiting Satellite ple operations ranging from setting bones, Type: Normal technology, null magic. through to tonsil removal. More complex Size: The PCs are confined to the cramped operations such as brain surgery are possible, interior of a satellite orbiting the Earth, but will require significant fine tuning of the with a “floor” surface area no larger than 40 equipment by a trained professional, as well square metres (430 square feet). as preliminary scans and general attunement Special notes: Weightlessness. The Orbitto the person being operated on. ing Satellite is orbiting the Earth. In general, this room is empty. It is located Description: The PCs will immediately in a military installation that has long since find themselves weightless upon entering this been removed from the front lines and been Astula. Small round windows in the side of replaced with a better device. As such, the wall next to the wardrobe like portal some of the coding in the computers and they stepped through will reveal that they the robotics may have “decayed”. are in orbit of the Earth, making a round Suggested uses: If the PCs are desperate, trip approximately once every 1.5hours. and if they can find this Astula, then almost The interior of the Satellite is divided up any kind of medical procedure is possible. in to four main components. The first is a

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sleeping quarters that features something approximating sleeping bags tied to the surfaces to avoid floating away. Toilets and personal belongings of past crews left aboard can also be found in this room. The second room contains a multitude of computers and computational devices. Most are tied down (or otherwise affixed) to desks. Some pencils and pieces of paper freely float in the air across this section. Whatever the previous crew was up to can no longer be ascertained. The hard drives were deleted in a hurry and it appears that the crew conducted an evacuation. Sketches of cubes can be found on the pieces of paper, along with mathematically accurate and aesthetically pleasing swirls. The third section is the command deck. This is where the controls for the craft are located. The fuel is seriously depleted though, so any manoeuvres will be limited to keeping the satellite in a half decent orbit and stopping its orbit from decaying beyond repair. The fourth and final section of the satellite features one space suit, a docking door and a large array of graffiti on all the surfaces. The graffiti is of swirls and other geometric patterns. One of the items of graffiti has been made in blood. Suggested uses: Situated inside the satellite is one of the Cubists’ Cubes. The sketches and the graffiti located throughout the satellite correspond almost one-to-one with the patterns depicted on the surface of the Cube. Why did the previous crew become so obsessed with the cube? Why did they evacuate in a hurry? What was deleted from the hard drives of the computers before they fled? What are the cubes anyway? Random encounters: Lone Cubists.

30 cubic m (1060 cubic ft). Special notes: Weightlessness. The airplane is in free-fall. It will crash within 70 sec (slightly longer if desired, but certainly no longer than 360 sec). Description: This Astula can be played as either a cargo craft, or a passenger jet. The PCs are in side the main body of the aircraft, having entered through a portal that might be a doorway to the first class section, or the side of an open cargo box. We recommend have no passengers on board unless the playing group is very mature. Weightlessness, coupled with a brief look out of a window will confirm to the PCs that the craft is in imminent danger – as are they. Ideally they will immediately seek a portal out of this doomed Astula. They don’t have long before the craft crashes to the ground. External communications are not received on the aircraft – the craft is flying over an uninhabited wasteland (or endless ocean). Suggested uses: Perhaps the PCs wish to rescue the airplane from destruction. If so, they can try to access the cabin (but will find that the pilots have already ejected). If any of them is able to pilot aircraft then they might be able to recover the plane back in to flight mode. They will, however, find that the engines will once again fail after an additional 20 mins of regular flight however, restoring the Astula to its original state of free-fall. The craft can be used as a tense scene. Can the PCs find a new exit before the death of the craft, and indeed the whole Astula? Random encounters: unconscious Crossers, stowaway tropical creatures (e.g. large snakes).

Plunging airplane Robot Storage Type: Normal technology, null magic, hard Type: Normal technology, null magic. boundaries. Size: A square chamber, 8m (26ft) on each Size: The PCs are confined to the interior side. of an aircraft, with a volume no greater than Special notes: Strong magnetic field 62

(floor). Description: Reminiscent of the interior of a shipping container, this Astula only has one obvious entry to it: a door in the centre of one of the walls. Careful observation will reveal one other in the ceiling and one in the far wall. But between the main door and the one in the far wall are up to 50 robots obscuring the line of sight and preventing the far door from being opened. All of the robots are effectively shut down or in stand-by mode. They have been abandoned here in this room to decay and gather dust. Some of the robot will self-activate in the presence of a PC. How they will react is somewhat random. They have been in storage here for a very, very long time. Some will be violent, some will be functioning in a very normal fashion, others will be slow with low battery reserves left, and others are already beyond reactivation. Suggested uses: Why have the robots been stored here? Are they a remnant of a failed experiment? Could they be war machines that no longer have a cause? Or maybe they’re simply a dated model of robot that has been completely superseded.

Random encounters: Robots (treat as aware or aggressive Crossers).

Scrapheap Type: Normal technology, null magic, wrapping. Size: 0.9km (0.56miles) x 0.9km (0.56miles). Special notes: Unstable (add at least one more special rule mentioned in the description of “unstable”). Description: This is both a large and unstable Astula. The GM is at liberty to make this Astula much smaller in dimensions if they desire (following the nominal rule that smaller Astula tend to be more unstable). Piles of technological scrap are scattered in all directions as far as the PCs can see. Underfoot at ground level, there are small components that have been crushed in to their basic parts: circuit board fragments, diodes, laser nozzles, etc. These crushed remnants form pathways and roads that wind around mounds and hills of detritus of all kinds. The mounds (particularly

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near the top of them) contain technological parts that are more intact: old-fashioned computers, wind-up radios, petrol engines (with petrol!), unused batteries, laser guns, tracking devices, and even a functional portal re-router from a Hunter. Almost anything can be found here. But, that must be weighed against the fact that the odds of finding what one is after might take years of actual time. Meanwhile the sky in this Astula is a permanent shade of orange or red from smog, making it a not very pleasant place to linger. Suggested uses: This is a great location for the PCs to find an object that they’ve been looking for or need for repairs, or to stumble upon a plot-hook type object that GM wants them to have that advances the story arc. Conversely, its size is very intimidating and the location of portals might be tough to determine (even if they are in the open along the pathways). Further, chase scenes through and over the scrap heap can be an exhilarating experience if the PCs are willing to pick up the odd thing and use it to stop the people chasing them. But it is not without risk either: the jagged metal pieces all around could cause serious damage to limbs if the PCs are not careful in their exploration and climbs over the mounds of technology here. Random encounters: Crossers (all types), Hermits, Exiles, Robotic “life” of any kind and demeanour, the Lost.

the large man-made pond constructed in its centre. Despite money being thrown at the square ad nausea, little has been done to improve its smog problem. The pond is elaborate to say the least. Multiple geysers shoot water high up in to the air that then rain back down in different parts of the pond. Adventurous locals paddle in the ankle deep water and enjoy the spray of water they receive for their troubles. To the north side of the square a major road runs. Heavy and light vehicles run up and down the busy street at all times of day and night. The far side of this street is the first of the hard boundaries of the Astula. The second and third hard boundaries are made up of a large multi-storey L-shaped stately building occupying two of the edges. This building is a minor retail park catering to tourists but PCs are not able to enter the shops; the hard boundary is at the outer edge of the building. The fourth hard boundary is a metal railing that overlooks a river. Apart from the pond, the square contains large plasma screens on the sides of Lshaped building and at the edge of the pond for public viewing of propaganda and sporting events and multiple plinths on which representations of local and national heroes overlook the general public. Suggested uses: Danger lurks in the smog from many quarters. Hidden daggers and scores to settle makes the square a prime location for assassination attempts – both within the Crosser population and the Astula natives. The square is used for screenings of live sporting events on at least a weekly basis and for propaganda from the apparently fascist government that exists here. Large crowds pack in to the square to the extent that the smog allows them to see the bright lights of the screen. Random encounters: Crossers (passive), all types of Astula natives.

Smogbound Square Type: Normal technology, null magic, hard boundaries. Size: A square measuring 111m (121yards) on each side. Special notes: None. Description: Deep inside a dense blanket of smog, this square lies at the heart of an industrialized city. Although visibility is less than half the length of the square at most times, all visitors will be able to make out 64

back to the PCs origin. Teleport chamber Random encounters: Crossers (passive, aware, and aggressive), loading crews, aniType: Normal technology, null magic. Size: Six circular pads wide enough to fit mals in cages being transported, robotic one person each (standing) are arranged in machines and intelligences. a hexagonal pattern in a circular room. At one side of the room is a free-floating control panel somewhat akin to a levitating laptop computer. Telescope and Observatory Special notes: None. Description: The primary (indeed, the Type: Normal technology, null magic, only) significant feature of this room are the wrapping. pads and the levitating computer. There Size: A circle with a radius of 2.35km are no windows, but there is a singular door (1.45miles). that leads somewhere else in this complex Special notes: None. (or spacecraft?) where the teleport chamber Description: Built on the apex of a minor is located. mountain, the observatory is a singular The computer activates the teleportation domed building located in the centre of device. But the computer itself has an odd this Astula. Surrounding the observatory layout, and certainly no keys that the PCs is a lonely road that winds slowly down the might recognize. Therefore programming it mountainside. Due to the wrapping present for a destination will be an effort of trial in this Astula, PCs will experience this road and error. Intuitive PCs might be able to going down to its lowest point before rising decipher the basic workings of the machine, again to once again climb up to the peak but the destination of the teleport pads can and the observatory. The road is a modern only be guessed at in a generic way. If tarmac one, although given the required activated in this manner, the teleport will isolation of the observatory, only engineers take the PCs to a new Astula. But this will and astronomers bound for the telescope be a one-way journey as it does not use a will be found driving along it. Moderately portal. dense undergrowth of small, hardy bushes Suggested uses: The PCs will not have surrounds the road and fills out the rest of to wait long for a small crew of passive the Astula. crossers to enter the chamber through the The observatory consists of a telescope dome main doorway (which, incidentally, may also that reaches some 50m (165ft) above ground act as a portal). If they observe carefully, level (and is therefore the dominant feature they will be able to see how the computer in the Astula when the weather is clear) is programmed to control the teleportation and adjoining blocky buildings that house destination. But, if the PCs are searching equipment related to the telescope and its for a way home, they may have to make operations (e.g., computational facilities, extensive observations – over the course of new instrument laboratories). The dome several weeks – to be sure of obtaining the itself is not entirely empty. Apart from correct exit coordinates in their home plane. housing the telescope, it also houses the And during that time, some aggressive electronics and computational hardware crossers will no doubt become aware of the necessary to operate it, as well as rooms for PCs location within this Astula and decide administrative staff during daylight hours. to do something about it. During night time, the Astula is remarkably Using this room as a one-way trip to another dark. If clear, the PCs will see a sky full of section of the Astula is a great way of constellations and stars they do not recogremoving the safety of having a secure route nize. The night is silent, and a little eerie. 65

This combination of the silence and darkness A ghost haunts this Astula and will be very presents a very real and significant hazard ill disposed to the PCs – attempting to to PCs without flashlights – the possibility frighten them off high ledges on occasion of slipping and falling down the side of the and otherwise making life uncomfortable to mountain is not zero, and rises higher in wet them. Resting this spirit requires pointing weather. Inside the dome, the lights are also, the telescope in the direction of their home naturally, switched off during night time plane. observing operations. In daylight, the site Out in the wilds of the Astula, a primordial is somewhat more active with the day crew stalks quietly through the undergrowth. performing upgrades of equipment, filling in Despite being an excellent place to hide paper work and preparing the telescope for (either oneself, or objects of value), the outwhat he observers want to use during the skirts of the Astula beyond the observatory are dangerous. Portals exist primarily inside night. Suggested uses: Every Crosser in this the observatory with several in the wilds to Astula wears a consciousness circuit, akin (perhaps) interesting destinations. to what some of the Brown Clerics carry Random encounters: Crossers (passive – around with them. It is as if the curse of observers, and daytime staff), Ghosts, wild animals and insects outside the observatory. undeath that permeates the Astulae had its origin in this Astula. It is also the only reliable source of the circuits within the Astula if one does not want to go to the Trenches trouble of manufacturing them from scratch and if one is willing to steal them from the Type: Normal technology, null magic, wrapping. Crossers.

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Size: Irregularly shaped. Special notes: None. Description: Deep inside a warzone, the trenches represent a front line for a confederation of Crossers fighting a battle against a second set of Crossers. The “who” and the “why” of the situation have long since disappeared and these men and women fight because that’s effectively all that they have left. The trenches are machine made for the main part, but as the robots and machinery malfunction or get blown away over time; humans have started to undertake such menial actions themselves. Casualties on both sides – human and robotic – are high. Doubly so here on the front lines. Incoming fire from mortars, gas attacks and small arms fire ensures that the staff of the line constantly keep their heads down and attempt limited reconnaissance via periscope or slaved levitating cameras. Airstrikes from high altitude simply don’t work due to advanced localized shielding, but low flying craft can, and do, make significant impacts, as do low flying targeted missiles. The robotic staff of the war serve to track and counter these offences. Land mines and razor wire litter the “nomans land” beyond the edge of the trenches and artillery fire ensures only small teams are able to successfully negotiate a push in to the enemy territory. Yet, this is also what the enemy is trying to do to the people in the trenches here: maintain their own position whilst gaining a territorial advantage of their own. The result is a vast stalemate where the only real way of winning this war is via attrition or surrender. Suggested uses: This Astula is a futuristic warzone. Lines of trenches can be used as an obstacle to negotiate, or perhaps the PCs need to make it safely in to the enemy territory to access the exit portal. The Strikers have also taken an interest in this Astula. They seek to capture the shielding technology (and robots) for themselves. Hence they periodically infiltrate the Astula and steal and kill what they can.

Random encounters: Robots, Crossers (aware or aggressive), The Strikers, disease.

Wasteland Type: Normal technology, null magic, wrapping. Size: A square whose side is 950m (0.59mile). Special notes: None. Description: Physically, this entire Astula has suffered extensive neglect. Once a thriving technologically advanced village with plentiful crops and automated supplies, the entire area now more closely resembles a post-apocalyptic scene. Small elegant houses are little more than glass and metal shells. Fields are barren or burnt. Roads can no longer be driven along due to damage. Burnt-out cars litter the sidewalks. Broken glass and rubble cracks and breaks underfoot. Unchecked fire hydrants leak spouts of water in to the air. But the Astula is not empty – far from it. Aggressive Crossers lurk in almost every corner, and especially in and around portals to and from this location. By and large, they have a scavenging lifestyle that often borders on outright warfare with their neighbours. Whatever happened here occurred a long while ago – these survivors have been embedded for a long time in their local scenario. Suggested uses: All of the Crossers in this Astula are both armed and adept. When they first encounter the PCs, they will attempt to give chase, firing off a few blunderbuss shots or crossbow bolts in their direction. They will hunt and stalk the PCs until they’re either dead or captured. The PCs are strongly advised to run away from this Astula as soon as they can. But on the other hand, it is a great setting for trying to obtain an artefact, or rescue an ally from torture or imprisonment. Why the Crossers are so aggressive in this Astula is left up to the GM. Perhaps they’re a part of the Crosser Revolt meta-plot (or perhaps they start it off)? They may be being controlled by another entity (e.g., 67

The Red Telepath, The Mandated Cabal, affixed to the tapered ends and sides enable or some religious order) and know that they rapid movement and turning capabilities. must rid their world of Astula natives to The encasing material is an unknown, light, survive. but highly resistive and bulletproof material. Random encounters: Crossers (Aggres- The PCs will typically enter the Zeppelin sive), Mandated Cabal, Ghosts, Lost. through the cabin, located on the underside of the main cylinder of the Zeppelin, although most areas of the Zeppelin can be accessed so as to improve aerodynamics. The interior of the cabin is utilitarian: rooms Zeppelin for passengers and their equipment can be Type: Normal technology, null magic, hard found along the cabin and in the interior of the main cylinder between the hydrogen boundaries. Size: At least 160m (530ft) long and arbi- cells. trary width, but not more than one-quarter Suggested uses: Perhaps the first thing that alerts the PCs to the atypical nature of this length. Special notes: None. (Suggested: Tem- of this Zeppelin are the sirens that can be poral Loop if the GM determines that the heard outside. The PCs will also notice that the passive Crossers are all carrying Zeppelin will be shot down; see below). Description: The Zeppelin that consti- weapons: rifles and multi-barrel las-carbines tutes this Astula is an advanced flying air- abound. Shortly thereafter, they will realize craft. A large cylindrical hull carries inside it that this Zeppelin is a war-machine. And multiple gas cylinders containing hydrogen it is on a mission. After travelling over for the Zeppelin to float. Propellers and fins some countryside, the Zeppelin will start to

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bomb a substantial city that bears a strong is over a city. The Crossers all knew the risks resemblance to somewhere that one of the when they signed on; some indeed regard PCs intimately knows. their current mission as suicide. Do the PCs What do the PCs do about this situation? aid in raising the force shields around the Do they allow it to pass, or try to intervene Zeppelin, or hinder that process? Or is it and take control of the Zeppelin? an incentive to steer the Zeppelin away from If they do manage to take control of the Zep- the cities? pelin and figure out how to control it, they Finally, in the event that the PCs jump off can fly it in to other Astulae (specifically the Zeppelin (or fall from its upper surface), ones that act as a Nexus such as the Beach). they will re-materialize at the portal they Additionally, use of extreme technology in can in at. Some immortals take great this Astula can re-route the Zeppelin to the pleasure in doing this “slide” repeatedly. PCs home plane (cf. the lifeboat Dinghy). Random encounters: Crossers (passive), Further, the Zeppelin is generally going to be Ghosts, Exiles, Immortals. in danger of being shot out of the sky when it

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7: M edieval and Early History Themed Astulae

“What the true purpose of the Astulae is, none know. To thee, I would say it is dark magicks what created them. Naught good can come of that.” –Benedict the Beggar Monk. (against live animals) and others besides. The amphitheatre is part of a small outpost Taken from early human history and Euro- on the fringes of a large medieval empire. pean medieval stories, these Astula have a Gladiators are brought in from near and far: low level of technology, and frequently a both condemned criminals and prisoners semi-magical component. of war (or enemies of the state). Food is regularly handed out to the patrons and political speeches are common. All the spectators are treated as passive Ampitheatre Crossers, but the gladiators themselves are Suppressed technology, normal Type: treated as aware Crossers. magic. Suggested uses: One of the (important?) Size: A circle of radius 14m (46ft). exits to the Astula is the gateway that the Special notes: None. gladiators enter from. Accessing this will Description: The amphitheatre serves one major purpose: the entertainment of the cause the gladiators to notice and almost crowds through gladiatorial combat and assuredly take action against them. bloodsport. This goal is naturally tied to the Immortals from time to time have been self-promotion of the organizers or owners known to take part in the blood sports of the gladiators who wish to promote their out of boredom. Some go to the ultimate own standing in the community, perhaps for demise from doing so, whilst others find no permanent release from their boredom and election or senatorial duties. The amphitheatre is a modestly sized Astula move along to another lifestyle. with tiered seating sufficient for up to 150 An occasional Hightower candidate passes spectators. The floor of the arena is pum- through, carefully noting some of the markmelled stone and sand, whereas the seating ings along the walls and may seek the assistance of PCs to successfully access the arena is carved stonework. Inevitably, the PCs will enter through one floor’s gateway. of the spectator doorways and enter in to The Strikers occasionally frequent the the stands. Typically gladiatorial combat amphitheatre purely for entertainment value occurs between paired combatants who and perhaps to pick up a tip or two on close complement each other’s style. But there combat techniques. will also be other bloodsports on offer such Random encounters: Crossers (passive), as executions, cock fighting, marksmanship Hightower candidates, Immortals, The Strik-

[ Medieval, Historic Themes ]

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weapons and a mithril shirt. Random encounters: Undead (most minor types), Astulae Ghosts.

ers.

Barrow Type: Suppressed technology, normal magic. Size: Irregular shaped set of caverns. Special notes: None. Description: Built from stone columns and slabs, the barrow is an ancient burial ground. But it is also one that has long since been abandoned due to high levels of undead activity. The corridors and caverns of the small barrow are filled with mindless animated skeletons, a few zombies and a mummy. They all crave the death of warm flesh and will actively chase down the PCs to slay them. Suggested uses: This is a very traditional dungeon component segment of Astulae, and should be played as such. Slay the monsters, loot their remains and move on quickly before more are attracted. The barrows should not be more than about 5 caverns in extent in order to limit the amount of time spent here. The treasure that is recoverable include gold, precious gemstones, magical

Battlefield Suppressed technology, normal Type: magic, hard boundaries. Size: 320m (360yards) x 128m (140yards). Special notes: A “normal” landscape is visible beyond the hard boundaries of the Astula. Description: The battlefield is a literal field (part grass, part hard surface) surrounded in the distance by small hills (beyond the hard boundaries of the Astula). But contained within the hard boundaries of the Astula are the dead of a large battle. There are two obvious sides to the battle: one side was wearing an insignia that depicts a Moon with an owl flying in the centre of it, the other side wears a bright red hammer motif. Most of the dead appear to be regular troops wearing little more than padded leather armours and using spears, daggers, bows and shields for weapons. There are examples of better equipped troops however: knights in black plate armour wielding heavy morning stars and longswords lay next to

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dead horses. Further, there are clearly individual combatants who are unique, including a man wearing crimson robes and clutching both a staff and a book. In general the PCs will not find any money on these dead bodies. The weapons and armour that have been left behind, however, are in a mixture of conditions (broken, dented and in good working order), and the staff carried by the crimson robed body is magical in nature and the book could contain important information to the PCs. Regardless, whatever happened here transpired a long time ago: the bodies are mostly skeletal and hardened leather has begun to rot in some places. Suggested uses: If the PCs try to take any of the possessions, the GM should have an undead creature rise to oppose them. The dead keep their weapons and protect them after death due to an oath they swore in life. Random encounters: Undead horrors (skeletons, zombies, wights, ghosts, vampires, even a lich), Passive Crossers (who make notes with a stylus on a scroll as they look around the scene).

unfortunate, the bells will be chiming on almost continually to announce a call to prayer, a wedding, or simply bell tolling practice. The noise inside this Astula is intense whenever the bells ring and the PCs will risk serious damage to their hearing if they stay here for more than a short amount of time. And indeed, even a short amount of time will result in tinnitus related issues for the typical human being at such a close range as this. Around the edges of the Astula are items of equipment such as spanners, wrenches, oilcloths, and old rags used in the maintenance of the bells. These are stored in boxes that are secured to the floor. Suggested uses: The PCs should be encouraged to transit through this Astula as rapidly as possible due to the deleterious effects the bells will have on their hearing. As such, it is an ideal location to hide an object of significance. Muting the bells is near impossible. The ropes and pulleys that activate them are virtually out of reach of the PCs and extend out beyond the hard boundaries of the Astula. In bad weather conditions, the danger of being pushed up against the hard boundary of the belfry is real, but luckily the PCs cannot be pushed outside its limits. Therefore, it can be used as an introduction to hard boundaries if all the PCs have ever encountered to date are wrappings, or rooms where the walls serve as the boundaries. Random encounters: Ghosts, The Enigma, The Red Telepath, Adventurers, Flying magical fauna (griffons, Pegasus).

Belfry Suppressed technology, normal Type: magic, hard boundaries. Size: An open-air square room whose side is 4m (13ft). Special notes: None. Description: This small Astula consists of an open-air room with a several large bells inside, suspended by horizontal axles near the ceiling. All of the portals in to and out of this Astula are horizontal: they are either trap doors in Bonfire the floor, or flaps in the ceiling that would Suppressed technology, normal ordinarily be used to climb between levels Type: magic, wrapping. in the bell tower. Ever 15 minutes, the bells chime out. On Size: A field with a radius of approximately the hour, the chimes as more extended and 70m (230ft). followed by resonant dongs proportional Special notes: Anything that uses fire to what hour it is. Should the PCs be (such as fire-based magic, or a lighter) will 72

have its effects strongly enhanced: fire mages many more) of passive Crossers contained cast spells with great ease and they result within it who are congregating around the in more powerful effects; lighters produce bonfire. Sometimes, there appears to be flames three times as large and hotter whilst some kind of ritual to their gathering: some using less fuel to do so. If the GM decides madmen will attempt to run through (or that the Freezing Fires rule is in play here, more typically: jump over) the bonfire to this effect is replaced with anything based prove themselves, others will kneel in front of on ice or water magic instead. it in reverence or prayer. Others bring more Description: In this open-air Astula it fuel (wood for the main part, occasionally is nighttime all the time. The weather is large lumps of coal) to the bonfire to ensure usually cloudy with a small chance of being it keeps on burning. From time to time, either rainy of clear (which consequently a medieval crane is used to lift new, largemeans being able to see lots of stars and format pieces of fuel on to the fire and stack one Moon). Consisting of a semi-soggy and muddied field, there is only one construction it back up. within the Astula of any note: a very large Suggested uses: In general, this Astula is bonfire at its centre. Standing more than 5 a good place to hide and rest up. Without times the height of a normal human, and sim- interference from the Crossers, the PCs ilarly as broad, the flames and smoke from can usually warm up and heal themselves the fire can be seen from a long way away. without being interrupted. Footprints abound across the muddied sur- Random encounters: Passive crossers, face. Occasionally, the Astula will have a minor fire elemental (usually dances around good number (up to at least 50, sometimes and over the bonfire), giant moth (attracted

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to the flames).

stone, the chapel is lit in an eerie candlelight emanating from braziers placed around the walls. In the centre of the chapel is am altar where offerings of gold, food, and homeconstructed icons and artefacts have been Cellar left. Periodically, a priest picks up these Suppressed technology, normal items and takes them elsewhere. Several Type: pews surround the central altar on all sides, magic. allowing visiting to rest and reflect. Size: 120m (395ft) x 10m (33ft). The portals in to the chapel are literal doors, Special notes: None. Description: The cellar is physically a but with swirling coloured vortices within stone vault. Its cross-section is shaped like them. The chapel is largely a very quiet a “D”, with a flat floor and an arched roof, Astula and peaceful. That said, all Crossers all constructed with grey slate-like stone. A in this Astula are aware and will engage the steep series of steps leads upward at both PCs in religious conversations, or talk about ends of the cellar, presumably leading to a daily life hardships upon sighting them. Suggested uses: As a place for reflection larger castle-like structure above. Contained within the vault are many large and peace, the chapel can be used by worldwooden barrels. Each of these is filled to weary PCs to take stock for a moment and the brim with wines from around the world. recuperate. Along the walls are individual glass bottles But if the PCs probe a little harder within of wine: these are the rare ones, with corks the Chapel, some surprising things may in their top and a dust layer gathering on come to light. These include (but are not limited to): paintings on the walls of NPCs their surface. Suggested uses: A few of the casks are that the PCs may have come across in their open (i.e. tapped). Other barrels are empty travels already (including, e.g., the Enigma and stood upright without a lid. Inside these or Adelaide the Vampire), items mounted are portals – in addition to the ones at the on the wall that the PCs used as payment in another Astula (e.g. the Sports Stadium stairs at either ends of the room. Transit Tax), veneration of a saint who looks Occasionally a menial worker will come to suspiciously like some of the priests that the cellar to collect a bottle, or haul a barrel up the stairs where a party can be heard in frequent the Chapel, a time piece that has an unusual number of hands or numerals, full progress. Random encounters: Crossers (passive), and wisps of smoke coming out of a grill that form shapes or letters familiar to the small insects, Ghosts, Hermits. PCs. What these signs and portents mean is open-ended, but the GM is advised to use them to stir the paranoia of the PCs and emphasize the “otherness” of the Astulae with. Chapel Random encounters: Crossers (aware). Suppressed technology, normal Type: magic, hard boundaries. Size: A rough square with a side of 15m (50ft). Cloisters Special notes: None. Description: Dedicated to a single saint, Type: Suppressed technology, normal the chapel is an isolated room within a magic. larger structure – perhaps a larger church, Size: A square with a side measuring 55m or another important building. Hewn from (180ft).

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Special notes: None. Description: This Astula visually appears to be the interior of a castle or cathedral style of building; large towers can be seen adjoining the cloisters. The cloisters themselves are four “tunnels” arranged in a square where the inner side opens via craved, elegant arches on to a grassed, open-air area in the centre of the Astula. The cloisters are constructed out of stone and are in a European gothic style. The ceiling of the tunnel part of the cloisters features wooden panelling and where support struts cross the centre of the ceiling, coats of arms are visible. The archways looking on to the grassed area are ornate and open to the air. Some sections appear in dire need of repair however. The grassed area can be reached by one of two “blank” archways in the centre of two of the inner edges of the square of the cloisters. The grass is well kept and frequently cut. Several doorways lead off the cloisters and act as the portals to and from this Astula. Suggested uses: The cloisters are haunted by undead which only come out during the night. Clerics from the adjoining churches regularly patrol the area to keep the menace of wights, Crossing ghosts and others in check. However, the real power behind the Cloisters

undead is a vampire of some whit known as Adelaide (see also her description in the factions, above). She uses the cloisters and the larger town in which it is embedded as her own hunting ground. She is intelligent enough to know that odd things happen in the Cloisters and is therefore treated as an aware Crosser. She happily uses PCs who enter her domain to locate necromantic artefacts in other Astula and interrogate them otherwise about how they got here and where they are going. As such the cloisters are relatively safe during daylight hours, but can be perpetually dangerous after the Sun goes down. Random encounters: Crossers (passive), ghosts, undead at night, Adelaide the vampire.

Cottage in the Woods Type: Suppressed technology, normal magic, wrapping. Size: A circle of radius 134m (440ft). Special notes: None. Description: In the heart of dense woodland stands a modest-looking cottage. Constructed of wooden planks and corrugated iron, the cottage is now mostly covered in lichen and mosses, but surprisingly not

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decayed. Indeed, the cottage radiates a faint magical glow if the PCs are able to perceive it. Outwardly, the only sign that the cottage might be occupied is a small stream of dark smoke rising from a single chimney that looks like it might have been constructed out of a large plant pot. With only one dark glass window, it is hard to see whom – if anyone – resides in the cottage without going inside. The woodlands are overgrown and foreboding. Howls of direwolves can be heard in the distance together with the chirping of birds in the high canopy. Portals in this Astula are either just outside the cottage (formed from discarded wooden pillars), or inside the woodland (formed from conjoined tree trunks). If the PCs enter the Astula inside the woodland, the cottage may not be immediately obvious to them without exploration. The density of the trees is sufficient to mask the plume of smoke from the cottage rising in to the sky and the occupant of the cottage is a quiet, reserved individual. Suggested uses: Should the PCs choose to enter the cottage, they will find the door to the cottage is jammed shut. If they knock, a young, well-kept man will open the door ajar and demand to know what business that PCs have here. He is called Joe and is a former Hightower candidate, turned Seeker of Newhaven. The cottage is his construction, forged from materials gathered in other Astula and welded together with a combination of brute force and telekinetic ability and warded against intrusion by powerful curses and hexes. Joe will not fear any PC in his cottage, as he feels superior in terms of magical ability to defend himself should the need arise, and he has a failsafe in place to teleport him to safety in dire circumstances. He will happily talk to the PCs and swap information on Newhaven like-for-like on any other topic that the PCs wish to talk about. He has lived in the Astulae for several years and been actively seeking Newhaven for just under two. His

motivations are straight forward enough: to reach Newhaven through whatever means he can. As such, this can be used as an introduction to Newhaven for the PCs (if required) and its Seekers. He will also allow the PCs to camp in the cottage –- albeit in cramped conditions for return of material aid or food. Random encounters: Joe the Seeker of Newhaven, direwolves.

Feast Suppressed technology, normal Type: magic, hard boundaries. Size: A circle of radius 48m (52yards). Special notes: None. Description: Situated in a field, the Feast Astula is part of an on-going festival to mark some important local event (e.g., a harvest, a birthday, a phase of the Moon, a Saint’s day). Several large circular tables with makeshift chairs (read: chopped tree logs) are filled with people merrily consuming food and drinking as much alcoholic beverages as possible. Gambling on petty things such as the toss of a coin, how many pints a man can consume in five minutes and whether the Sun will rise the next day seem to be commonplace. Food is obtained from stalls surrounding the tables, either for free (in the case of well known locals), or in exchange for coins from others. All Crossers are very happy here and enjoying themselves. Suggested uses: The atmosphere of the feast can turn nasty without much warning or provocation. A wager goes wrong or the losing party refuses to pay up. A woman says another woman looked at her the “wrong way”. Someone who has had too much to drink stumbles in to others. This leads to harsh words, and more frequently than not: violence. The crowds, remarkably, enjoy such spectacles, but the PCs may be highly perturbed by the sincere enjoyment of such drunken and random violence.

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Random encounters: Crossers (aware).

none at all – simply a rectangle of stones marking the site. Five are un-used. On four gravestones, there are bells attached, some in gargoyle mouths, and others sitting at the side of the headstone. These bells Graveyard were designed to be rung by the buried Type: Suppressed technology, normal should they have been accidentally buried magic, hard boundaries. alive, or miraculously subsequently selfSize: 30m (100ft) x 8m (26ft). revived. Special notes: none. Suggested uses: As a horror, or spooky Description: The graveyard is a small field, setting, the graveyard should be able to with three rows or graves contained within evoke a creepy response from many PCs. a dry-stone wall with several exits (which A bell or two ringing should add to the should be used as portals). The wall, in drama, particularly if the PCs enter the turn, comes up to waist height and its outer Astula during night hours. edge represents the hard boundary of the Ghosts can and do appear in the Astula Astula – meaning PCs can stand on top of regularly and the GM should make free use the wall if they wish. of them, their abilities and the possibility Each row contains 13 gravesites. Some are to drop hints or plot hooks to the PCs – large and elegant with headstones filled with whether true or false. inscriptions and small stone architectural Random encounters: Ghosts, gravedigupgrades such as gazebos as well as embel- gers (passive or aware Crossers), mourners lishments like gargoyle heads. Many more (passive or aware Crossers), generic undead. are small, featuring limited headstones, or

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Jail cells Type: Suppressed technology, suppressed Hermit caves magic. Suppressed technology, normal Size: A corridor 22m (24yards) long with Type: jail cells off each side. magic, hard boundaries. Size: Irregular, with a maximum length of Special notes: None. Description: This is a long corridor with no more than 0.9km (0.6miles). jail cells featuring iron bar gates off each side. Special notes: None. Description: As caves go, this one is rather There are a total of 5 cells either side of the luxurious despite what it appears to be like corridor and 10 in total. Each cell features near the main mouth of the cave. The a bench to sleep on and a bowl for excretion. main mouth is a very simple opening to At the far end of the corridor a staircase a rural scene where the hard boundary (and connects to the corridor and leads upward a portal) lies. Following a deep descent, the is guarded by a soldier in ring mail armour and sporting a longsword. The guards are cave opens up in to a series of clearings. Many of these clearings are filled with sofas, regularly rotated and are passive Crossers. televisions, paintings hung on stalactites, Approximately half of the cells will be empty wooden tables and chairs, and gas fired at any one time. Notable residents that cookers run off propane cylinders. Whoever could be used by the GM are supplied below. lives here lives off the radar and leads a very Brandon the Immortal. Confined after endlessly tormenting some guards as a parlour comfortable existence. But there are several peculiarities here. trick, eventually an aware Crosser replaced Drawn in a red ink on one of the walls the passive Crosser guards and he was are swirls and geometric shapes all superim- caught and summarily overpowered by a posed on top of one another, much like the giant of a man. He is incarcerated in one of the cells and is practicing meditation for surface of a Cubists’ Cube. On yet another wall is a sketch of the lack of other things to do. The guards are aware that he readily heals from his injuries. Enigma. And on a third wall is a detailed drawing in Fenner Loth, the Lost. Stumbled in to one of gold ink of one of the Red Telepath’s von the cells that were open and stole food from Neumann probes that constitutes his own the original cell’s inhabitant. The guards soon became aware of him and have kept him Lair (see Lair of the Red Telepath, below). Suggested uses: Whoever lives here hides here ever since. They occasionally question whenever they detect other Astula natives him as to where he came from. He doesn’t approach. They will carefully observe them much care since he’s being fed once in a at the same time as (magically) concealing while and not otherwise badly treated. themselves. Once they leave, they will Aphon the Seeker of Newhaven. Desperate attempt to destroy the portal through which to find a portal to Newhaven, Aphon used technology in this Astula to attempt to rethey came through. A Cubists’ Cube lies in a sealed treasure rout her way onward. Unfortunately with chest in one of the rooms. Judging by the suppressed technology in this Astula, this amount of dust on its surface, it has not attempt failed. But worse: it alerted the guards to her presence. She still possesses been opened in a very long time. Random encounters: Hermit of the Caves the re-router, but it has long since been (but likely to merely observe and run away inoperable. Fenton the hermit. Unrevealed to the guards, from the PCs), Cubists, The Enigma. this hermit sits in his cell most of the time and steals food from whomever he pleases. 78

The guards are mystified where the extra excretion comes from. Sirromay the fire mage. An aware Crosser who has been incarcerated for trying to burn a temple to the ground. He only committed this act to end up here as he knew there were strange visitors to this location and wanted to learn more. He will actively engage any PCs who enter the Astula and observe them enter and exit portals, making mental notes and calculations all the time. His hands are bound behind his back so that he does not gesticulate to cast any spells. Suggested uses: This Astula is a good exercise in roleplaying, plus a potential staging area to introduce the PCs to a new faction within the Astulae. Random encounters: Guards (passive and aware), rats, other Astula natives.

The doorways and windows serve as both portals in and out of the Astula as well as natural ventilation. The occasional rat and cockroach roams around the floors and surfaces until killed by one of the cooks, and, more then likely, added to a stew in the case of the former. Suggested uses: The Strikers are conducting one of their raids today. They swarm in from a side door portal in groups of three, merrily slaying any Crosser that they encounter and filling up large hemp bags full of stolen foods, crockery and cutlery. Unless the PCs intervene, it will be a nasty encounter and will result in the death (or worse) of most of the Crossers present. This Astula can therefore be used as a brutal introduction to the Strikers and their modus operandi. Random encounters: Crossers (aware), The Strikers.

Kitchen Type: Suppressed technology, suppressed Painted Room magic, hard boundaries. Size: A square room measuring 13m (42ft) Type: Suppressed technology, suppressed on the side. magic. Special notes: None. Size: 4.5m (15ft) x 3m (10ft). Description: The kitchen Astula is not Special notes: suggested rule: Dark a standard household kitchen in medieval Energy. form. Rather, it is a large food prepara- Description: Functionally, this Astula is tion area serving a substantial manorial a single rectangular room with 3 exits (one household. It is more akin to a medieval on each of the short walls). But that is restaurant’s kitchen than anything else. where functionality ends. The entire rooms Multiple Crossers in white smocks work is painted using a permanent, non-smudging along the edges of long food preparation paint to create the appearance of a threetables. Bread is kneaded, potatoes are dimensional forested glade. The paintwork sliced, and large ovens are fuelled with coal is truly impressive. It disguises the walls, to create the next grand meal. closed doors (behind which are portals), Throughout, bronze, lead and iron kitchen edges and corners of the room to such an utensils can be found, ranging from pots, extent that any PC inside the room will pans through to blades the size of a forearm initially believe that they are, in fact, inside and saws to hack apart substantial cuts of a glade. Only bumping in to a wall will meat. dispel this look, and feeling along the edges Several pantries serve to store salted foods will reveal the true depth, extent and shape and keep recently picked fruits and vegeta- of the room. bles at a reasonable temperature and away Suggested uses: A careful search of the from direct sunlight. room will reveal hidden alcoves along the

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walls and floor. These may contain minor Suggested uses: The explicit purpose treasures, or be empty. Each is painted on of the road is to lead pilgrims to their the inside so as to blend in with the overall destination. The Astula ends before this appearance of the room. If the dark energy happens, however, in all cases. Talking rule is in play, then this room turns in to a to the aware Crossers reveals that this is potential death trap from which there might some kind of “ordeal” to prove their faith. be no escape – the GM should play a slow Questioned about their faith, they reveal but distinct commencement to the expan- a large temple exists at the end of the sion by informing the PCs that the trees road and there they will conduct acts of appear to be growing larger for example, contrition and subservience to their “god”. before noting that the space between them Questioned more deeply about the nature is also growing. A rapid search for an exit of their worship reveals uncanny similarities portal should then be undertaken! to the Enigma. Indeed, on the surface, it Random encounters: Fey creatures appears that all Crossers along this path (fairies, etc), insects. worship the Enigma as a deity. Other Astula natives that are here are devotees of the Enigma and have wound up here like moths to the flame to be with similar people. Pilgrimage Occasionally the Enigma may appear, but Suppressed technology, normal only a very small subset of the crowd (i.e. Type: two or three people) will see her. This leads magic, hard boundaries. Size: A road, wide enough for 30 average to Crossers publically weeping at the glimpse sized people to stand shoulder-to-shoulder of her and others seeing these persons as highly blessed. and as long or short as the GM desires. A hard problem in this Astula is how to go Special notes: None. Description: This is the road of Pilgrim- against the flow of humanity should the PCs age. Along the road, many individuals need to reach a portal that is against the and groups of humans in various states of flow. Stampedes caused by the (apparent or clothing and hygiene throng and march in otherwise) appearance of the Enigma can be one direction. Some stoop to the ground dangerous and occasionally deadly. every seventh step and kiss the ground. Random encounters: Crossers (aware), Others hold their hands to the sky and devotees of the Enigma, The Enigma. mutter incomprehensible prayers under their breath. The road itself is dusty and made of stone in most places, but little more than a dirt track Pyramid in others. The sides of the road are filled Suppressed technology, normal with vendors: selling food, drinks, beds, Type: slaves, some limited technological items, magic, wrapping. clothing items, various tacky souvenirs, and Size: A square with a side of 2.1km (1.3miles). other assorted items of little true worth. Portals along the road of Pilgrimage are Special notes: None. found within the vendor’s stalls for the main Description: A large Astula that consist part, and other assorted features along the mostly of blowing wind, sand dunes and side of the road. The density of humanity rocky outcroppings or obelisks. The one along the road can vary to exceptionally unique feature at the centre of the Astula is heavy (little room to manoeuvre other than a small, square-based pyramid made out of going with the flow) to almost empty (ven- highly reflected stones that shine brightly in the sunlight. dor stalls closed and a deserted road).

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The pyramid is roughly twice the height of an average human with an obvious (locked) entrance at the front leading inside. The interior of the pyramid is essentially a tomb. A large casket lies in its centre, surrounded by golden statues, small and colourful vases and full-length paintings of realistic-looking people. As the PCs wander around the interior, the eyes of the people in the painting tend to follow them carefully. The rest of the Astula is by and large barren and a desert. The Sun beats down on an uncaring landscape and the odd carrion bird circles in the sky. Portals in the Astula are located in the rocky obelisks that dot the landscape. Suggested uses: Some of the rocky columns are inscribed with arcane runes. Reading them will summon elementals should the PCs not realize what they are doing before finishing the sentences. Any PC taking anything from the pyramid’s interior will find themselves cursed. The specific nature of the curse is left up to the GM, but an emphasis should be placed on

loss, clumsiness and ineptitude. Should they leave the Astulae, the curse will be lifted (but will return again inside the Astulae until such a time as they return what was stolen to its rightful resting place). Random encounters: Birds of prey, Ghosts.

Spiral Staircase Suppressed technology, normal Type: magic. Size: A height equivalent to 111m (121yards). Variable width. Special notes: Slow sound waves. Description: This Astula consists of only one major feature: a spiral staircase made entirely out of stone. As if inside a large cathedral, or tower, the staircase extends in to the sky a great distance. There are a total of 18 floors (or stories) to the building that houses the spiral staircase. The distance between each level is not even:

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the lower levels are more regular, but as one contain portals behind them. climbs higher up, they become increasingly Random encounters: Ravens, poisonous irregular, with many “half floors” branching spiders, Crossers (passive), Hightower canoff. Each floor has a solid wooden doorway didates. as an exit. Many of these are locked (some magically so). Some are open. And most constitute portals. The spiral staircase runs in an anti-clockwise Stables direction when going up. The stones themselves are very sturdy, but the lower levels Type: Suppressed technology, normal are rather worn which means that slip-up magic, hard boundaries. can and do happen. Occasionally a stone Size: 165m (180yards) x 55m (60yards). is missing and replaced by a wooden step. Special notes: None. Windows out of the spiral staircase begin to Description: Effectively little more than occur about halfway up the staircase: little a very long shed; this Astula is home to 7 more than vertical slits for archers to fire horses of various breeds. All of them are out, the view beyond is that of a sprawling large, and well-bred, but look slightly on medieval cityscape. Below that, burning the thin side as if marginally malnourished. braziers light the staircase. Beyond the boundary of the Astula, a large Suggested uses: Exploring the spiral farmhouse can be seen. Crossers will visit staircase is probably draining to many unfit the horses regularly and feed them, brush PCs – especially if they seek to go to the them down and generally care for their welluppermost level from the ground level. Trav- being. elling to the upper levels will take time, and Suggested uses: If the PCs move suddenly moreover, only a small number of the doors they will startle the horses and cause a loud connecting the spiral staircase are open and kerfuffle. This will inevitably attract the

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inhabitants of the farm who will act as aggressive Crossers and believe that the PCs are little more than wanton horse thieves trying to make off with their prize possessions. The portals in this Astula are all located inside the horse pens. Moving stealthily through the manure and hay is simple enough, but the PCs will need to jump over the front of each of the individual stable doors to get out (each being padlocked and not easily broken open, but having a gap at the top for the horses to poke their heads out of). The horses are used on the farm for pulling tractors and riding in hunts with. One of them is a retired warhorse and will readily be attracted to the strongest and largest built or most obviously armed PC. Although friendly, this particular horse does not like these surroundings and will happily gallop off with any PC who mounts him. Random encounters: Crossers (aggressive), horses, small farmyard animals, Lost Astula adventurers, hermits.

momentarily and then vanish again. The PCs must time their exit from this Astula with care. Suggested uses: This location makes for an excellent location to meet with the various factions that live in and use the Astula, and as such it is something of a cross-roads within the Astulae. Encountering the Red Telepath or her agents for the first time here can make for a tense encounter. The Red Telepath realizes that this is one of the hardest Astula to destroy simply because of the multitude of flickering portals present. The Enigma on the other hand will gladly point the PCs to a promising new direction if they care to look in her direction. Brown Clerics frequent this site to ensure that the Red Telepath does not gain a foothold here. And other adventurers within the Astula can be met here and information exchanged, in a friendly manner or a bullying and intimidatory manner with some. Random encounters: Crossers (aware and passive), quasi-religious ceremonies carried out by the Crossers, Ghosts, The Enigma, The Red Telepath and other Astula factions.

Stonehenge Suppressed technology, normal Type: magic, wrapping. Size: A circle with a radius of 210m (690ft). Storeroom Special notes: Flickering portals. Type: Suppressed technology, normal Description: To be clear: this is not THE magic, hard boundaries. Stonehenge, simply a parallel-world example Size: A square, 11m (36ft) on each side. of A stonehenge. Special notes: None. Two concentric rings of standing stones are Description: More of a large, cavernous at the centre of this Astula. Each ring con- shed than a house’s storeroom, this Astula sists of vertical upright pillars of rock, which is built of darkly coloured bricks for the walls have horizontal rectangular rocks lying on and floor, and a slightly slanted wooden roof. top of them forming a crude circle. These Two walls features a door in their centre, but rings are located in the centre of a grassy otherwise they are the only way in and out field. A small muddy road can be seen in the (and each constitute a portal). Rain can be distance, but is outside the spatial extent of heard hitting the roof, and a small hatch the Astula’s boarders. can be seen in the wood (this constituting a Some of the gaps between the upright stones further portal). function as portals. But all portals in this Around the storeroom are a variety of disAstula are flickering. They appear only used pieces of furniture (wooden chairs and 83

tables, dressers, chests of drawers, bedside looking inside the cupboards and drawers, cabinets, and sideboards) all in various apparently searching for something, and states of decay and cleanliness, empty or occasionally sipping from a jug or feeding half splintered barrels, loose planks of wood themselves with a loaf of bread. How the stacked up against one of the walls, and PCs react to this person is a good option for roleplaying. Should they take them along rusted kitchen utensils. Suggested uses: The storeroom is a with them, or drop them off in the nearest reasonable place for the PCs to rest and friendly looking Astula? Or perhaps even recover – should they need to. It is not leave them here to their own devices? visited regularly and can provide a quality Random encounters: Lost, slaves of Adelaide the Vampire (see above). (undisturbed) nights sleep. On the other hand, the GM might like to use this location as an introduction to the Lostthose Astula natives who cannot remember who they are. The PCs may find such a person wandering aimlessly around this room, Study

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Type: Suppressed technology, normal magic. Size: A rectangular room measuring 4m (13ft) x 2.5m (9ft). Special notes: None. Although “Fills with chemical compound (sand)” could be very interesting here when Athelstan is not present. Description: The study is a small room with two doorways (portals), a window (also a portal) wood panelled walls, a large desk, and many bookshelves all over. Unlit candles sit around the desk and atop tall metal stands at opportune positions. The desk is covered with charcoal sketches of possible flying machines, in the style of renaissance European philosophers, held in place by marble weights. The view out of the window shows a snowbound grassy plain, leading to a copse of woods in the distance. Suggested uses: The owner of the study is an Aware Crosser by the name of Athelstan – a parallel Earth philosopher and scientist (read: alchemy) interested in a plethora of arcane studies and with an affinity for Air magic. He is able to conjure gusts of winds powerful enough to knock PCs over at will should he need to, and also uses this skill to blow his sketches around his study when he needs to, as well as snuffing out unwanted lit candles. When first encountered, he ignores the PCs and acts as a Passive Crosser. However, careful observation will demonstrate that he does indeed notice the PCs. Athelstan is scared for his sanity. Nobody believes him that people visit his study and disappear when they traverse the doors’ thresholds – i.e. all other Crossers in this Astula are passive. He keeps an extensive diary of who visited his the study in one of his books and if “rumbled” will interview the PCs at length as to who they are and why they are here, jotting down their words. He will also take advice on how to construct flying machines. He will happily trade information like-for-like if discussed, and will reveal which portals other NPCs exited from (if the

PCs are searching for someone or something within the Astulae). Random encounters: Athelstan (an Aware Crosser); other Passive Crossers.

Water Well Type: Suppressed technology, normal magic, hard boundaries. Size: A circle of radius 35m (115ft). Special notes: None. Description: The water well is a moderate depth, hand-excavated hole in the ground that reaches below the water table. At the bottom of the well is potable water (and a horizontal portal just below the surface). The shaft leads up to the surface some 12m (40ft). A small wall lines the edge of the surface and a leather bucket on a long rope can be used to throw down the well and recover a sizable quantity of the water from below. The Water Well itself is situated besides two houses constructed of wood that have long since been abandoned and are now overgrown with foliage. The interiors of the houses are empty, and long since looted of any valuables. A hermit lives in this Astula and will ask the PCs for help in destroying the portal at the bottom of the well that he cannot reach (since he is not physically able to exit the well on his own due to age). Suggested uses: The interaction between the PCs and the (unnamed) hermit can provide potential for an odd dialogue. The hermit is not able to sever the Astula’s connections to the wider Astulae due to age and infirmity, but clearly the PCs may not agree with this course of action. What recompense could the hermit provide for such an act? Given his age, he is probably well versed in many aspects of life – and certain aspects of magic. Random encounters: Hermits, wild animals.

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Windmill Type: Normal technology, normal magic, wrapping. Size: A circle of radius 230m (252yards). Special notes: None. Description: Set in a field of green grass, a winding road leads up to a lonely looking windmill at the centre of the Astula. The windmill is constructed of stone; with a wooden rotating cap connected to four sails that slowly turning in a gentle, perfumed breeze. Inside the windmill, there are five distinct levels, each smaller than the one below it. Each level contains a mixture of tools, living quarters and cooking equipment, plus the main “milling” floor. However, there is something rather anachronistic in this Astula. Instead of being utilized to grind flora, turn pulp in to paper, or saw logs, the wind power is being used to charge up electrical generators the size of a forearm. Each generator is a long rectangular metal shape and glows with an eerie blue strip light along each of its longest sides. Wires connect up the generators to a kind

of commutator that has been forcibly rigged to the turning mechanism of the windmill at the base level of the stone tower. Inside the windmill are other signs of anachronistic technology. The kitchen features what can only be described as a microwave oven device. The sleeping quarters appear to have a digital alarm clock. The Astula itself is quiet. There are no signs of human activity: Astula native or Crosser. Who placed the electronics inside the windmill? Why are they charging up generators? Suggested uses: The questions outlined above may have several answers, depending on the whim of the GM. Firstly, they may have been placed by Astulae natives who have access to such high technology. The charging of the generators may be for fuelling portal re-routers or teleportation devices from Hunters to get to their home plane. Alternatively, it could belong to a Hermit or a Lost NPC who has the aptitude to construct such devices. Although where they obtained them from is unclear, but

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likely to be from a higher technology level Astula. The Mandated Cabal might well have a strong interest in setting up such an operation as well. Crossers would be less likely to set this up as it would require them not only obtaining the parts, but also the understanding to make it work. This might be arranged if they are simply in a low technology part

of their otherwise generally high technology world. Or perhaps part of a post-apocalypse scenario. Random encounters: Wild animals, Ghosts, the owner of the windmill and/or whoever has constructed the devices to take advantage of the wind.

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8: N ature and Rural Themed Astulae

“Run! Run faster you +REDACTED+! It is right behind us!” –Mangled audio cassette tape found, reconditioned, and transcribed by the Mandated Cabal in a dark forest.

[ Nature, Rural Themes ] These Astula are inspired by the natural world and feature a certain terrain type, or foliage feature in the main part. Some are well-grounded in everyday experiences, and others have a more of a dynamic or fantastical nature to them.

(etc.). Suggested uses: Whilst the risk of a sprained ankle is a real one for any PC moving too fast over its surface, this Astula would be mostly benign otherwise, if it weren’t for the alien fauna flying in the skies. Creatures with dragonfly wings, the body of a furry rat and the face of a demon swarm in small droves overhead. The size of a domestic cat, these creatures will be attracted to any warm blood they sense. The PCs would be wise to flee as fast as possible away from them in into a new portal. A malevolent Ghost happily coexists with the fauna, luring strangers to them as the opportunity presents itself. Random encounters: Flying alien fauna, Ghosts.

Basalt columns Type: Normal technology, normal magic, hard boundaries. Size: 105m (115yards) by 185m (202yards). Special notes: None. Description: Akin to the Giant’s Causeway in Northern Ireland in the real world, a series of hexagonal columns made of basalt dominate this Astula. The columns are mostly of the same height, but many jut out to a higher or lower extent and some cluster together in groups of equi-height plateaus Bog above the main level of the columns. To one side of the Astula a sea laps against Type: Normal technology, normal magic, the basalt, slowly eroding it over time. To wrapping. the other sides, the columns reach up to Size: An irregular shape whose minimum an unassailable vantage and (presumably) a dimension is 460m (500yards). continent. Special notes: None. Skeletons of small mammals and the odd Description: In the centre of a large human skeleton litter the columns at every expanse of wetland surrounded by a ring turn. Most of the skeletons have been picked of trees, the bog is an acid rich area of water clean, but some are newer than others and that has slowly accumulated peat over an can be looted for minor treasure or keys extended period of time. On the surface, 88

the bog has plentiful moss growing. In many in the bog who have learnt to command places, the moss is strong enough and spongy magical powers to levitate themselves above enough to take the weight of a human. In the surface of the bog. They therefore no other places, it becomes thin and humans longer have any need of their old bicycles will fall through the moss to the stinking – they are little more than symbols of a water beneath. life left behind. If the PCs try to take The depth of the water varies from merely the bicycles, they will observe them from ankle deep, to significantly higher than the a distance. Indeed, the PCs will feel like average human. At the bottom of the nasty they’re being watched at all times whilst smelling water is the layer of peat that they are within this Astula. acts somewhat like a quicksand – making The portals within this Astula are not movement within it hard going to say the obvious. Some are formed by growths of least. Probing the bog with a long stick can moss wrapped around dead trees forming an mean the difference between falling through arch near the physical edge of the Astula. in to a shallow area of decaying detritus and Others lay horizontal and are little more staying afloat on top of a thick moss layer. than circular gaps in the floating moss. Beneath the top layer of moss in the dark These ones are tough to spot unless the PCs water beneath swims a variety of predators. have means of gaining extra height above Ranging from small fish with sharp teeth, the moss level to see further and spot such through to lizards akin to mini-crocodiles, features. The hermit family could help with these creatures have long adapted to living this if the PCs work to seek them out and in the dark waters of the bog. be friendly with them. Suggested uses: Suspended on a portion Random encounters: Aggressive fauna of the moss are a set of three bicycles, all beneath the moss layer (as described above); in a state of decay but able to be ridden. hermits. They belong to a family of hermits who live

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crushed when a person steps on them. The uneven surface is a recipe for sprained ankles if the PCs are in any rush. Boulder fields All portals in this Astula are horizontally Type: Normal technology, normal magic, orientated. Some can be found hidden under the boulders; others are free-floating within wrapping. Size: A square with each side measuring arm’s reach above the taller rocks. A constant shower of meteorites (see special 930m (3050ft). Special notes: Meteorite Shower; (optional: notes) hits the surface of this Astula, providing a steady supply of new materials to Thin Atmosphere). Description: This Astula consists of boul- settle on the top of the existing boulders. ders as far as the eye can see. On clear days, Most of these are small in size and will mountain ranges can be spied at a great trickle down between the gaps of the existing distance away. The boulders themselves boulders. Others are larger and regularly are grey, with a variety of sizes. Some are smash the boulders that they collide with, exceptionally large: skyscrapers in some sending sharp shrapnel in to the air. cases. But the vast majority of the boulders Suggested uses: The boulders contain a are smaller: perhaps about the same size as rare ore that a number of factions within the Astulae seek. The Mandated Cabal an average human. Traversing the boulder field should be a regularly try to plunder this Astula for simple matter of hopping from one rock to additional supplies to fuel their experiments the next. But not all the rocks are stable: with the printers in the Factory Astula. some will slip under foot and sink slightly. Meanwhile, some technologically adept Others are somewhat delicate and will get Brown Clerics mine this area for the raw

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materials necessary to create consciousness circuits out of. Occasionally, the competing factions come in to literal conflict with each other over “mining rights” of this Astula and PCs can get caught in the crossfire, or forced to arbitrate. The latter will inevitably have future consequences for whomever the PCs disfavour. Random encounters: Mandated Cabal, Brown Clerics, other Astula factions.

something predatory is located within the Astula, long before the dinosaurs are heard or seen. Hidden in the jungle are several meat-eating plant life forms. These are generally immobile, but will take any opportunity to eat something other than avians. Located near the oasis in the centre of the Caldera is a small black cube with swirling patterns etched on its surface. By the looks of it, it has been through the guts of a dinosaur in the recent past. Random encounters: Dinosaurs, meateating plants.

Caldera Type: Normal technology, normal magic, hard boundaries. Campsite Size: A circle with a radius of 1.85km (1.15miles). Type: Normal technology, normal magic, Special notes: None. hard boundaries. Description: The Caldera is effectively a Size: A circle with a radius of 150m (490ft). large, if rough, circle with very tall cliff- Special notes: None. like sides. Formed from the rise and fall Description: In an open field surrounded of ancient sub-surface magma, the Caldera by woodland and rivers, four tents have been resembles the interior of a meteorite strike pitched. The tents are spacious: each one in some ways. is large enough to sleep two or three people. Inside the Caldera is a dense jungle. Vines Inside each are a variety of bags, clothes, and small trees bar the way at every turn. notebooks, sporting equipment, toiletries Using fire or a sword that never dulls will and other assorted personal items. The time certainly be required to traverse the jungle period that this Astula is set in is estimated in good time if the PCs don’t find a trodden to be the mid to late 20th century if the PCs pathway. These pathways snake through are from the original Earth. the forest from the outer edges and lead to The portals in this Astula are sleeping bags. the centre where a small oasis of blue-green To enter and exit the Astula, the PCs must water is lapped up by thirsty lizards. crawl from (or to) the bottom end of a sleepSadly for the PCs, many of these lizards are ing bag. The bag might well be fully zipped of the “terrible” type: dinosaurs. These up when they get inside, so an immediate dinosaurs range from smaller compsog- problem will be how to operate a zip from nathus genus dinosaurs, through to dimetrodonsthe interior of the bag when it is fully closed and others. Naturally, most of these tend to up. And sometime: the sleeping bags are be meat-eaters. rolled up in to very tight rolls, which may The portals in the Astula are located in the present a very different problem. sides of the cliffs, necessitating the crossing Whoever is camping here is not present. of the Astula if the PCs wish to advance They have left and (presumably) taken some through the Astulae. hiking gear along with them. Suggested uses: Remains of previous Suggested uses: This Astula features meals lay scattered through the jungle. regular rain. In fact, most of the time, it These skeletons will be the first signs that is pouring down. But the owners of the

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tents are never at home. Moreover, they never seem to come back. But every time that the PCs re-enter this Astula, they will find that equipment has been moved around as if they were in regular use. A hermit occupies this Astula and is skilled in certain magics. He is able to cast a semipermanent invisibility spell upon himself and regularly uses this site to sleep in, as well as fishes in the river for food. If the PCs explore the Astula a little further, they may find a dead body of one of the original campers (now barely more than a skeleton) deposited in the riverbed. What slew him or her is unclear. But it was not the current hermit. Indeed, the current hermit is completely torn about burning up the sleeping bags (and thereby destroying the portals), or leaving them alone and actually having a good place to sleep in every night. Random encounters: Robotic monitoring devices, hermit, slaves of Adelaide the Vampire (see above), occasionally invades

(nexuses) with other Astula.

Cliffside Type: Normal technology, normal magic, wrapping (vertically). Size: A minimum vertical extent of 1.0km (0.6miles) and minimum horizontal extent of 0.4km (0.25miles). Special notes: None. Description: Upon arrival, the PCs will find themselves on a thin ledge in the side of a large, vertical Cliffside. The stone of the cliff is tough, and ragged, making it ideal to climb either free handed, or with suitable mountaineering and abseiling equipment. Winds swirl around the Cliffside, and a misty atmosphere makes climbing not a very attractive option on the whole. That said, there are multiple portals in the side of the cliff that the PCs can access if they are brave and able to negotiate the vertical 92

rock. Both technological mean (e.g., antigravitation devices) and magic (levitation) can be used to accomplish this, but it will always be opposed by the swirling winds that constantly buffet the cliff. Suggested uses: If the PCs do not enter the Astula with caution, they may find themselves accidentally pushing the lead PC over the edge of the lip of the thin ledge who will then fall. Due to the vertical wrapping of the Astula, the PC will carry on falling indefinitely. Unless the fall is arrested, the speed that will be built up by them will eventually result in a long, protracted death through chaffing and starvation (depending on their clothing). The Cliffside itself is not insurmountable, but will require the correct equipment, or spells to traverse. Free climbing is do-able, but not recommended due to the risk of slipping and becoming constantly wrapped. The PCs may hear whimpers for help from nearby. A dehydrated and hungry Exile sat on a ledge is nearby in tears. How do the PCs respond? Will they help them? And even if they want to help, can they? Random encounters: Exiles, Adventurers.

can be seen around the other two edges to as far as the eye can see. Suggested uses: During harvest time, large combine harvesters come in to the Astula from the gates and mow down everything in their path. The drivers are passive Crossers and not aware of the existence of the PCs, hence there may be some danger in this Astula if they don’t move out of the way. At other times, the PCs catch glimpses of the crops swaying as if something is moving through the crops. This is true: the crop field plays host to large carnivorous mudworms. Measuring over three times as long as a human is tall and of at least twice the thickness, these worms feast on any avian foolish enough to try to eat the crop, or on any other wandering predator that enters the Astula. Including any PCs. The farmers use them to increase crop yields as they do not cause much damage to the crops as they move through them (indeed: their bodily excretions only aid the growth of the crop if anything). To protect themselves against the worms, the farmers use a sonic emitter that creates a high pitch (almost super sonic frequency) noise that the worms cannot stand and always move away from (or burrow underground to escape). The Astula is home to a hermit dressed in a rotting brown cloak who has stolen one such Crop field emitter from a farmer many moons ago. He Type: Normal technology, normal magic, lives off natural rainfall and the meat of worms and birds, plus whatever fruit he hard boundaries. Size: Rectangular 3.3km (2miles) x 1.5km can pick from the berry buses that form a part of the hedge surrounding the Astula. (0.9miles). He avoids the PCs if at all possible, but if Special notes: None. Description: This is a large Astula filled cornered will fight his way past them or try with a yellowing wheat-like crop. The height to eliminate them. of the wheat comes up to the chest of a Random encounters: Mud-worms, hertypical human and some of it looks ready mit, passive Crossers, automated insecticide to harvest. Surrounding the field is a large spreaders (robotic), lost treasure (rings, green hedge. At three locations around the amulets) amongst the crops. edge exists a gate wide enough to drive a modern farm tractor through. Beyond the west edge of the hedge lays a wide muddy track. The north edge has a fallow field Cultivated Garden beyond it of comparable size. Woodland

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Type: Normal technology, normal magic, hard boundaries. Size: 160m (175yards) by 190m (210yards). Special notes: None. Description: With a large variety of flowing plants, beautifully trimmed and shaped trees, and elegantly paved walkways, the Cultivated Garden invokes a feeling of peace and paradise in those who visit. A variety of plant species exist inside the Astula, and their presence results in a lightly perfumed atmosphere. But there is a darker side to it. The Cultivated Garden was used by whoever created Newhaven as the test run for the chemical they have deployed there (see Village of Newhaven, below). But the chemical that permeates the air here is inferior to the one that Newhaven utilizes and has undesirable side effects. As well as invoking a feeling of happiness, the chemical makes the breathers prone to violent outbursts whenever a person is asked a question or challenged about their beliefs. When the PCs enter, they may witness a heated discussion between two Immortals screaming and pushing each other about whether they think the Enigma is a deity or not. Suggested uses: This Astula can be used as a dark introduction to the founding of the

Village of Newhaven for the well-informed PC group. Keeping arguments to a minimum may require being silent on the PCs part, but is also an opportunity for a mature and well-rounded PC group to explore some roleplaying concepts and challenge each PCs belief in a certain topic. To kick things off, the debate between the Immortals can be extended to the PCs by one of them yelling out to the PCs “You! Is the Enigma a goddess?” to draw them in to the brewing fight. Random encounters: Immortals, Adventurers.

Dark Forest Type: Suppressed technology, normal magic, wrapping. Size: a circle with a radius of approximately 1.1km (0.68miles). Special notes: The visibility in the Dark Forest is at best a little over 100m (110yards) due to several factors that including (a) the density of trees, and (b) misty conditions. Description: The dark forest consists of a relatively large expanse of densely packed old trees. The dominant tree type is not of a recognizable species, but have

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trunks that vary in radius from very thin the wrists to a slab of stone by a pair of saplings through to ones with monstrous long silver braided metal strings. His skin is girth. Almost all are incredibly tall with a golden, almost shining and features a tattoo thick and dark canopy above. The canopy of a spider on his chest. He is naked, save gives the forest its darkness: sunlight hardly for a black ribbon tied around his neck. He penetrates much at all at ground level. And does not speak, nor open his eyes. But along where it does, saplings of these trees compete the silver chains, spiders work feverishly with more familiar species for space and to attempt to break the braids. And fail. light. Portals in this Astula take the form Who the man is and what his relationship of holes in fallen trees, holes in the ground is to the spiders is left open. We suggest a small number of options: he is a spider deity and circles of branches. Mist is a semi-permanent feature of the for- trapped on the material plane; he is a trap est floor. Disappearing only in the afternoon to lure Crossers and Astulae natives as a of the (short) days, the mist is at its most food source for the spiders; he is a sacrifice intense in the hours before dawn and can to the spiders. extend to several times the height of PCs On the forest floor in a few places stand at such times. This reduces the ground mushroom circles: an unbroken fungus visibility dramatically and makes this Astula chain. Digging beneath these circles reveals somewhat dangerous – both in terms of the additional portals to both related and thePCs becoming the prey of larger fauna and matically divergent Astula. in terms of simply getting lost. Where some Random encounters: Spiders, falling trees have toppled over, mushrooms readily trees, highly reflective ant swarms; giant spring up in the damp conditions to make millipedes. the decomposition faster. This gives the forest a dank and unclean smell. Suggested uses:Given the size of this Astula, it is not surprising that there Glowing cave are a number of internal discrete features and encounters that the GM may employ. Type: Normal technology, normal magic, Firstly, there are spiders. Lots of spiders. hard boundaries. They live in the trees and the high canopy Size: Irregular, but no longer than 2.1km and each individual is about half the size of (1.3miles). a human hand. In general, they will ignore Special notes: None. the PCs as they pass beneath them. But Description: This Astula is a modest set of any excessive noise or vibration will attract caves deep underground. They share some them to the PCs. Small, highly reflective common features. Firstly, they are damp. ants scurry around some of the trees and Slipping on the wet stones is a genuine dig in to the dirt. In the dull moonlight, hazard, particularly if the PCs are in a rush they look somewhat like moving gemstones. or undertaking stressful activities (such as The spiders prey upon them. combat). Some of the trees have colourful ribbons Secondly, bioluminescent insects light each tied around their trunks. Purple, yellow, and every cave. In some caves, there are only red and baby blue prominently feature, but a few of the insects yielding an exceptionally the decayed remains of others can also be low light level that makes traversing the observed. These have been used in the past caves nearly impossible. In other caves, the as part of a festival, but re-purposed by other insects literally cover every surface and make Astulae explorers as a means of navigation the entire cave glow with an eerie blue-green between portals. light almost as bright as an early evening In a small clearing, is a man chained at skyline.

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The insects are passive, but will swarm and fly over the PCs should they act aggressively against them. Suggested uses: In one of the caves, a Runner lies on the ground, bleeding and near death. The cause of his wounds is uncertain and his speech is incoherent. Should the PCs save him? Is he on the run from Hunters, or someone else? What caused his wounds – is the source of the wounding inside this Astula? Random encounters: Hunters, Runners, bioluminescent insects.

behind to “take care of business” with the PCs. As a nexus, this Astula frequently sees visitations from other Astula such as the Valley, The Great Tree, Campsite, Barrow, Bonfire, etc. Indeed, many of the nature or early history themed Astula can readily exist on the boundaries of the Astula if need be. Random encounters: Crossers (Aware or Aggressive), Fauna (horses, sheep, birds of prey), The Enigma, other Astula Adventurers.

Grassy Hills Great Tree Type: Normal technology, normal magic, Type: Normal technology, normal magic, wrapping, nexus. hard boundaries. Size: A rectangle measuring 1.9km (1.2miles) Size: A circle of radius 1.2km (0.75miles). x 2.5km (1.6miles). Special notes: None. Special notes: Suggested: Thixotropic Description: The dominant feature of this Floors, Low Gravitation, Sinkholes. Astula is a single Banyan-related tree species. Description: Rolling hills fill this relatively Growing from a large core at the centre of large Astula. Most of the surface is covered the Astula, the tree’s branches regularly in hardy grasses and clovers, but odd out- develop aerial roots. These reach down from crops of grey rock jut randomly out through the branches to the ground and provide addithe surface at various points. The weather is tional, secondary “trunks”. This continues a very mixed, temperate one that oscillates the further the Great Tree grows, expanding between sunny clear days, and low visibility, in a radial fashion and creating more aerial heavy rain. roots to sustain its growth and support its Most of the Astula appears empty, but increasingly heavy limbs. every portal located within the Astula is The canopy of the Great Tree allows some being monitored. This may be remotely sunlight through in a dappled manner. The though image-capture devices that take a entire scene is one of a peaceful, cool respite photograph (with or without a flash) as the from a harsh, bright Sun in the sky. PCs enter, or through Aware Crossers spying Portals in and out of the Astula are located on the PCs with binoculars or telephoto lens up in the tree’s heights, and formed from cameras from a long distance away. circles of branch growth. Suggested uses: Why the NPC Crossers Suggested uses: In the branches, several are monitoring this Astula is uncertain. immortals are playing a game that involves Perhaps they are being employed to do so by patience and careful observation of their other agencies (e.g., Adelaide the Vampire) co-competitors. They don’t reveal the rules or are part of the Crosser Revolt meta- of the game to any PCs, but will occasionplot. If confronted by the PCs, they will ally rapidly move to a new location in the react aggressively to defend themselves and branches and canopy. Inevitably, this leads flee the scene with their equipment intact, to raucous laughter from their colleagues, potentially leaving one of their “bruisers” and an occasional round of applause in 97

admiration. route. A passive Crosser sleeps in the shade of the Outside the labyrinth are several fields and Great Tree on the ground. He has some kind a large manor house (inaccessible as they are of skin disease as suggested by large purple beyond the hard boundaries of this Astula). and green welts across his hands and face. A portal exists as a wooden archway just Optionally, this may be part of the sleeping outside the entry to the labyrinth, and a sickness meta-plot. second exists at the centre of the labyrinth Otherwise, this is generally (and deliber- where a small gazebo is located. Other porately) a quiet and peaceful location for the tals can be glimpsed inside the hedges along PCs to rest. the route if the PCs are paying sufficient Random encounters: Immortals, Crossers attention and not just sprinting through the (passive). course. Suggested uses: As a method of selfreflection and meditation, the labyrinth attracts priests, mages and immortals by the handful. During daylight hours, a Hedge Labyrinth slow trickle of people visits the labyrinth to Type: Normal technology, normal magic, traverse it. At night, it is silent apart from hard boundaries. the occasional organized group walking it Size: A circle of radius 220m (240yards). by candlelight. It is a place of silence and Special notes: None. serenity. Description: From the outset, it is impor- Random encounters: Passive Crossers tant to note that a labyrinth is not the same (mages, priests, ordinary folk), Immortals, as a maze. A maze has wrong turns, dead Hermits, Lost, Adventurers. ends and choices to make at crossroads. A labyrinth by contrast has only one path: a circular but cavorting road that leads from an entry point to the centre of a circle. Icy Desert This particular labyrinth has been created out of tall hedges and is generally very well Type: Normal technology, normal magic, kept. The path from the outer edge to the hard boundaries. centre takes about 10minutes to run, longer Size: A square with each side measuring if walked. Of course, the PCs may decide 770m (840 yards). to levitate over the hedges, tunnel through Special notes: None. them or otherwise cheat, but if they do it Description: A vast, flat plain of snow and the proper way, this is the typical amount ice greets the PCs as they step in to this of time it will take a fit PC to traverse the Astula. Along with a chill wind, there is only

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one principle feature of the Astula beyond the icy nothingness: an archaeological dig. A series of metal sheds surrounds a square in which a team of 4 Crossers are digging and removing the snow and ice. These sheds have the portals in them (either as the entrances to the huts, or hidden inside the huts, e.g. within a wardrobe). Inside the square, the Crossers have dug down to chest height and have started to reveal the ancient remains of a temple. Its walls are somewhat ruined, but even the PCs can make out what appears to be an altar at one end of the dig site. A variety of religious trappings (ornaments, sacred objects, books frozen solid) have been lifted out of the ice and snow and sit on a green tarpaulin mat to one side of the dig. Suggested uses: The temple that the Crossers are digging out is an inherently evil one. Only one of the Crossers knows this fact (and, indeed, is a new age worshipper of this old religion). She aims to recover a ritual dagger and sacrifice her colleagues to her dark gods on the exposed altar. To accomplish this, she will isolate the other Crossers during the night, drug them, and drag them from their sleeping sheds out on to the altar. Magic in this Astula will readily reveal the extent of the evil dark gods that were once here. And even a technological source (e.g. an Astula equivalent of an online encyclopaedia) will reveal similar stories about long forgotten gods of entropy and blood rituals. Should the sacrifices go ahead, the evil Crosser will be able to raise her former colleagues as undead and take her place as one of the new age necromancers in service to the dark powers. Of course, when the PCs look at the scene at first, they will detect nothing out of the ordinary. Hence the GM might like to have them overhear some of the Crossers’ conversations, and/or allude to the fact that one of them is looking at a certain shiny dagger they’ve excavated all too frequently. Or, perhaps invoke the Enigma, or some Astula ghosts to do similar.

Random encounters: The Enigma, Crossers (passive), Ghosts.

Long Grass Type: Normal technology, normal magic, wrapping. Size: A square, 110m (120 yards) on each side. Special notes: Recommended: Accelerated floral cycle. Description: Grass sprouts from uneven, hard soil to over 3.5m (12ft) in height in this Astula. The grass itself is non-lethal, but small cuts can arise from scraping exposed skin along the edges of it occasionally. The density of the grass is such that visibility inside the grassy area is always than 18cm (7inches), frequently worse. If the PCs come up with a way in which to see above the top of the blades of grass, they will find that it extends in all directions as far as the eye can see. The more observant PCs doing this will see the blades sway as a creature runs through the grass – a tell tale sign of their presence. Suggested uses: This is a rather dangerous Astula in a number of respects. Most obviously, the impaired visibility means that predators (or aggressive Crossers) can ambush the PCs very readily if they don’t have an active motion-tracking device on their persons. Secondly, the locations of portals, other than the one they stepped in through, cannot be seen. Even an aerial tour would not guarantee the sighting of such portals as the grass may readily cover their tops, or they may be buried (etc.). If the PCs are being pursued through the Astulae, then things can really start to get ugly as party members become readily separated from their colleagues. Hacking the grass down will take time and burning it risks causing a large bush fire that could seriously hurt the PCs as well. Moreover, if the accelerated floral cycle rule is in play, hacking down the blades of grass will prove somewhat useless 99

due to their rapid re-growth. Optionally, have a scream be heard a few moments the PCs enter this Astula to really make get their adrenaline up from the outset! Then the only real question is this: how dangerous an Astula does the GM want to make this one? Random encounters: Large fauna (tigers, rhinos, bears), swarms (wasps, ants), Crossers (any type, often lost!), electrical storms, Newhaven sightings, termite mounds, discarded pieces of technology (almost always overgrown or half buried in the hard soil), hermits, dead fauna, dead Crossers, dead Astulae natives (and their undead counterparts), immortals.

permanent cloud layer surrounds the peak. If PCs descend through the layer, they will find themselves going back uphill and reemerge at the opposite side of the cloud layer. Description: Above a permanent cloud layer, this is a very rugged Astula that features a thin atmosphere and no flora or fauna of any types. The PCs may feel some altitude sickness here: what might normally be small exertions results in a high degree of fatigue, and occasional nausea. The sides of the peak contain sheer drops through the cloud layers and smaller drops to isolated platforms below the main peak. On these smaller platforms, some portals can be seen in the side of the mountain. A circle of rocks mark the summit of the mountain and constitutes a horizontal portal in and of itself should the PCs step in to it. Mountainous Peak Type: Normal technology, suppressed Suggested uses: This Astula is largely an exercise in how to navigate a vertical magic, wrapping. Size: Roughly rectangular: 170m (185yards) environment successfully. With ropes and proper equipment, PCs will be able to x 330m (360yards). Special notes: The wrapping on this traverse some of the sheer drops and get Astula is slightly different to normal. A to the lower portals (or alternatively: climb

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up to the summit). Brown Clerics wander in strong numbers Along the way, they may be subjected to with the Newhaven residents through the unearthly songs heard on the wind. This cattle plains – all of them armed and preis a regular occurrence on the mountain pared to defend the Newhaven residents peak and PCs may wish to investigate the from assault if required. None of them wear source of the singing: which usually involves any consciousness circuits, as they are not dipping below the cloud level, or climbing to necessary here. a different level on the mountain. This may Suggested uses: Peace is the order of the affect only a subset of the PCs. day in this Astula. Happiness in hard toil is A human skeleton occupies on such ledge. common for the same reasons as the Village Nothing but bones remains. How this person of Newhaven (see below). Any PC entering perished is left open. the Astula will feel a sense of relaxedness Random encounters: Strong gusts of and harmony and will be more accepting of wind and other physical conditions, includ- any reasonable request made of them. This ing adverse weather (snow, rain, sleet, large might include such mundane requests as temperature drops); air elementals, unnatu- “can you help us pluck these apples, please?” ral choirs on the wind; a hermit. The PCs will feel compelled to help unless actively attempting to oppose the effects – which they may not even be aware of. There are no Crossers here. The Newhaven Cattle Plains are entirely constructed within Newhaven Cattle Plains the Astulae and not a portion of normal Type: Normal technology, normal magic, space elsewhere, despite appearances to the contrary. wrapping. Size: A square whose side measures 6.4km Occasionally the Village of Newhaven will form a nexus with the cattle plains and can (4miles). Special notes: The Red Telepath is unable be seen in the skies. to telepathically affect any being in this Portals in this Astula are few and far Astula. Anyone under her or his influence between. They naturally form in hedges becomes herself or himself again upon enter- between the fields, as well as in the doorways ing the Astula. Anyone who dies here does and windows of the limited structures and sheds present in the plains. not become a Ghost. Description: Almost without exception, No portal will lead to Newhaven Village this is one of the largest Astula in the itself, however. And no member of the Astulae. Along with Newhaven and the Red Newhaven Community or Brown Clerics will Telepath’s lair, it is also one of the most help any other get there, even if they know how (or indeed: can remember). When the stable. Physically, the Astula consists of field after food needs to be transported to Newhaven, field of cattle (cows, sheep, cassowaries, the Community members suddenly recall elk, and other not so readily identifiable how to do this, but will promptly forget beasts) and several crop fields growing root again once the food is sent, as will any PC or NPC who witnesses it. vegetables, fruits and one field of wheat. In the fields, residents of Newhaven toil by A hermit here seems to join in the toil occahand to ensure the harvest is made and that sionally, but at other times reverts back to the Village of Newhaven has sufficient food. his hermit lifestyle. He seems to be partially They plant the seeds, rake the rows, pick the immune to the psychological effects that vegetables and fruits, milk the cows, help every other Newhaven Community member with birthing new live young, and slaughter and PC seems to be under. He is uncertain about what is going on but suspects that the animals for meat when required.

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the workers here are a second class citizen somehow and that all is not what it seems here, nor in Newhaven. He is thinking about seeking out the Red Telepath or the Enigma for a direct one on one frank discussion. But keeps on forgetting about this to help out with milking the cows. Random encounters: Newhaven Community, Brown Clerics.

storms, decayed planks of wood along the length (even going as far as sublimation of the planks once they have been stepped upon). Passive crossers running along the length of the bridge (probably low technology / iron age humans? Or perhaps simply tourists from a modern era!).

Sandy Desert Type: Normal technology, normal magic, wrapping. Size: A square of side 5.3km (3.3miles). Special notes: None. Description: This is a huge Astula, and a highly stable one in general. So much so that the horizon distance (the distance to the apparent horizon at average human height) is shorter than the wrapping distance. And it is all sandy desert. The perils of the Astula are the same as any hot desert. The temperatures during the day reach up to the mid 40’s degrees C (above 100 F) and without regularly water intake, the PCs will soon dehydrate and potentially perish from thirst. But the desert is unyielding and without care: the area is covered with dune after dune of hot sands and is all but barren. Precipitation is but once per decade on average. Sand storms and dust storms present a travel problem in high wind conditions that may disorientate and blind any PC attempting a crossing. Portals in this Astula appear as swirling vortices embedded in the side of dunes. Finding further examples of them is highly risky and with a low probability of success. The GM may elect to place a small oasis somewhere inside the Astula’s boundary to help the PCs if required. But it will contain water that is in short supply. Without magic or high technology to help, the PCs will struggle to traverse the desert, even during the hours of darkness. Suggested uses: Turning back the way that the PCs came is highly advised in this

Rope Bridge over Canyon Type: Normal technology, normal magic, hard boundaries. Size: Length of 55m (180ft) and width of 70cm (2.3ft). Special notes: None. Description: Attached to a pair of stone anchors at either end, the rope bridge is constructed entirely out of natural materials: rope from the forest at either side, reinforced with extra twine, and roughly cut planks of wood slotted across its length. Extra ropes along the length act as a guard rail against an accidental fall. The bridge is suspended between two rocky outcroppings, with a sheer drop of down in to a canyon below of at least 250m (820ft). A portal exists at either end of the rope bridge, providing an obvious way forward. PCs with sharp eyesight may be able to spot additional portals lying flat on the bottom of the Canyon. Suggested uses: The only way to access the portals on the canyon floor is to carefully drop down in to them. Miss, and its going to be a high risk of death. That said, perhaps the only way forward through the Astulae for the PCs (having explored the other options at the end of the bridge) might be downward. Inventive ways to reach the canyon floor will have to be employed. Cutting the rope bridge might help – at least in the sense of getting a bit closer to the bottom. Random encounters: Aggressive crossers cutting the rope bridge, air elementals, willow-the-wisps, insect swarms, sudden air gusts and other natural hazards such as 102

Astula unless the PCs have some method to vehicle can be a good source of roleplaying confidently cross the desert. Hermits able for this Astula, but one that is unlikely to be to create their own food and water could repeated. Moreover, it opens up some great potentially survive here as well. possibilities: why was the Crosser trying to Random encounters: An odd dead tree. get across the plain? What excuse do the Monsters sleeping below the sand in hiber- PCs supply for their presence? Why were nation awaiting the next significant precipi- they digging around faults in the plain? tation event. Random encounters: None. This Astula is one of the most inhospitable to life and nobody would desire to remain here for much time if avoidable except for immortals.

Salt Plain Type: Suppressed technology, suppressed magic, wrapping. Size: A square with a side of 2.5km (1.5miles). Special notes: None. Description: Once part of a sea or ocean, the water has long since evaporated under an unrelenting desert sun to leave naught but salt on a great flat plain as far as the eye can see. This Astula is a large one, and dangerous for both the temperatures and the lack of water available to the PCs. But an unseen threat is also present: local quagmires capable of swallowing up whole trucks should the surface salt crack. The normal point of entry and exit for this Astula are the base of cracks and gaps in the salt plain, but specifically those lacking any subsurface brine (i.e. dried up quagmires). At the bottom of a crevasse, the PCs will be able to climb up and down from the portal at the bottom of these dislocations. Moreover, they may also be able to find remnants of rusted vehicles and assorted random personal possessions very near such portals. Otherwise, the salt plain is utterly devoid of flora and fauna: life finds it simply too hard to exist here. Suggested uses: As a type of desert, the only kind of encounter possible here are with other Astula natives who are using it in some way. On very rare occasions, they may also sight vehicles driven by Crossers attempting to cross the plain. A story line about a Crosser that becomes trapped in such a

Scrubland Type: Normal technology, normal magic, wrapping. Size: A square, each side measuring 710m (777yards). Special notes: None. Description: The shrubs in this Astula are generally at, slightly over, or slightly under the height of an average human. Their density is such that about half of the Astula’s surface is covered in the shrubs. The weather is generally sunny, but not scorching hot. Physically, the shrubs consist of two main species. The first is a very woody, orangepine-needle covered shrub that regularly moults. The second is a green-orange hued, twisted and warped looking plant whose bark regularly peels away and moults. Annoying buzzing and stinging insects that roam around the scrubland in football-sized swarms fertilize both species. Portals in this Astula are generally located in the branches and needles of the shrubs. Entering the portals risks serious scratches to exposed skin. Any PC scratched in this manner will develop an horrendous itch within a short amount of time (under and hour) and may possibly require medical treatment. Suggested uses: Scattered like litter through this Astula are pages of a book from the Great Library. The PCs may collect a reward from the Great Library if all 165

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pages are collected and returned. Lurking in the Astula is a Primordial – a human-like being with strange powers and an odd set of behaviours. It possesses a natural chameleonic ability to blend in with its background by warping light around it. The PCs may be able to see it by looking for disturbances in the air, much like a lens bends light rays. It is also hunting the pages from the Great Library book for its own ends. Significantly, written on one of the pages from the wrecked book from the Great Library is the message “This was not the first Astulae” in the PC’s language. This is repeated in many different languages on all the pages, some of which might be recognizable to the PCs, but the vast majority of them will not. When the Primordial manages to grab a page, it consumes it before moving on. Any PC observant enough to notice can monitor this strange behaviour. The Primordial will vanish in a puff of cream-coloured smoke should any PC touch it. It will not reappear until the PCs have left the Astula.

Random encounters: A primordial, snakes, insects, giant insects, scorpions, giant scorpions, and other giant insects.

Tropical Rainforest Type: Normal technology, normal magic, wrapping. Size: A rectangle, 750m (820yards) x 420m (460yards). Special notes: Temporal loop. Description: This is a small section of a much larger rainforest. A mud path winds its way almost directly through the rainforest from one end to the other. Along the way and occupying the rest of the Astula, rivers, flora, trees, decaying dead trunks and a variety of flora and fauna can be found. If the PCs deviate from the mud path, the going will be very tough and they will almost certainly need to hack their way through the thicker portions of the undergrowth, whilst simultaneously fighting off any predator. Suggested uses: A group of Crosser hunters are in this Astula, seeking the

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and vegetables. Nestled near the side of the river is a small village that serves as the base of operations of the notorious Strikers gang. The gang originated on an Earth analogue as a group of miscreants and ne’er-do-wells who discovered a portal to the Astulae. Since arriving, they set up their operations here in the Valley and have since recruited further members from ranks of criminal Exiles or Runners who were able to add a magical or technological edge to their operations. They grow several crops (including fruit trees, root vegetables) in the Valley and maintain a small herd of game animals for meat. But the reason they are known about is their raiding tendencies. Using a portal they found near the side of the river, they use a re-router “borrowed” from a Hunter to regularly tool the portal’s destination to where they desire and then go raiding. The word “raid” is used optimistically, however: they are nothing short of violent killing sprees coupled with theft and rape (the more “mature” aspects of their operations is recommended for appropriate groups of players only). The Strikers are well able to defend their own territory and have groups regularly patrol the Valley for incoming Astula natives. They are both technologically and magically adept, with many members having piquancy. Suggested uses: Shortly after the PCs enter the Valley, the Strikers will monitor them. If they’re not a threat, the Strikers will be willing to trade with them. The Strikers are most after medicines, narcotics, and foodstuffs not readily available within Valley Type: Normal technology, normal magic, the Valley. Beef and lamb are particularly welcome, as are tropical fruits. wrapping. Size: A rectangle measuring 3.9km (2.4miles) The Strikers have kidnapped a Brown Cleric who was unhappy with their constant reby 2.8km (1.75miles). Special notes: Base of operations of the routing operations. His partner is planning to spring him and can be found camped out Strikers. Description: Physically, the Valley has in a small cave at the edge of the Astula. He high ridges and hills on two sides and a desperately seeks Immortals and others to drop in the centre line of the Astula along help him free his friend and colleague. which a river flows. The Valley has multiple Random encounters: The Strikers, Brown plant and animal species present, and several Clerics, other Astulae natives. crops ripe for harvesting, including fruits Galahlu beast – essentially a walking mouth with very tiny spider like eyes above the gaping maw. The beast is no myth: it exists within this Astula and has a voracious appetite. But, despite its ugly countenance and rabid appetite, the Galahlu is essential for the well-being of the ecosystem of this rainforest. The temporal loop always culminates shortly after the hunters slay the Galahlu with their rifles and check the corpse. Preventing its death will not stop the temporal loop, but the PCs may be able to dissuade the hunters from killing it. Other events within the temporal loop include seeing the Galahlu consuming another great beast (perhaps a junior lion); tropical birds flying from inside a hollow tree trunk that leads to an underground chamber containing a portal and a small pile of gold coins just before a lightning strike hits the tree and fells it, leaving the portal inaccessible; a mobile carnivorous plant swallowing up the hunters’ tent and camp shortly after they leave to hunt the Galahlu and eating up their (mid-19th century) technology; a Lost Astula native fleeing down the river to escape both the Galahlu and the hunters; a technological robot simulacrum searching for portals under the programming of Astula natives working for Adelaide the vampire; and the Enigma taking a morning walk. Random encounters: The hunters (aware Crossers); the Galahlu; Lost Astula natives; rainforest predators; insect swarms; the Enigma.

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9: O utlandish Themed Astulae

“Suggested actions and justification: mark the entry portal with a cross – venturing through to this Astula means a short lifespan for little payoff.” –Expedition logs of the Steel Diamond group. unprotected eyes. Occasionally, a crystal will snap and fall in Odd concepts, locations that range from the same manner as a falling tree might. childhood-inspired through to deadly, and Unlike a falling tree, it will shatter upon extreme conditions that don’t really fit landing and splinter in to many sharp shards. in any other category are found in the These can be used to fashion superlatively Outlandish themed Astula. The GM might sharp razor-like weapons out of – provided wish to ignore this entire themed set if they a suitable method for handling them can be don’t fit particularly snugly with any on- devised. going plot, but it should be noted that they Suggested uses: Runners who stumble form a requisite part of the greater Astulae their way to this Astula find that they can to concisely illustrate the alternate realities arm themselves with the fallen crystals and that it connects to. make improvised weapons out of them. The PCs may catch sight of a telekinetic Exile who levitates several shards and makes them orbit around her before exiting the Astula. Crystal Courtyard The lightning that the PCs observe in Type: Suppressed technology, suppressed this Astula can be dangerous should it magic, wrapping. be attracted to any metallic or conducting Size: A square of side 255m (280yards). item in the PCs possession. Lurking in the Special notes: Electrostatic build-ups and lightning are some airborne energy beings Discharges. (e.g., lightning elementals, or otherwise) that Description: Not so much a courtyard, may have a malign intent to the PCs. They as a collection of crystalline structures that can only be damaged through non-physical make pleasing aesthetic forms, the Crystal means (i.e. magic or high technology). Courtyard consists entirely of purplish hued Random encounters: Energy beings, crystals that jut out of the ground and other Astula natives. seemingly gravity-defying angles. The ground appears to consist of the same type of crystal, but ground up in to a fine dust. Any wind will be able to pick up Edible this dust with ease – but this is dangerous to the PCs as it poses a significant danger Type: Null technology, suppressed magic, to eyesight should it blow in to anyone’s wrapping.

[ Outlandish Themes ]

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Size: A circle with a radius of 617m (675yards). Special notes: None. Description: If a small village were constructed out of candy, toffee and liquorish, then it would be a close approximation to this Astula. But more than this, the material making up the edible Astula regenerates. Structures that have been munched in to oblivious will grow new candy cane support columns, toffee walls and so forth. This takes time and although not instantaneous, can be observed in action if the PCs look for it. Several of the houses in the small village are in various states of demolition, having been chewed on by some of the grossest, fattest and morbidly obese Crossers that the PCs have ever encountered. And they’re everywhere: gorging themselves on the infrastructure without much care. Some are passed out, busy digesting all their intake, others are hyperactive – such as is possible by their frames – and accidentally destroy more of the infrastructure.

Suggested uses: The purpose behind the feeding of the Crossers is left open, but suggested to be somewhat dark or disturbing. As a specific idea: when they reach a certain size, a hole opens up in the ground and they fall through to the layer below the surface. What happens after that is anyone’s guess. The purpose of the Astula is to emphasize the alternative Universe aspect of the Astulae and the otherness that the PCs possess. Although clearly there are parallels to Grimm’s fairy tales. Random encounters: Morbidly obese Crossers (passive).

Flaming plains Type: Suppressed technology, suppressed magic, wrapping. Size: A square of side 330m (360yards). Special notes: Accelerated floral lifecycle, flickering portals. Description: This Astula primarily features 3 different things:

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(i) rapidly growing trees, bushes, grasses and scrubland; (ii) the blackened remains of the above as if they’ve been burnt to the ground; (iii) fire consuming everything it touches. In short, it is something like an accelerated Australian bushland reproduction cycle. As the flora is burnt, the seeds of the next generation are scattered from specially adapted seedpods and land in the now fertile burnt soil left over from the last fire. These seeds grow exceptionally quickly and become full trees in a matter of minutes. The fires then take hold again and sweep the Astula clean of floral life before the cycle continues once more. The fire sweeps the Astula at a rate of about once every 15 minutes and is typically triggered by dry lightning striking the ground from a cloudless sky. Coincidentally, this also happens to be the time between the flickering portals appearing. Just before the fire sweeps all before it, arches are formed between trees and bushes, creating temporary portals. These are active for little more than 15 seconds before being destroyed by the fires. Suggested uses: In essence, this Astula is about how to handle the constant growth and fire situation presented. But it can also readily be about the portals. With these flickering portals, it is hard to ascertain which portal the PCs entered in and which will lead the PCs onward. Indeed, if played to the theme of portal destruction outlined in the earlier chapters, then each of the flickering portals is fully destroyed by the fires. This ultimately means that the flaming planes can be used as a one-way / no-way-back Astula if the PCs have become complacent. Ideally, the GM should supply a warning to the PCs about the nature of this Astula before they enter a portal connecting to it. Perhaps use portals that simply see directly in to this Astula. Or the GM should certainly allude to a burning aroma coming from the portal they’re about to step through.

Random encounters: Small fauna fleeing from the wave of fire about to hit the flora. Hunters and Runners.

Flesh Plane Type: Suppressed technology, suppressed magic, wrapping. Size: This Astula may be played in one of 2 ways: either as a seemingly endless surface made of flesh (i.e. with a wrapping), or as a room (with all the walls, and possibly the ceiling and/or floors also made of flesh). In either case the GM should have a square area no larger than 10m (11yards) on the side. Special notes: Unstable. Description: This is a truly disgusting Astula. It is constructed out of haphazard flesh. If its not limbs sewn together, then it resembles the interior of a highly mutated body. The walls and surfaces wave (sometimes literally) with misshapen arms, fingers, and other unidentifiable digits, open mouths attempt to bit at passing PCs, glistening tongues (some long and forked, others short and stubby) attempt to lick and flick the PCs during their passing, teeth and toenails try to gouge at the PCs and cause them to bleed and eyeballs follow their every movement. Suggested uses: Very mature PC groups may also wish to use genital features in this Astula, but in general it is not highly recommended. The Astula is simply weird and dangerous. There’s no other way of putting it. The flesh tries to absorb and slay the PCs, whilst the PCs attempt to move and escape over a highly unusual surface. Random encounters: None.

Fungiculture Type: Suppressed technology, suppressed magic, wrapping. Size: Irregularly shaped with a minimum

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dimension of 360m (394yards). bother PCs inside the Astula as they presume they are part of the fuel to grow the Special notes: None. Description: Very damp underfoot and fungus with. This turns out to be worryingly exceptionally humid, the fungiculture Astula true. There’s a good changes that some of is dedicated to the growth, reproduction and the spores will become lodged in the pores of exposed skin and start growing the same ultimately the consumption of fungus. The ground is essentially a squishy and fungus (albeit on a small scale) directly damp fungus spore store. Everywhere, large from their skin. Medical attention will be mushrooms are growing up as a forest might: required to fully remove such infestations. tall and with a canopy to cover them from Suggested uses: If the PCs take any aggressive action against the growth of the the rain-laden skies above. fungus by (for example) felling a mushroom Creatures resembling a cross between terbefore its “peak” ripeness, the gigantic antmites and ants but of gigantic sized regularly termite creatures will take note and start to bring bundles of freshly cut leaves, twigs and attack the PCs to attempt to remove them trees to the Astula from abroad and drop from the Astula or render them down to it amongst exposed floor. These items are smaller parts that don’t writhe around so allowed to rot over time and mushrooms much. grow using the organic offerings as food and A hermit is using the Astula as their home fuel. and carves a small house in the side of The ants eventually return to the same growing mushrooms. Just prior to them location and use their pincers to sever the reaching harvest time, he moves to a new mushrooms from the floor and carry them off mushroom to repeat the cycle. beyond the boundaries of the Astula. This Random encounters: Hermits, gigantic is presumably to feed a colony. ant-termite hybrids. In general, the gigantic creatures will not

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Random encounters: Aggressive mammals, Ghosts.

Kraken’s Belly Type: Suppressed technology, suppressed magic. Size: Variable, but no greater than 260m (285yards) by 575m (630yards). Special notes: Multiple gravitational attractors (interior surface of the belly). The size of this Astula is in flux as the belly expands and contracts. Description: This Astula is the inside of an extremely large creature’s stomach. The nature of the beast itself is largely indeterminate, but it does have several features that can be seen or felt inside the stomach. Firstly, a clear rhythmic heartbeat can be felt throughout the stomach. This manifests as a soft bumping of the surfaces. The surfaces themselves range in colour from pink to blue, largely depending on the blood vessels that throb along the edges of the Astula. A coating of slippery mucus is on every surface inside the belly, and reaches to knee height in many places. The mucus is slowly corrosive to clothing and the flesh of everything apart from the belly itself. Scattered throughout the belly are a variety of objects, ranging from indigestible technological trinkets to skeletal remains. Suggested uses: Every so often a fresh batch of mucus is squirted in to the stomach to keep the digestive juices fresh. Occasionally a sphincter (which otherwise blends in with the belly’s interior) will open up and throw inside some new material to be digested, ranging from mammals the size of crocodiles or large quantities of seaweed. Portals out of the belly range from being washed down a different sphincter that can be opened up with a bit of tickling, to prying open and climbing up one of the other ones. Over time, the volume of the Astula will contract from its maximum extent to a much smaller volume, risking crushing everything inside it and swishing it down further through the digestive system – which in turn will be a portal for the PCs.

Megafauna Boneyard Type: Normal technology, normal magic, hard boundaries. Size: A circle with a radius of 550m (600 yards). Special notes: None. Description: Contained within a ring of hills in an arid climate, a huge stack of bones greets the PCs as soon as they enter this Astula. But the bones are not those of any living creature. Instead, they are the bones of megafauna: huge mammals and reptilians many times the size of a human being. The types of bone range from immensely sized skulls, through to femurs larger standing taller than a human, and clawed toes the length of a forearm. All of these bones are piled up in a depression in sandy-like soil between the hills. At the outskirts of the boneyard, the bones are sparse and scattered. But they are also coherent: singular animal skeletons are obvious and the PCs will be able to identify a dinosaur here, a giant-giraffe like creature there. Toward the middle of the Astula, the bones are piled deeper: several layers of animals all lay on top of one another. Moreover, the bones in the middle are mixed up and scattered. Portals in this Astula are typically through the mouths of one of these great beasts. Suggested uses: Occasionally, a herd of great beasts (dinosaurs, giant elephants, etc.) walks by and recognizes the graveyard for what it is. They pay their respects to the dead by touching them with their trunks or claws before moving on. Should they spot the PCs in the boneyard, they will become aggravated and try to move the PCs out. Some of these creatures may sit down in the boneyard an allow themselves to fall asleep here, never to wake up. Tiny insects prowl the boneyard, looking for scraps of meat from recently deceased

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creatures. They regularly bite, chew and sting the PCs should they remain here too long. Random encounters: Ghosts, wandering fauna.

Cubes, through to books or duplicate keys to safes. In all cases, it is recommended that the PCs realize the health danger that they are in and seek to exit the Astula with all haste. Random encounters: None.

Mercury Metallic Forest Normal technology, suppressed Type: magic, wrapping. Type: Normal technology, normal magic, Size: A square with each side measuring wrapping. 1.77km (1.10miles). Size: 1.7km (1.05miles) x 1.7km (1.05miles). Special notes: None. Special notes: Strong magnetic field, elecDescription: This Astula is an example trostatic build-ups and discharges. of one that is almost immiscible to human Description: The ground is made entirely life. A lake of liquid mercury is the principle of sheets of black metal of all sizes and feature of the Astula, on which floats the shapes, creating a rugged and sharp plane (less dense) remains of ruined houses. on which to walk. Rising across the planes Pictures, chairs, tables, windows, and tech- are great “trees” of metal: black twisted nological dross float across the scene in a sheets, black solid cylinders and dark iron seemingly random and disordered fashion. filings merge together to create surreal trees. Mercury in and of itself is a highly toxic Moreover, these trees regularly twist and substance. Although humans can float in reform themselves as the strong magnetic it very easily, it is ill advised – as is lin- fields permeating this irregular landscape gering inside this Astula due to particulate warp everything around them. PCs with mercury in the atmosphere. Side effects equipment sensitive to such things will disof serious mercury exposure include but cern magnetic flux tubes sprouting from the are not limited to painful skin discoloura- surface of the Astula in the same way as tion, coughing, chest pains, tremors and a solar flare might. Loose iron filings and hallucinations. Ultimately, prolonged and fluid conducting magnetic materials follow excessive exposure will lead to death. It is these twisted helical field lines in to the not recommended that the PCs linger here sky where a bright white star hangs in the long at all. If the direct contact with the centre of the view, warming the surface of liquid mercury lake does not poison them, this strange vista. the mercury vapour in the air will cause Suggested uses: Technology in this Astula noticeable side effects to the PCs eventually. may not last long and there is the possibility Suggested uses: This Astula is an example for PCs equipment (if made of iron) to be of one that is mildly to strongly uninhabit- distorted in certain locales. This is a great able and dangerous to human health. There location for the PCs to flee from Hunters are many such examples within the greater and put them on an equal footing if they Astulae, but not many of them are described are foolish enough to follow. The twisted in this tome by design as that would be a metallic trees that make up the forest are rather boring design. dark and surreal. The atmosphere in the Objects that the PCs (or others) are after Astula is one of strangeness and fear of the may be bobbing up and down on the mer- unknown. The GM and PCs might wish to cury waves that ripple against the larger search on the internet for “magnetic fluid” structures. These may range from Cubist to confirm just how odd things could be 112

here. Random encounters: Will-o-wisps, iron filing storms, trapped by re-forming and twisting trees, energy beings (use with discretion, but perhaps best not at all), immortals.

One such Exile, Dorothia, was charged with treason and elected to come to Astulae as an alternative to the death penalty. She has only recently arrived, but it struggling. Her shoes are already sliced open by the sharp edges of the obsidian and she is both hungry and thirsty. If encountered, she will act aggressively toward the PCs if she feels she can overpower them and take provisions from them. Otherwise, she will Obsidian Tundra plead for help in a meek manner and ask Type: Suppressed technology, null magic, how to exit from here. Dorothia is not to be trusted in any sense, however. If left wrapping. alone whilst the PCs sleep, she will readily Size: A square of side 440m (480yards). steal from them and run away if she is able. Special notes: Unstable. Description: Under a bright blue sky, the Intelligent and being a sociopath, she does ground of this Astula is entirely constructed not really care about anyone but herself and out of obsidian. Obsidian is a dark to her own survival. She could make a long black coloured volcanic glass that is also term protagonist if the PCs initially help very brittle. The ground is highly uneven: her but she betrays them. Flying insects lots of sharp shards of cracked obsidian are Random encounters: scattered around and the very ground itself (some may carry disease), Dorothia the is cracked up in to paving-like sections of Exile. varying sizes that jut against each other, often at not quite the same level, forcing PCs to hop, climb and skip across the tundra. In other locations, large rod of obsidian Sandcastle jut out from the ground forming wicked looking columns that seemingly pierce the Type: Suppressed technology, suppressed sky. These are usually surrounded by large, magic, wrapping. irregularly shaped rocks of obsidian at their Size: A circle with a radius of 1.9km bases. (1.2miles). Occasionally the PCs will see rainbow Special notes: None. colours produced by the obsidian that will Description: If the PCs had been shrunk catch their eyes. There is nothing particu- to the size of beetles and entered a hollowedlarly mysterious about this from a scientific out child’s sandcastle on a beach, then the viewpoint, but it may distract them at a PCs would not know the difference between critical moment. that and this Astula. On an undulating The Astula is largely devoid of life apart plain of yellow-white silicon sand, the only from flying, cannibalistic insects that will major feature of this Astula is a sandcastle occasionally bite any PC or NPC in their standing proudly in the centre. proximity. Water is very hard to find and The sandcastle features four towers joined can only reliably be obtained from rain. by thin walls in to a square shape. The PCs Portals appear between the obsidian rods, can enter in to the corner towers through in between cracks in the ground, or as free- doorways to the external sandscape as if the floating swirls or energy. sandcastles had been hollowed out. Indeed, Suggested uses: This Astula can be used the interior of the castles is completely as an introduction to Exiles who have been empty – it is as if a thin layer of sand has sent to Astulae as a form of punishment. formed each wall of the castle.

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The interior of the square is empty and hot under the sunlight apart from a dugout circle of seawater in one corner of the square. The water is a deep and features crab-like creatures wandering around the bottom of the depression. Surrounding one edge of the square is a moat that is even deeper than the circle of seawater contained in the centre of the square. This channel of water runs straight along the edge of the wall and the edge of two towers of the square and terminates abruptly as if whoever designed the place had to go away before their master plan came together. Suggested uses: The Red Telepath’s agents are here, attempting to sever portals from here to other Astula. They can be used as antagonists in this Astula and they will happily pull down the walls of the sandcastle as a distraction to the PCs to buy them time to wipe out the portals. They have tied up a Seeker of Newhaven in the interior square of the sandcastle as a temporary hostage to ensure they will not be disturbed. If the PCs number two or less, they may attempt the same if the PCs are looking around too inquisitively. The walls and sandcastles themselves are not the most sturdy of constructions. The risk of them collapsing is high should they be disturbed. Every time the PCs re-enter this Astula after the first time, the scene will change. A different configuration of sandcastles, walls, moats, holes and wells will have been dug in the interim that they were last here. Random encounters: Red Telepath agents, sand related fauna (crabs, flies).

loosely defines the edges of this Astula. The archways lead down via a few steps in to a circular pool that is filled up to about knee height on the average adult human male with silt: a very fine sand-like substance. The instability in this Astula regularly causes the sandstone to crumble further and loose stones to tumble from the top of the walls or archways down in to the silt wherein they are rendered down in to more of the stuff over time. In the silt lurk long (about as long as a human is tall!) worm-like parasites that will latch on to the PCs with an oval, fanged mouth. They are blind, but are attracted to movement. Once attached to the PCs, they will feed off their blood until saturated. At that point they will naturally drop away. Suggested uses: This is a staging ground for the Red Telepath to tell his story about how the Astulae is a reality-bomb trap. The Astula itself is highly unstable and will likely decay away and ultimately be removed from the Astulae in a short amount of time. The Red Telepath will explain that this is the fate of all parallel worlds that are connected to the Astulae. He offers them the choice of helping him and will give them sound information and intelligence on other Astula if they need it. Either way, this encounter can result in him becoming a very powerful sponsor of the PCs, or a terrible enemy. Random encounters: The Red Telepath, parasitic worms.

Zombie Road

Type: Normal technology, normal magic, hard boundaries. Size: 1.1km (0.7miles) by 1.8km (1.1miles). Special notes: None. Silt Pool Description: A somewhat winding road Type: Null technology, null magic, wrap- with two wide lanes runs through the centre of this Astula. But something is amiss here. ping. Size: A circle with a radius of 45m (150ft). There are cars that have seemingly been abandoned in the centre of the road. Others Special notes: Unstable. Description: A crumbling wall with sev- have suffered collisions with other cars, and eral ruined archways made out of sandstone further vehicles have crashed in to houses

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off to the side of the road. proliferation of them. Each and every one of There is a small assortment of houses within the zombies are going about their daily lives the Astula, both adjacent to the main road as they would have done when they were itself, and behind each along more dirt track alive. Some walk along the street carrying roads. Most of the houses are in good order handbags and briefcases. Others get in at first glance. But a close inspection reveals to broken cars and try to start its engine broken window panes, fire having gutted – unsuccessfully. Some sit on the front several, and damaged roofs. verandas of the damaged houses watching And within the Astula are zombies. A large the world go by and sometimes waving at

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other zombies. All of them reek and are in In this Astula, three Cubists are already a state of decay. attempting to masquerade as zombies and Suggested uses: This Astula is a horror are closing in on a cube that has been film staple. Every person here is a zombie scattered in to the middle of the road. They and the PCs risk their own lives (and being will become aware of the PCs as soon as turned in to zombies themselves) should they sight them, but will not break their they remain and be bitten by one of them. disguise if they can help it – since their lives Luckily, the zombies are reasonably slow depend on it. If pressed, they will attempt witted. The PCs can readily masquerade as to grab the cube and flee quickly rather than zombies themselves by moving slowly and engage both the PCs and the zombies. This jerkily as if they are also going about their Astula can be used to provide a curious own business. Occasional deep, guttural introduction to the Cubists faction if the noises by the PCs will certainly help them PCs have not come across them before in blend in. Should they be identified as living their travels. humans though, the zombies will want to Random encounters: Zombies (not look at them more closely. And looking is aggressive unless they detect the PCs are not limited to eyesight. These zombies like alives), Cubists, Ghosts. to bite.

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10: U rban and Modern Themed Astulae

“They’ve seen you coming since before you even set foot inside this Astula. How else do you think they’ve avoided you and outsmarted you at ever turn?” –A Lost man speaking of The Cubists.

[ Urban and Modern Themes ] Modern life locations and urban streets collide in this thematic grouping. Although on the surface some of these locations may be dull, in Astulae, they could be deadly if not treated appropriately by the PCs.

Apartment

of the way up a large building filled with analogous flats. Suggested uses: Scattered throughout the Astula are signs and portents that someone uses this location as a storage area for artefacts related to the Enigma. A drawer full of photographs. A swatch of blue satin. A small diary filled with times and dates, some of them in the future. A real estate agent occasionally shows clients around the apartment in an effort to sell the place. However, the asking price is above and beyond what anyone is willing to pay and the apartment remains indefinitely on the market. Random encounters: Crossers (passive), devotees of the Enigma.

Type: Normal technology, null magic, hard boundaries, slow portal transitions. Size: 6.8m (22ft) x 5.5m (18ft), excluding the balcony. Special notes: None. Description: One bathroom, one bedroom, one lounge area, one kitchen, one dining area, and a small balcony area make up the physical rooms and areas of this apartment. Well appointed, to the point of near Botanic Gardens decadence, this apartment lacks for little in detail and expensive looking appliances and Type: Normal technology, null magic, the latest internet-integrated gadgets. wrapping. The apartment is not lived in, however: it is Size: Irregularly shaped with a maximum up for sale and simply decorated with a lot dimension of 1.1km (0.7miles). of showpiece furniture and furnishings. Special notes: Flickering Portals (via the The portals in and out of the Astula are Ianua). the windows and main entryways to the Description: The botanic garden is a very apartment. All portals out of the apartment large collection of exotic plant forms laid are subjected to slow portal transitions. out along stony pathways in a pleasing The view from the balcony and the windows aesthetic manner and inside greenhouses displays a vast cityscape. The Apartment is built on site. Most of the plants will not be significantly up in the air, about two-thirds familiar to the PCs. They range from tall

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stalks on which colourful flowers blossom, heat resistant pyramidal cacti through to ones with prehensile vines and mean looking maws akin to Venus flytraps. The gardens are run as partly a research institute to gather and classify new floral life forms and partly as a place for relaxation and inspiration for the general public. Bioscientists gather in teams to study some of the life forms – particularly the more dangerous and carnivorous ones – that invariably includes taking samples, attempting splicing, and tending to the various needs of the resident plants. One of the life forms that are of particular interest to the bio-scientists is a semiintelligent plant they refer to as “Ianua”. Largely a bundle of prehensile vines, the plant is prone to strike out at anything nearby. But every once in a while, the vines form loops with each other and a flickering portal forms inside the loop. The Crossers running the gardens are well aware of these portals, but they are still passive and will not notice PCs entering of exiting through them. Occasionally some of their members will enter a portal formed in this manner, but not return. Suggested uses: Having the PCs enter (or need to exit) via the Ianua is an excellent introduction to this Astula and also how weird some of the Astula can be within the greater Astuale. The notes of the bio-scientists can be useful for attempting to get to a specific Astula (other than the Great Library or the Village of Newhaven) through the Ianua. Random encounters: Crossers (passive), wild Ianua.

Café Type: Normal technology, null magic, hard boundaries. Size: A rectangular shape, 8m (26ft) x 20m (65ft), of which 5m (16ft) of the long edge is situated outside.

Special notes: Half of the café is outdoors and shaded from the sunlight by parasails. Description: This is a typical stopping point for tourists, locals and all other Crossers who enjoy a good cup of coffee! Inside the café, there is sufficient seating for at least 40 guests along with a counter selling teacakes, scones, muffins, a range of fresh sandwiches and assorted sweets. Toilets are located toward the rear of the establishment (one for men, one for women), and a door leads off to the kitchen / preparation area (but this acts as a portal hence PCs cannot enter the kitchen area). In the even of good weather, the café staff place additional tables and chair in the outdoors area and will actively serve customers there. The café regularly opens around 9:30am in the morning and shuts at 5:30pm in the evening. After this time, the PCs will not be able to enter the outdoors area (if inside) and vice versa. Suggested uses: Using the café near closing time will present problems for the PCs if they wish to traverse from the outdoor area to the indoor one. If they decide to break windows or otherwise set alarms off by attempting this, then the Crossers of this Astula will become aware, and then aggressive. A notice board inside the Café serves as a series of warnings from other Astula adventurers. Many make mention of the Red Telepath. A hermit named Zara lives in this Astula, surviving on the left-overs that Crossers leave behind and generally keeping to herself. At night, she sleeps on one of the benches inside the café. Although friendly, she will inform any PC that this Astula is hers and she won’t allow the PCs to remain here longer than necessary, nor to destroy any of the portals present. To demonstrate her intent, she points to a loaded gun she carries on her person. Random encounters: Crossers (passive) for all staff and customers unless the PCs cause a large disturbance. In that case, the Crossers become aware and may become

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aggressive. Zara the hermit. Scavenging birds (e.g. pigeons, ibis) looking for their next meal.

They recognize each other by the geometric patterns inked on to the reverse of their hands and are constantly signalling each other in sign language. Random encounters: Crossers (Aware – but unlikely to tell someone from the Astulae from other Crossers due to the Carnival masquerade party if they’re also dressed Type: Normal technology, null magic, hard up), Immortals, Cubists, Runners, Hunters, Seekers of Newhaven. boundary. Size: 1.9km (1.2miles) by 150m (165yards). Special notes: None. Description: This Astula is a street party. Physically, the road runs straight down the major length of the Astula and is surrounded on both sides by urban housing, hotel accommodation, restaurants, bars and apartments. At all times of day and night when the Astula is entered, the streets are filled with revellers. Each partygoer wears a mask, and frequently wigs and heavy make-up for all parts of the face that the masquerade mask does not cover. Indeed, every inch of exposed skin is covered with disguising henna-like tattoos and vividly painted fingernails. Even telling males apart from females is problematic for PCs and Crossers alike. The carnival appears to have little purpose beyond self-gratification and exhaustion via intoxication or dancing. Bards and loudspeakers pump out music and play instruments across the scene and money freely flows in their direction. Onlookers examine the party scene from the Carpark balconies of the apartments and hotels with Type: Normal technology, null magic, hard amusement before retiring to be with the boundaries. people they’ve met in the streets. The hard Size: The carpark features 166 “regular” boundaries of the Astula prevent PCs from spaces for cars, and 20 “wide” spaces that entering these buildings, but if any balcony are equally divided between disabled spaces overhangs the street, and the PCs have the and parent-and-child spaces close to the means, then they can access these balconies. entry to a supermarket. Physically, the Suggested uses: This is a very crowded Astula is 73m (240ft) along its widest extent, Astula that is simultaneously given over in and 44m (145ft) along its shorter axis. The entirety to self-indulgence and anonymity. Astula is irregular: bounded by a curved Immortals hog the streets in high numbers, road, a roundabout (with an entry to the eager to sample the happy life that the carpark) and an entry to the adjacent (modAstula offers. estly sized) supermarket. Deeper in the crowd, a group of Cubists Special notes: The Hermit, Khaleb, hunt for yet another one of their cubes. resides in the carpark Astula and seeks to

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destroy all portals he can find. Additionally, just this purpose, and is readily able (and the portals contained in this Astula are intelligent enough) to brew up more such always hidden (see below). things from the items that he steals from Description: This is a very typical carpark the Crossers. that would be situated adjacent to a super- As soon as the PCs enter this Astula, Khaleb market chain store. At times, the carpark (if awake) will likely see the portal that they can be rather crowded with most of the have entered though and set about with a available carpark space filled with cars of all plan to destroy it. He will not engage with descriptions and passive Crossers wandering the PCs if he can help it, and has next to to and from their cars and the supermarket, no desire to kill them. But once they have often with a large set of bags in their hands, exited through a portal, he will set about or in a metal framed trolley full of food and destroying both the PCs entry and point of other goods. Other times (particularly night exit portals. time), the carpark can feel rather empty, All of the portals in this Astula are hidden desolate and even vaguely threatening. in some manner. Some are inside the boot A hermit by the name of Khaleb resides in spaces of cars, some in the bushes that this Astula. He lives in a bush that sits separate the road from the carpark, some between the roundabout and the carpark in the waste receptacles, some contained in – right on the edge of the hard boundary. the shopping of the passive Crossers, some Khaleb lives by stealing food from unsus- lying horizontal on the ground underneath a pecting passive Crossers and disposing of parked car, and elsewhere. Khaleb has been his waste in the supermarket’s large garbage unsuccessful at finding them all. receptacles. He is particularly keen to rid Occasionally at night time, a small teenage his Astula of any portal he sees. He has a Crosser gang gathers to the side of the large set of matches, flammable material and supermarket. They do little other than Molotov cocktails ready at his disposal for get drunk and be rowdy. Sometimes they

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cause offence to other Crossers. This annoys Khaleb and he will often pick on them to teach them a lesson. But the gang regards this as one of the reasons to come here: they think it is haunted and will use the carpark to induct new members in to their drinking clique. Suggested uses: The carpark can be used as an introduction to destroying portals if the PCs have never come across this concept before. Khaleb in particular is an insightful hermit with many years of experience behind him in Astulae who may have insight; should the PCs talk to him long enough. The morals of the PCs may also clash here: is it right to steal from passive Crossers if you are hungry? Does Khaleb have any right to impose his own brand of justice on teenage gangs? Random encounters: Passive Crossers (including drivers – remember they do not see the PCs and could therefore run them over if they’re not paying attention; and the teenage gang that frequents the carpark), Khaleb the Hermit.

as if going to a formal event themselves. In reality, the man is a Lost Astula native who acts as if he is a passive Crosser and the woman is an aware Crosser. Customers who enter the store are treated as passive Crossers. Outside core hours, the Lost sleeps in one of the changing rooms at the rear and could easily be mistaken for a hermit. There is a flickering portal at the shop front entry. It opens every thirty minutes for a duration of thirty seconds. The GM may wish to have the connecting Astula to this portal vary over time to similarly themed Astula (e.g. the Mall, the High Street, etc.). Suggested uses: The nature of the relationship between the Lost and the Aware Crosser is ambiguous to the PCs at first, but if they probe, they will learn that the Crosser is feeding and caring for the Lost, who has little memory of his past, but willingly serves in the shop. A good way to force a conversation is to actively employ flickering portals everywhere – not just at the shop front entry. Random encounters: Passive Crossers (shoppers), Mandated Cabal agents.

Clothes Shop Construction Site Normal technology, suppressed Type: Normal technology, null magic, hard Type: magic, hard boundaries. boundaries. Size: 5m by 18m (16ft by 60ft). Size: A square with a side measuring 183m Special notes: Bathed in radiation. (200yards). Description: This clothes shop is fairly Special notes: None. typical of an Earth analogue in the modern Description: This entire Astula is in a era. At the rear of the shop are three state of flux. Stockpiles of construction changing rooms, and through the middle materials are scattered around the site are three aisles of clothes hung on racks, in seemingly well-ordered locations (pipes, complemented by further clothes hanging metal girders, cables, cement), along with off the wall and multiple alcoves recessed the tools necessary for construction work in to other walls containing smaller gar- (machines, cement mixers, cutters, safety ments. The clothes themselves are mid- harnesses and assorted equipment such as to up-market for both men and women. high visibility jackets and sturdy boots). They range from formal attire of all types A small team of passive Crossers actively through to sophisticated daywear, indulgent works day and night on the site. They eveningwear and lingerie. appear to be creating a small apartment The shop is staffed during core shopping block, or perhaps even a hospital or agedhours by one man and one woman, dressed care facility. Every day that passes, the 121

building gets larger as more pieces are Clerics are also present in the Astula and are slotted in to position. But on other days, attempting to reach the woman destroying the girders and glass windows are removed the portal with celerity. and deconstructed as a foreman becomes This scene is a microcosm of the larger war increasingly unhappy about some random that is being played out between the Red aspect of the design. The construction Telepath and the Brown Clerics. It provides and deconstruction of the site occurs in the GM with an opportunity to introduce unpredictable cycles that have no end. But both factions to the PCs if they haven’t the workers are not complaining – they think already encountered either, and their ideals. this kind of activity is perfectly normal. The Both sides are more than willing to shout to building shows no signs of ever being ready the PCs for aid and to explain their actions in the foreseeable future. and desires. Portals in and out of this Astula are few Further, it also highlights the fact that the and far between. And generally also in haz- portals within Astulae as mutable: they can ardous locations – more often than not at a be destroyed as well as created. significant vertical height in the construction Random encounters: Crossers (passive), zone. Brown Clerics, Red Telepath agents. Suggested uses: An Astulae native with bloodshot eyes is examining one of the portals in the Astula. She sets several demolition charges around it and attempts to destroy it in entirety. She is working Courthouse for (or is under the influence of) the Red Type: Normal technology, null magic, hard Telepath. Set against this background, two Brown boundaries.

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Size: A single room measuring approximately 18m (60) along its longest edge. Special notes: None. Description: This is a fairly standard courthouse, which when in session, has a judge presiding behind a large wooden desk, a jury of 12 persons to one side of the courthouse and various witnesses nearby. The person being tried appears to be a Cubist. They are sat on a small stool near their defence attorney (who appears to be a Crosser). The prosecution also appears to be a Crosser. The current trial seems to be about whether or not the Cubist attempted to steal a black Cube that is currently sat in front of the judge and being used as the block that his hammer strikes when he calls for order from the viewing gallery. The PCs have entered from the viewing gallery and are free to witness events should they choose. The portals in the Astula include doorways in to the viewing gallery, and fire exits to the sides and behind the judge. Suggested uses: If the Cubist sees the PCs, he will attempt to communicate to them using sign language. He is desperate to escape this predicament, but is chained and shackled. If the PCs do not help, the Crossers will discover that the Cubist is unable to be taken “below” in to holding or jail – most assuredly he is guilty of attempted theft. This singular action may be part of the precipitation of the Crossers’ Revolt metaplot (below). If this scenario has already been run, or the court is not being used, Immortals tend to hang around the courthouse running through mock trials of their own against other Astula natives for their own distraction and amusement. Random encounters: Crossers (aware), Cubist, Immortals.

Freeway

Type: Normal technology, null magic, wrapping at the short sides, hard boundaries along the long sides. Size: 33m wide (110ft), and 4.5km long (2.8miles). Special notes: Any vehicle that the PCs occupy will also get wrapped from one end of the freeway back to the other end. Description: The freeway consists of six lanes – three running in each direction, two hard shoulders and a central median strip or central reservation. There are no exits or entries to the freeway along its length. That said, at regular intervals, vehicles can cross from one set of three lanes to the other as there are gaps in the central reservation designed for exactly this purpose (but only used by emergency vehicles). Otherwise there is a hard barrier down the central reservation to prevent this. The hard shoulders terminate in a verge that consists of upward sloping vegetation and/or near vertical walls of concrete. These are the hard boundaries of the Astula. The speed limit along the freeway is 110km/hr (70miles/hr). This means that the entire Astula can be traversed in a vehicle in approximately 2.4 mins (approximately 145 seconds). If the PCs are travelling in a car or other vehicle, then that vehicle will get wrapped as they reach the end of the Astula’s extent and reappear at the other end (the GM may rule that all vehicles get wrapped if convenient). The road is largely straight and featureless apart from a few road signs that detail the speed limit. Suggested uses: The PCs should appear in by portal in the back seat of a car, van, coach or truck (etc.) that is travelling along the road. The easiest of these is probably to have the portal be the entrance to an on-board toilet of a coach. Although entering inside of a shipping container being transported along the freeway might also be entertaining – assuming the back door is somewhat loose. On the other hand, the hardest part of this Astula is figuring out where all the other portals are and traversing the Astula to

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them. There are many on board other vehicles, as well as some in the central reservation and hard shoulders. Clearing though, exiting a moving vehicle at speed can be deadly to the PCs and the Crossers around them. On one of the hard shoulders, there is a broken down vehicle. The Crosser who owns this vehicle is aware and may hail the PCs down if they are jogging along the hard shoulders or somehow crossing the central reservation. To make the Astula easier to traverse, the GM might like to introduce a traffic jam, or at the very least a lower general speed for the vehicles to travel at. Random encounters: Crossers (passive) who are driving the vehicles, or otherwise passengers, Ghosts.

putting green, and two small ponds either side of the fairway. Around on side of the fairway, dense vegetation grows, providing a simple trap for the unwary golfer to avoid. Portals in this Astula array themselves as openings in the vegetation, horizontal portals at the base of the ponds, and covered over horizontal portals buried in the sand. Amateurs and professionals alike use the golf course during the summer months. In winter, it sees very little play and poor weather. The Astula itself forms the seventh hole in the 9-hole course. Suggested uses: Being passive, the golfers using this facility won’t notice the PCs. Hence there is a fair prospect of being hit by an incoming ball should the PCs not be paying attention. To the side of the fairway, behind one of the ponds, four men in brown clothing (Brown Clerics) talk nervously to one another. One of them is petitioning to join the order of Brown Clerics, whilst the other three are talking to him about his new responsibilities and weighing up whether to permit his membership. The argument rotates around whether the petitioner is free of influence from the Red Telepath as one of the witnesses to his ascension suspects him of still being under the Red Telepath’s influence.

Golf Course Type: Normal technology, null magic, hard boundaries. Size: A length of 230m (250yards). Special notes: None. Description: This Astula contains a single golf hole, a fairway, one sand pit near the 124

Although the Red Telepath certainly has telepathically dominated him in the recent past, the petitioner completely rejects the Red Telepath’s worldview of the Astulae and swears to uphold the integrity of portals within the urban-themed Astulae. Naturally, the Brown Clerics are aware of the PCs soon after they enter the Astula and may invite them over to witness the discussion and / or attempt to sway them to their own cause. As such, the golf course provides an almost surreal staging area to introduce the PCs to the concept of the Brown Clerics and their cell-like structures. Random encounters: Crossers (passive), Brown Clerics

Graffiti Alleyway

of these acts as a portal. But: the doors are invariably locked from the inside, so accessing them will require not only climbing up the descending fire escape, but also a means of opening them up. Suggested uses: During daylight hours, the alleyway serves as a photo opportunity for tourists and is a relatively safe place. As night descends, however, the alleyway takes on a more sinister tone. Gang members move in and trade in illegal narcotics whilst gathering around makeshift fires in empty oil cylinders. A few of them push trash containers in to the alleyway to give some extra cover and sit on top of them for a better view of the world outside. Traversing this Astula during dark will be dangerous unless the PCs are able to convince the gang members they’re here to buy. In general, the Crossers during daylight hours are passive, whereas during the night they are aware. Random encounters: Crossers (passive and active).

Type: Normal technology, null magic, hard boundaries. Size: Thin rectangle 2.5m (8ft) x 18m (60ft). Special notes: None. Description: One end of this alleyway is open to a wider street. This opening is a High Street portal, typically connecting to some of the other urban-themed Astula. At the far end Type: Normal technology, null magic, hard of the alleyway is a 2.4m (8ft) tall fence boundaries, nexus. made of iron wire, topped off with razor Size: A curving street, 730m (800 yards) wire, beyond which the alleyway seemingly long. continues. The top of this razor wire fence Special notes: None. acts as a second portal. Description: As a nexus, other Astula Along the long edges of the alleyway is a can “invade” and join on to the High Street plethora of graffiti. Most of it is urban tags, Astula without the need for portals to but this is combined with some gang-related transition between them. These include artwork, political messages and images, (but are not limited to) the clothes shop, and anti-war movement iconology. Leering construction site, mall, library, and tavern. above this is a descending metal fire escape Half of the high street is pedestrianized; on both sides of the alleyway. These fire the other half has cars and other vehicles escapes have further served to extend the driving up and down it (turning off at a graffiti vertically upward. The buildings on T-junction before the pedestrianized half). either side are four stories tall (including Along the sides of the streets dozens of shops ground level) and there are three fire escape offer their services to the general public and doors that connect with the descending fire passers by. These include food outlets, bars, escape on each side (i.e. all three are above electronic goods, mobile / cellular phones, ground level). It is suggested that each clothing (male, female and mixed), jewellery,

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multiple banking facilities, pawn brokers, hermits, Brown Clerics, Exiles, Runners. loan services, boarded up shop fronts and assorted holiday gifts. None of the shops can be entered in to, however: the boundaries of the high street terminate at the shop doors. Library But the PCs are able to smell the aroma of freshly baked bread coming out of some of the food outlets, use the postbox, see the latest electronic gizmos through the windows and use any ATM machine in the bank’s façade. Some of the retailers place a stand of wares out the front of their store: these are freely available for the PCs to touch, admire or steal as they wish. The retailers here are not as extensive as the Mall (see below), but if the PCs can persuade Crossers to buy them something, then quality goods can be had. The shops are only open on a strictly 9am to 5pm time. During that time, many people come and go, do some shopping or simply pass through the street on their way to a bus terminus or another destination. At any other time, the high street will be all but empty. Suggested uses: What is it that the postman collects from the postbox in the high street? Those boxes look rather irregularly shaped. What is that smartly dressed man dropping in the litterbin? Those are not scraps of paper, so much as detailed treatise on something. Why is that smartly dressed woman picking up whatever was dropped in the litterbin by the man earlier? What information does it really contain? Why is that older lady repeatedly going back to the ATM and entering more digits in to the machine without recovering money from it? Why do most of the passing cars play the same music repeatedly? What special interest do the Brown Clerics have here? Is that teenager carrying a rifle under his trench coat, or is it a cricket bat? Why would he hide a cricket bat? Why are five Type: Normal technology, null magic, hard people suddenly on their mobile phones / boundaries. cell phones all at the same time apparently Size: At minimum, 26m (85ft) x 38m talking to one another about a very urgent (125ft). matter? Special notes: None. Random encounters: Crossers (aware), Description: Contained on a single floor,

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this library is a modern example of electronic book loaning, internet access, other media (e.g. DVDs or earlier versions of such technology such as VHS tapes, should the GM desire), and microfiche history. Books are stacked on shelves up to maximum arm reach of a typical human and alphabetized. The shelves are close to each other – leaving room for only a couple of people standing shoulder to shoulder to pass by one another. During daylight hours the library is widely used by many people and appears to be part of a large city. Parents with young children regularly attend for book readings and bedtime tales. Book clubs meet in a side room to discuss the finer, or cruder, points of modern literature. Staff replace books on the shelves regularly and point patrons in the right direction to tomes that they seek. And patrons regularly use self-checkouts to remove books from the library. A wide array of books is available ranging from fiction, through to computing, physics, medicine, car repairs, high fantasy, horror, autobiographies of “famous” people the PCs have never heard of, romance, teenage novels, graphic novels, sport, and children’s picture books. The library is open for at least 18 hours every day – usually 24 hours per day over the weekend to cater to local college and university students wishing to revise and study there. The down time is typically used for cleaning. Therefore there is almost no time during which there is not some small amount of human presence within this Astula. Suggested uses: One of the books in the library has been taken from the Great Library – the target of any Hightower candidate’s quest. But this is tucked away in the “hobbies” section, mistakenly believed to be a book on illusions and street magic. Without being able to detect magic, uncovering this book will be very hard since it is not even logged with the library system. The vast array of books inside the library represents a substantial haul for the Mandated Cabal as well. Significantly ahead of

books in their own time, the Cabal is eager to get their hands on a multitude of the volumes stored here. But they have decided to undertake their theft carefully and slowly. They only remove one book at a time (usually on a scientific or mechanical topic) so as to not arouse suspicion. This meticulously slow process goes largely undetected by the library as the staff simply assume that the book is being processed to go back on the shelves soon. On taking it back to their home plane, they copy the contents and return it some time later. A small number of immortals have taken it upon themselves to read all the volumes within the library. They try their best to blend in with everyone else in this busy library. There is a small probability that one of them may have stumbled across the Great Library book described above. Random encounters: Crossers (Aware), Mandated Cabal, Immortals.

Mall Type: Normal technology, null magic, hard boundaries, nexus. Size: A two level mall that takes about 20 mins to traverse with many other people present. Special notes: None. Description: As a nexus, other Astula can “invade” and join on to the mall Astula without the need for portals to transition between them. These include (but are not limited to) the clothes shop, construction site, high street, library, and the night club. The mall is spread over two levels in a “C”-shape, with hard angles. The shops within the mall cover many different facets of modern shopping needs that include multiple shops retailing men’s clothing, women’s clothing, shoes, undergarments, food, banks, entertainment, restaurants plus takeaway and electronic goods. In addition there are single shops retailing homeware goods, gardening related tools and furniture, toys and 127

games, luggage, opticians, books, flowers every faction of Astula native imaginable. and a jewellers. Moreover, the mall is a 24 As such the mall can simultaneously be hours-per-day retail centre and never closes. the most dangerous of all Astula and the Although some of the stores will close over safest. As a melting pot, the only thing night, most of the larger retail chains will that prevents large-scale violence between stay open and be fully staffed. In addition, different Astula factions is the sheer number regular security patrols scout up and down of aware Crossers present. If they were to the mall for troublemakers and deal with turn aggressive – as they have on previous them swiftly, and brutally. Indeed, in this occasions – then the retribution would be Astula, the law is harshly enforced at all swift and the entire mall could descend in to a bloodbath with the Astula natives times. Suggested uses: For the right money, hideously outnumbered. Random encounters: Crossers (aware almost anything legal can be had within the and passive), guide dogs, hermits, other walls of the mall, especially if it is something Astula adventurers and almost every other for the home, office, or a gift for other people. faction within the Astula can be found It can be a valuable source of medicines for within the Mall’s busy halls. the PCs if they need them. Within this setting, there is a multitude of people who can pass by and go unnoticed. These consist of both Crossers and

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Nightclub Type: Normal technology, null magic, hard boundaries. Size: 11m (36ft) x 28m (92ft). Special notes: None. Description: Physically, the nightclub is split in to two levels. The lower level has an extensive dance floor and a bar situated to one side of it. The upper level features a further bar, chairs and tables, plus a long gallery that overlooks the lower level. Two staircases that run along the long edges of the Astula connect the levels. Exits from the club are located on the lower level, plus an emergency exit on the upper floor. The PCs are able to see armed guards just outside the main (lower floor) exit. Every night, the club is filled with clientele in various states of undress, fetish clothing, drunkenness, and / or illegally intoxicated with other substances. Narcotic pushers lurk in the crowd selling highs to those with money. Men and women offer their personal services to other high paying customers, and curtains are frequently drawn around tables on the upper floor to provide for some privacy. Suggested uses: If the PCs have money, then almost anything can be “ordered” from the nightclub, for a percentage fee to the owners. Indeed, if the PCs try to sell anything without first talking to, and getting permission from, the owners, they will rapidly find themselves in (physical) trouble from the armed guards. Random encounters: Crossers (aware), Immortals.

gasoline, or an ethanol based fuel, this is the location that provides it. A steady stream of sculpted vehicles – cars, motorbikes, tricycles, and small vans of unearthly design – frequent the station. Their drivers get out, hit a few buttons on the console of the pump, and fill up their vehicles through a pipe connected to the pump. There are six pumps in total, although number five doesn’t seem to function as well as the others. In the same Astula is a small store retailing minor narcotics, newspapers and magazines, junk food, and accessories for vehicles. A hermit named Beryl works behind the counter at this store and serves all the (aware) Crosser customers who happen to come inside. Not all of the drivers do, as the payment is made electronically at the pump itself. But in addition to being a hermit, Beryl is also obsessed with the Enigma. Behind the counter are secreted images of the Enigma, sketches of her ball gown made in charcoal, and notes on where she has appeared recently. Indeed, the entire reason for Beryl becoming a hermit and trying to sever every portal that appears in this Astula is to get away from the Enigma and everything she represents. Beryl realizes her obsession and her way of dealing with it is to isolate herself. Suggested uses: Beryl will be able to identify any Astulae native from any Crosser that enters her Astula. Seeing them will make her sad for the fact that she has not been able to sever every portal to her domain. But it will simultaneously please her. She will ask the PCs whether they have recently encountered the Enigma, but try to skirt around the subject at first. If the PCs willingly talk, then she will be more direct in her questions and will take notes, even to the extent of ignoring Crossers who enter her shop. Beryl sleeps behind the counter and has hidden away various items of camping equipment for this. She effectively lives off the junk food that she sells, but is in generally reasonable health despite her mental obsession with the Enigma.

Refuelling Station Type: Normal technology, null magic, hard boundaries. Size: An area of approximately 650sq m (7000sq ft), in a regular square or rectangular shape as desired. Special notes: None. Description: Whether its diesel, petrol 129

Random encounters: Crossers (aware), hermits.

They will demand that the PCs either pay the “Transit Tax” or depart the Astula the way that they came in. The Transit Tax varies, but typically the protagonists will settle for some technological trinket from other technologically advanced Astula, or Sports Stadium quality food provisions that are not available Type: Normal technology, null magic, hard within the stadium (i.e. something other boundaries. than junk food!). After paying, the PCs Size: An ovoid (squashed circle) whose are free to go about their business within longest diameter is 190m (208yards). the Astula and can exit by any other portal Special notes: None. they can find – each of which will be similarly Description: This Astula is somewhat akin guarded. to a cricket or baseball pitch. A very large The people who guard this Astula have grassed area is surrounded on all sides by extorted a great deal of material wealth from tiered seating reaching up many levels to a this process, as well as valuable items to height of 28m (92ft). This gives the stadium technology. They have been able to control a capacity of just under 50,000 spectators the number of portals leading in and out when filled. As such it is a moderate to large of the Astula and defend its connections sized stadium by modern standards. from the predations of the Red Telepath The stadium has many twists and turns and her agents on multiple occasions. Their contained within it. These range from the end goal remains unclear however. What many stair cases situated inside the stands, is obvious is that this is a family run busithrough to the changing rooms at ground ness with a large pool of relatives able to level and the underground groundsmen’s successfully intimidate and gain profit from area. Running throughout are various stalls visitors. Refusal to pay invariably results that open on match days, and corporate in meatier family members being contacted boxes in the highest tiers. by radio transmission and the PCs hunted Physically, the pitch is large and is able down within the Astula. to accommodate many modern Earth pitch The Crossers within the stadium – both games, as well as cultural events and con- players and spectators – are entirely passive. certs. These performances vary according The family who charges the Transit Tax to the time of year and the need to use the pays them little heed so long as they keep stadium. away from their stashes. Suggested uses: A small conglomerate of The PCs may also discover other Astulae Astulae natives guards the portals in and out natives within the stadium who are suffering of the Sports Stadium. Upon entering the from the early stages of sleeping sickness (see Astula, the PCs will be confronted with an the meta-plot of the same name, later). armed guard of at least three or more people. Random encounters: Crossers (passive),

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Transit Tax collectors (Astulae natives with piquancy bonuses).

longest axis. Special notes: None. Description: A restroom with multiple toilets located in cubicles and basins for washing ones hands – this Astula would be familiar to any PC who has ever visited a Theatre public convenience. Physically, apart from Type: Normal technology, null magic, hard the obvious, the room is tiled in cream and black tiles on the floor and has large mirrors boundaries. over the basins. Size: 30m (100ft) x 8m (26ft). The portals in the Astula are the main Special notes: None. Description: With a wide stage and deep exit to wherever the Facilities are located stage, the theatre has a capacity for only a (perhaps in the High Street, or the Mall few hundred audience members. Physically, if the nexus rule is active), the windows the theatre is a worn-looking Astula, with located adjacent to the toilet cubicle on the a serious need of renovation in parts. The far side of the Facilities, and (if the playing upholstery is torn in places, and needs new group is sufficiently mature), just above the padding in others. The wooden stage has surface of the water in one of the toilets loose planks that clank with every footfall themselves. Suggested uses: The Facilities are reguwhen performers walk across it. That said, the theatre is in perfect working larly used during daylight hours by Crossers order and is a well-used venue. Most nights of all descriptions and cleaned up by janof the week, serious actors and actresses itors early every morning and late in the who have a wealth of talent enact major afternoon. All Crossers in this Astula are productions. The seats are regularly filled Aware, hence entering and exiting in an or nearly filled on most occasions and the unusual manner will bring a lot of attention audiences are warm and appreciate of the to the PCs very quickly. How they deal with this and the response of the clientele (parperformances. To both sides of the Astula are three ticularly if the GM rules that the Facilities are only appropriate to one gender) opens entrances, each of these acting as a portal. Suggested uses: The theatre is a meeting the door for some roleplaying opportunities place for many people: Crossers and Astula (or cringe-inducing yet hilarious moments, natives alike. The fact that the seats are we’re not sure). In general, the tone of this filled to the eyes of an Astula native does Astula should be kept light and can be used nothing to reveal which is which. Indeed, as a comic relief situation if the PCs have there is an unwritten rule that within the been having a very rough and serious time theatre Astula, all Astula natives must act elsewhere in the Astulae. as if they are passive crossers. This notion Random encounters: Crossers (Aware). is particularly popular with immortals. Random encounters: Crossers (passive and aware), Immortals.

Underground Railway Station Type: Normal technology, null magic, hard boundaries. The Facilities Size: The Astula is limited to a single platType: Normal technology, null magic, hard form and the railway track adjoining it. The boundaries. length of accessible track is approximately Size: No longer than 12m (40ft) along the 150m (165yards). 131

Special notes: Flickering portals – only tunnels. The train departures are synchroevery 10th train intersects the portals at the nized with the flickering portals such that only every 10th train will pass through the end of the tunnel. Description: This is the platform of an portal situated at the tunnel exit. If the PCs underground railway station; a parallel try to exit on a train that is not synchronized world realization of the London underground with this portal, then they will continue to the next train station that is identical to in some ways. The platform has two main pedestrian entry this one. Effectively the train and all its and exit points that lead to escalators going contents are wrapped from the tunnel exit upward. Two obvious portals are in the to the tunnel entry point. middle of these escalators. In addition, there Suggested uses: If the PCs are from is a lift at one end of the platform to cater originally from a plane that has similar to disabled users whose upper level entry technology to this Astula, then the train corresponds to another portal. The end has a small but non-zero probability of of the tunnel constitutes the final portal in transporting them home. If they journey this Astula. Each of them have the flickering on every flickering portal train for the best part of a week, then eventually they will property (above). Roughly every 2 to 3 minutes an under- find themselves on an underground station ground train arrives on the platform. It in their home world finally. opens its doors and stays put for 45 seconds This Astula can act as a dead end if the PCs to one minute before departing through the are not careful on observant of the portals.

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Initially them may think that the portals have been destroyed or somehow vanished after they enter this Astula. Only careful observation will lead them to see that the portals are flickering, and in synchronicity with every 10th train departure. Clearly such observations are not going to be readily made under stress if the PCs are being pursued. Random encounters: Crossers (aware), guide dogs.

ones. Indeed, the metal of the horizontal corridors at the lowest level are very hot to touch. The uppermost level is much cooler and the PCs may even be able to taste the outside air from within them. Grills appear at uneven positions along the ventilation corridors, allowing air from the rooms below to enter and be removed. These rooms reveal that the shafts are probably within an administration block. The Crossers working in these rooms may hear noises from the shafts, but are otherwise passive in nature. Suggested uses: A seeker of Newhaven called Al can be found crawling around in Ventilation Shafts the shafts, looking for an alternate portal Type: Normal technology, null magic, hard out of here (the portals being found at the ends of the corridors or as grills in the floor). boundaries. Size: Each corridor has a minimum length They have spent years mapping out the parts of the Astula they’ve travelled to and are of 8m (26ft). retracing their steps attempting to find new Special notes: None. Description: Exclusively made up of ven- exits to new Astula to try out. Al is angry tilation shafts and corridors, this Astula is a at his own situation and blames Hunters very tight squeeze for most PCs. Physically, for re-routing the Astulae portals to make the Astula consists of an array of square his task harder. He may mistake some of corridors, each stacked on top of each other the PCs for being responsible for re-routing and connected by a vertical shaft. At min- the portals and take punitive action against imum, there will be four layers of squares, them. but the GM is at liberty to add more to Random encounters: In the rooms that this. Each square is made up of 4 straight the ventilation system serves: Crossers (pascorridors whose minimum length is 8m (26ft) sive). In the system: other Astulae natives; as mentioned above. But some layers might Al the Newhaven Seeker, insect hive. be more rectangular if the GM desires. Although the horizontal corridors do not present a particular problem to traverse beyond the cramped conditions, the verWarehouse tical shafts are more problematic. Each has a fan inside that must be disabled Type: Normal technology, null magic. or removed before the PCs can ascend or Size: 52m (170ft) by 80m (262ft). descend between the levels. And even then, Special notes: None. ascending is a hard exertion for the average Description: The first thing that the PCs will notice upon entering this Astula is PC. The lowest level of the shafts has an elec- its cold temperature. At roughly -10 deg trical pump that blasts air around the C below freezing point (14F), the Astula ventilation shafts and is carried upward by will impact on the health of the PCs after the fans in the vertical sections. The ends of a certain amount of time if they are not some corridors feature similar fans to enable prepared for it, or want to exit quickly. horizontal progression of the air. The lower The Warehouse is a cold storage area. It is levels are noticeably hotter than the upper divided in to roughly three sections. The

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first section contains frozen food of many different types. The second contains liquids – notably beers. And the third contains electronic parts. Each of these sections is sealed off from each other by the use of internal walls. The warehouse is largely automated: robotic systems pick up and drop off the required commodity from their slots along the walls. A few Crossers periodically come inside the warehouse to inspect the system, perform an onsite upgrade, or correct a minor malfunction. Suggested uses: The warehouse contains a number of items of interest to a number of different groups. The Mandated Cabal for instance are highly interested in the technological parts that are stored on site. These are mostly computer chips and display screens that they’d like to reverse engineer back home. The Strikers raid the warehouse from time to time to keep their stocks of beer and out-of-season food up to scratch. And lone Runners use this location as a temporary base of operation before moving along (whether they’re being pursued by Hunters or otherwise). Naturally, these groups tend to clash strongly with one another should they enter the Astula at the same time. Which no doubt they will under a canny or mean GM. Random encounters: Crossers (passive), The Strikers, Mandated Cabal, Exiles, Runners.

Zoo Enclosure Type: Normal technology, null magic, hard boundaries. Size: Roughly rectangular: 10m (33ft) x 27.5m (90ft). Special notes: None. Description: The zoo enclosure is part of a large zoo. The particular exhibit that the PCs step in to is that of diminutive primates – somewhat akin to capuchin monkeys of

the Americas. Not much longer than 30cm (1ft) with a tail as long again, the monkeys are inquisitive, but timid of the PCs (i.e. they are “aware” of them from the moment they set foot inside the enclosure). The monkeys are tan colours, with white fur on their chests and crowns. Males are slightly smaller than the females, and an alpha female controls the group. The enclosure itself features a variety of human-made climbing frames, ropes, nets, posts, and natural trees with a large canopy. The monkeys freely play around these obstacles during daylight hours, but sleep (and nest) in a purpose built cave during night time. Food, in the form of fruit and nuts, is served twice daily and water is regularly topped up by drinking from a small rivulet that runs down the sides of one of the walls of the enclosure. The monkeys, if not spooked by the PCs, will offer them food in a friendly manner and will generally interact pleasantly with them. Five viewing galleries are situated around the edge of the enclosure for zoo visitors to gaze at the monkeys. The visitors are all passive Crossers who are unaware of the presence of the PCs. Indeed, only the monkeys are aware of the PCs at any time in this Astula. But if something very unusual happens, then some of the zoo visitors may raise the alarm with the zookeepers who will proceed to investigate more carefully. Suggested uses: If the PCs can build up a rapport with the monkeys, then they will show them some “artefacts” that they have acquired from other Astula adventurers. The monkeys are looking to see if the PCs know what they’re for, and to learn, rather than anything else. These artefacts range from a small laser pistol that is out of power, through to a complex looking remote control and a pair of binoculars with a keypad on the side. The monkeys will trade these items with the PCs in exchange for other items (which they will be happy to point to on the PCs’ person). Note that in all cases the

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monkey do not speak, but they will grunt and point to make themselves understood. Random encounters: Other Astula

adventurers, zookeepers (passive Crossers).

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11: W ater and Waterside Themed Astulae

“Stay here a while and heal up. But get going again as soon as you’re feeling fit. The Hunters don’t need as much rest as us. And the only way to elude them is to get to a purpose-built Astula, such as Newhaven, or the Great Library at the centre of the Astulae.” –Zephrynia the Exile. Portals may be found by examining the water closely: several lie close to the surface This thematic grouping consists of lakes, of the waves. Others are more hidden: rivers, oceans, and extended bodies of water buried in sand, or inside the jungle. Only in general, as well as their juxtaposition to careful observation will reveal their location: land. Beware of drowning! a disturbed piece of sand as if someone has filled in a hole will reveal a buried portal; a less dense section of jungle where plants avoid growing will signal a portal inside the Beach flora. Type: Normal technology, normal magic, Several ghosts occupy the beach: the wrapping along the short edges, hard bound- remains of travellers who drowned on these aries along the long edges, nexus. shores. Size: The beach is a curved Astula such As a nexus, other Astula can “invade” and that the ocean pushes in to the concave join on to the beach Astula without the shape of the land. The width of the Astula need for portals to transition between them. at any point is approximately 45m (150ft) These include (but are not limited to) the and incorporates some ocean, beach and Lifeboat Dinghy, River, Shipwreck, Tidal some jungle. The length along the curve is Cave and Triangular Atoll. Such occur3.2km (2miles). rences are brief (no more than an hour Special notes: All portals in this Astula intersection at a time), and usually no are parallel to the ground, even if the point more than two simultaneously. As such, of entry was a vertical Astula. the Beach forms a within the Astulae. This Description: With a warm sub-tropical fact makes it a prime location for the Red climate, and an eye-wateringly beautiful Telepath to attempt to cut off from the rest appeal, the beach is one of the most agree- of the Astula. able Astula to behold. The sand is golden Suggested uses: Telepathically enslaved or and the waves lap gently on to shore. Out to post-hypnotically suggested Astula natives sea, there is nothing blue a blue-green ocean acting on behalf of the Red Telepath attempt and flocks of birds to be seen. Looking to sever portals (or otherwise bury them); inland, the sand rises in elevation above sea Brown Clerics opposing the above activities level to a dense jungle where sounds of fauna and patrolling the beach; Ghosts pointing are drowned out by the waves. the PCs toward connecting Astula.

[ Water and Waterside Themes ]

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Random encounters: Ghosts, Hermits, Brown Clerics; swarm of crabs, large turtles, stinging jellyfish, occasional fauna looking out from the jungle on to the beach.

lake and cannot be reached without special means. Other portals in the Astula exist deep below the surface of the water (at least 20m or 65ft down), and further ones hanging in mid-air. Generally, the ones hanging in mid-air lead to more “friendly” Astula, whilst the ones below the surface of the water present more “challenging” aspects of the Astulae for the PCs to connect to. Suggested uses: If any of the PCs cannot swim, then they are in for a rude shock and will be in immediate need to rescue from other PCs upon entering the Astula. Or, at the very least, they will find that the present is a very good time to attempt to tread water. The Astula can be used as a “one-way” corridor. If the PCs have no means of reaching back up to the portals hanging in mid-air, then they will have to swim downward and exit there and find a different route back through the Astulae to whence they came. Random encounters: None – this Astulae

Bluelake Type: Normal technology, normal magic, hard boundaries. Size: A circle of radius 285m (310yards). Special notes: None. Description: Cobalt blue in colour and warm to touch, the Bluelake consists of a heart-shaped body of water surrounded by a large forest on all sides. The hard boundary of the Astula prevents PCs from edging more than a few metres (a few yards) in to the forest. Upon entering, the PCs will find themselves falling through the air and splashing down in the Bluelake itself: their entry portal is located in mid-air above the surface of the 137

is invariably empty and devoid of fauna.

and functional. Its aim was more to keep the inmates far away from “civilization” rather than to attempt any kind of cure. The workers who lived here were mostly retired prison officials and ex-army personnel. Echoes of Desert Island screaming can occasionally be heard in the Type: Normal technology, normal magic, ruins of the central building if the birds stop chirping for any appreciable amount of time. hard boundaries. Size: A radius of 490m (535yards) centred Suggested uses: Exploration of the island will lead to the discovery of the ruins and the on the centre of the island. hauntings. The PCs may wish to somehow Special notes: None. Description: A beach. A jungle interior. seek to lay the restless spirits to sleep if Only a few metres (yards) above sea level they are confronted with the hauntings that at its peak. Abundant wildlife and food. occur on the island. To do so, they must Not much water. A paradise to some, a life learn the names of the deceased. They are recorded in a book near the old reception sentence to others. The desert island Astula used to house area, but the pages have been scattered by an insane asylum – far removed from the the rains and winds. general population. The jungle has long A previous expedition has left remains on since encroached on top of the old buildings the shore of the island and inside the ruins and tore them down. A few wild boars, of the building. They include a small rowing tropical birds and ghosts of the past now boat, steam-punk technology for observing inhabit them. The building itself was a ghosts and a broken rifle. The purpose of the two storey hospital-like construction, blocky expedition is not clear, nor are the remains

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of the people who manned it. Perhaps they escaped though a nexus-like event in to another Astula? Random encounters: Wild weather, tropical fauna, ghostly encounters, hermits, mandated cabal.

Suggested uses: How the PCs reach the underwater portal is unclear. Diving in to the water is asking for death by drowning from the ghouls and ghosts. That said, if the PCs can somehow bargain with the boatman, he could keep them away from the PCs if he also dives down with them. Random encounters: Undead.

Fjord Crossing Type: Suppressed technology, suppressed Iceberg magic, hard boundaries. Size: 800m (875yards) x 555m (605yards). Type: Normal technology, normal magic, Special notes: Unstable. wrapping. Description: A narrow inlet of water is Size: The Astula extends a radius of 0.9km surrounded on two sides by a gentle hill that (0.56miles) from the centre of the iceberg. (beyond the bounds of this Astula) rise in to The iceberg itself is roughly square with hills and a mountain-scape. each edge measuring 45m (150ft). On either side of the water is a small pier. Special notes: None. On one side is a rowing boat that harbours a Description: Calved from a polar region cloaked form, hunched over apparently eat- ice cap, this iceberg has already seen siging or picking his fingernails. Two obvious nificant melting. The area above the water portals sit at each pier. Less obvious is an rises in a domed fashion up to about 5m underwater portal located deep inside the (16ft) above sea level. The portals here are water. circular holes in the iceberg, accessed from If the PCs wish to cross the fjord other than the side of the berg. by their own means, they can employ the The water is exceptionally cold: barely boatman to help. As they approach, he above freezing point. As soon as the PCs will raise his head to reveal there is nothing enter the Astula, they are at risk of dropping inside his robes. A skeletal hand unfurls in to the freezing ocean. From therein from within the arm sleeve to reveal an hypothermia will set in relatively quickly: open palm – apparently waiting for payment. the PCs need to find an exit rapidly if this The boatman will accept coins, or anything fate befalls them. else of monetary value for carrying the PCs On the surface of the iceberg are a series of across the fjord by boat. He delivers them metal poles that are driven deep in to the ice safely to the other side every time. and overhang the edge of the iceberg. These If the PCs do not approach the boatman, may have been placed here by previous they will notice that the weather becomes travellers, or by folks trying to calve the poor and storms whip up out of nowhere. iceberg from the initial moment, or perhaps These abate should the PCs change their a remnant of a dark ritual. minds and approach the boatman. Suggested uses: Grappling with the iceUnder the water, ghostly forms float and berg presents the first challenge to the PCs. swim in tattered robes beneath the surface. Locating and safely exiting the second. They are keen to drag the PCs underwater The purpose of the metal poles is left deliband drown them. The boatman will not erately vague. But there is a good chance permit this to happen if he is paid: his aura that other Astula travellers will enter the will keep away the ghosts and ghouls from Astula at the same time as the PCs. If this tipping the boat over. happens, they may use to metal poles in 139

either an offensive or friendly manner. In this regard, it is the ideal place to forge alliances, or make serious enemies. Random encounters: Penguins, whales, other Arctic / Antarctic fauna.

Lighthouse Type: Normal technology, null magic, wrapping. Size: A small rock with a tall lighthouse structure, situated in an ocean. The ocean appears endless in extent but occasionally a boat may be sighted on the horizon. The Astula extends for approximately 2 kilometres (1¼ miles) in radius from the lighthouse, which is just under half of the distance to the horizon at sea level. Special notes: None. Description: The ocean inside the lighthouse Astula varies from rough, to moderately calm to despairingly huge storms with

the occasional waterspout and tornado. A small jetty attaches to the base of the cliff on which the lighthouse is built and allows small boats to dock. A winch is located directly above and appears to be used to pull provisions and people up and down from the jetty area. The lighthouse itself is constructed of solids bricks and is painted white on the outside. Inside there are six levels, and a seventh “bulb” level where the light sits. The lower levels are filled with provisions and equipment to sustain a three person team (beds, kitchen, food, toilets) and there is a small study on the second level where items such as torches, and a radio transmitter can be located. In general, the Astula is at a pre-microchip technology level, although batteries and a petrol fuelled engine are available for use. Suggested uses: Why is the light not lit? Why is the lighthouse abandoned? Where are the other portals exiting from this Astula (the GM may place them at liberty, but

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possible locations include: inside cupboards, hull). To be clear, this is a survival situation near the light, at the bottom of the cliff on Astula with minimal resources. which the lighthouse stands, under the ocean In the unlikely event that the PCs actually out at sea – a very mean position indeed!)? hang around for a while, the lifeboat will What is that creaking noise heard on level 4? eventually deliver them to the inside of Why do the taps leak in the kitchen? What another Astula selected from this theme books are in the study (any maps?)? Do (e.g., the Beach). The lifeboat dinghy will Astulae ghosts haunt the lighthouse – what then drift back outside the confines of the do they want? Is there a hermit living inside second Astula. this Astula somewhere, trying to evade the Finally (and alternatively to the above), PCs? the GM may use the lifeboat dinghy as a Random encounters: Crossers (light- method to transport the PCs back to their house keeper/s), Giant Sea Monster, sharks, own original plane of existence after a long Ghosts. time (at least a week) has elapsed. A clue to this can be provided in the lecture theatre Astula. Random encounters: Sea creatures (any types from mythical, through to sharks and Lifeboat Dinghy killer whales), storms and natural events Type: Normal technology, normal magic, (e.g. lightning strikes). wrapping. Size: The size of the Astula is a radius of 2 kilometres (1¼ miles) from the centre of the lifeboat dinghy. The lifeboat dinghy itself Mistbound Loch is some 2.3m (7.5ft) long and has capacity for 4 persons comfortably. More becomes Type: Normal technology, normal magic, rather a tight squeeze and sets the lifeboat wrapping. low in the water. Size: A circle with radius 2.1km (1.3miles). Special notes: A storm is causing harsh Special notes: None. rocking motions to the lifeboat dinghy at the Description: This is a very large Astula time of portal entry. The lifeboat dinghy that is mostly a very large loch (a lake). itself is essentially unsinkable, however, and Upon entering the Astula, the PCs will find will always right itself should it be tossed that they are on a small rocky island in upside down in the storms. the loch with the portal being formed by a Description: A modern design, the lifeboat natural rock arch. Around them, the loch dinghy has ample room for four persons extends in all directions and is covered in and provisions for up to 6 full days. It a fine mist that never seems to evaporate. carries with it an exposure canopy (always Even spell of technological effects do not deployed on entry), four oars (one cracked remove this mist from the Astula, but they but not yet broken), a non-functional engine, might allow sight through it. The major a non-functional sonar device, a torn sail and effect of the mist is to limit visibility to a broken mast, 2 life jackets (inflatable), one few hundred metres (a few hundred yards). large torch, a mirror, an empty flare box, Moreover, the PCs cannot sight the mainand two whistles. land due to the mist – the extent of the Suggested uses: A tough way of making Astula’s boundaries are such that the PCs use of this scenario is to have no obvious exit will become wrapped before sighting the portal present. Perhaps they are situated mainland. above the lifeboat (on the ceiling of the Five other rocky outcrops can be found in exposure canopy) or below (underneath the the loch. One of them are tiny – barely

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enough room for a single person to balance chase the PCs from their domain. Further, on one foot on them, one of them is very they may be aware of any incursion due to large, and the others can readily accommo- setting up cameras on the rocky outcrop with the portal that the PCs entered from date a campsite of about ten people. Of these outcroppings, the largest is the and take pre-emptive action. Clearly this most interesting. A half-dilapidated castle makes exiting this Astula via another portal stands in its centre. Once connected to the difficult to say the least. mainland by a bridge, all that remains is If the immortals are not present, then the that start of a stone curve on the islet. The castle and its surroundings will be haunted castle itself is mostly uninhabitable. All by undead of all descriptions. of its rooms have long since been ruined Random encounters: Ghosts, Immortals, by the weather, or invasion forced. It has undead. been scoured of much of its value over time. What remains are a small section of ground floor rooms with a recently repaired roof and some sleeping quarters and amenities. Pier A cold chill flows through the entire site. Suggested uses: The castle serves as living Type: Normal technology, normal magic, quarters for a small family of immortal hard boundaries. hermits. They do not take kindly to Astula Size: 150m (165yards) long, 28m (30yards) adventurers in their realm and will give the wide. PCs instructions to vacate their premises Special notes: None. within the next hour by the route they came Description: Contained within the hard in otherwise they will use deadly force to boundaries of this Astula is a 90m (100yards)

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long pier (or boardwalk) with enough room fish swim around the reef and a gentle ocean on it for four people to comfortably stand current blows along the edge. side by side. Further along, the corals are replaced by The pier is constructed of wood and stone: shopping trolleys, discarded television sets, pillars support a long series of flat planks rotting wooden tables and fabric sofas. Fish and the pier extends out over the shore of swim amongst this part of the reef as well, a large ocean. Behind the pier, PCs will be but somehow, they are twisted and dark able to see a grassy upward slope and little versions of the ones that glide amongst beyond it. This is a very isolated (from the corals. Their teeth are much sharper, civilization) part of the world. they temperaments more nasty and their The portals in this Astula are underneath excretions mildly nausea inducing. the pier (in the archways formed by the All portals within the Astula are located pillars), as well as at the start of the pier amongst the coral reef itself; underwater. In that connects to the beach by a few small the coral segment, they can be found nested wooden steps. in the rocks and corals themselves. In the The tide comes in quickly to this Astula and detritus segment, inside tossed away sets of eventually reaches a level just belong the drawers and submerged cupboards. Upon wooden planks on the surface of the pier. arrival, the PCs may not be prepared to be As it does so, sea spray makes the wood underwater and will have to rapidly swim to slippery. the surface (not far) to catch their breath Suggested uses: In some ways, this is an and plan their next move. idyllic location for hermits to choose. This Suggested uses: Since no vessels ply their has, unfortunately, lead to conflict between trade along the reef, the PCs are essentially two of them: Jennyfer and Zandra. Both isolated amongst the corals unless there of them claim the pier as their own fishing are other adventurers present. No doubt grounds and regularly travel here from their an important portal will be located in the other chosen home location within Astulae detritus segment of the reef, forcing the (one of a small number of cases of hermits PCs to traverse through aggressive fish and who use more than one Astula as their base darker waters which is an ordeal in and of of operations). The PCs may get caught up itself. in their arguments from time to time. Random encounters: Adventurers, aggresRandom encounters: Washed up sea crea- sive underwater fauna in the detritus segtures, Hermits, fishermen (passive Crossers). ment, poisonous tropical jellyfish.

Reef River Rapids Type: Normal technology, normal magic, Type: Normal technology, normal magic, wrapping. wrapping. Size: Irregularly shaped, a maximum long- Size: Irregularly shaped, a maximum longaxis extent of a few km (a few miles). axis extent of a few km (a few miles). Special notes: None. Special notes: None. Description: Submerged below a gently Description: White water rapids dominate lapping ocean, the Reef consists of not only this winding and twisting Astula. To either coral, but in some parts the detritus of side of the water are mossy, and slippery modern life. banks, and the rapids themselves are serThe reef part of the Astula is exactly what rated with large sharp rocks. Traversing the one might expect: corals grow and tropical rapids will require skill and a boat or some 143

description – many examples of which are large lobster-like creatures live in the Rockscattered around the banks of the river in pools and hunt only at high tide, returning to the pools during low tide to rest and await various states of damage. The portals in the Astula are typically found the next influx. These creatures will readily on the banks of the river as natural trees attack any PC who treads within their pool forming arches above the ground and a swirl (or indeed, on their body!) providing a nasty or red light (or other colour!) coming from nip and potentially an infected wound. Other creatures range from colourful purple them. The PCs are able to find small hunting and orange fish, through to jellyfish that lodges concealed to the sides of the river on sting on contact and small insects that live the banks if they look hard enough. They on the surface of the water. The chance of contain minimal amounts of food supplies in catching a cross-species disease from the sealed tins and other containers. Notices on bites of these creatures is real and will the interior clearly describe their use as for require medical attention in the event of skin penetration. emergencies only. Suggested uses: Gunshots can occasion- Arguably the most interesting creature in ally be heard resounding from the riverbanks. the Rockpools is an Ianua (see Botanic A group of Hunters are chasing their quarry Gardens, above). This semi-intelligent plant through this Astula with impressive speed. is a mass of prehensile vines that is able to They also have access to a high technology form its own portals by looping its vines raft that is able to levitate above the surface together. If threatened, it will use this abilof the rapids to a half-decent extent, giving ity as a form of defence: forcing predators to them the ability to ignore some of the diffi- enter a random Astula and ridding itself of culties that the river presents them. Their unwanted attention. It feeds off the purple quarry however is in a simple wooden boat and orange fish with a Venus flytrap maw and any tasty plankton that floats its way. armed with a double-ended oar. Random encounters: Hunters, Exiles, Suggested uses: At the bottom of some Runners, Hermits, wild animals (e.g. dogs, of the Rockpools lies some washed up personal items. These range from loose bears). coins, through to mobile phones and magical wands. Naturally, many of these precious items lie at the bottom of some of the wells that contain the more voracious life forms that occupy this Astula. Rockpools The Ianua makes for an interesting opponent. Type: Normal technology, normal magic, It came here via a portal created by one of its hard boundaries. species back on the Botanic Garden planet. Size: 42m (138ft) by 66m (217ft). As such, it is no longer a “Crosser”, but Special notes: None. an Astula native. Are the PCs willing to Description: Embedded within hard contolerate its existence here, or should they tinental rock with a cliff face visible to one try to transport it back? Or perhaps it is a edge of the Astula, depressions of various way to get to the Great Library or Village sizes in the rock have gathered water with of Newhaven given the right stimulus. every incoming tide – the Rockpools. During Random encounters: Rockpool fauna, as the day, the water slowly evaporates, but is described above. replenished every 7 hours as the tide comes back in the swamp the entire Astula in salt water. In the depressions, the water contains hidShipwreck den creatures and hidden dangers. Several

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Type: Normal technology, normal magic, wrapping. Size: a rough circle, with a radius of 500m (0.3miles). Special notes: None. Description: The centre of this Astula features a shipwrecked wooden-hulled sea vessel. Half of the vessel is above water, run aground on a rocky expanse, whilst the other half is partially disintegrated underwater in a channel somewhat offset from the site of the grounding. The vessel is akin to small “tallship”, measuring no more than 40m (130ft) in length along the (complete) deck. The mast and riggings have been cracked off the vessel and lay drifting in the ocean that surrounds the shipwreck. Underwater, there are a series of sharp coral structures with many fish making their homes in them. The underwater portion of the shipwreck lies amongst this sharp coral where a family of venomous jellyfish have made their home. The original purpose of the vessel was trade.

Indeed, some of its contents – textiles and fine china – are still intact in the holds, albeit in not a great state of repair. The crew of the vessel that survived the grounding have long since fled. But those that did not escape, or drowned during the event are still present – they haunt both parts of the shipwreck as (rather decayed) zombies. Suggested uses: The zombies of the shipwreck will slowly (and almost automatically) home in on any PCs the climb about any part of the shipwreck. There are 8 of them in total: 3 in the underwater segment, and 5 on the dry segment of the shipwreck. They will not jump overboard or leave the shipwreck however. Coupled with the dangers of the jellyfish and native fish, this Astula can be problematic to traverse. The zombies do have one weakness: they can be commanded if the PCs learn their names. A list of their names can be found in the above water section of the shipwreck in the crew and cargo manifest. The GM might like to employ a ghost (or even the

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Lady in Blue) to point them in the right at the top side of the craft, and the entry direction for this. point for the sample collection armature in Even if the zombies are all slain, or otherwise to the main cargo hold area. controlled by the PCs, they will reappear in The scientists who operate the craft are pastheir original state if the PCs leave and then sive Crossers, but the equipment on board re-enter this Astula. may be valuable to some of the PCs. The Random encounters: Zombie sailors, purpose of the craft is left open-ended delibvenomous jellyfish, sharp corals, fish schools, erately, can include for example: exploration flying fish (with sharp teeth!), avian preda- of the ocean’s floor, drilling for oil samples in tors, ghosts, stormy conditions and slippery the seabed, collection of endangered species rocks. for storage and experimentation, collection of DNA samples, and observation of species and their feeding patterns. Occasionally, there may be dangerous species brought on board in the cargo hold. These Submarine may include various types of jellyfish, or Type: Normal technology, null magic, hard abnormally large lobsters with a bad temper. Random encounters: Crossers (passive), boundaries. on-board oceanic fauna. Size: Maximum dimension of 12m (40ft). Special notes: None. Description: The Submarine Astula consists of the internal compartments of a civilian under-water craft. The purpose of Swimming Pool the craft is that of scientific observation and sample collection. Type: Normal technology, null magic, hard At any given time, the submarine may be boundaries. on the surface of the water (docked), or in Size: A standard 25m length swimming action below the surface of the water. When pool, with a poolside extending another 5m it is docked, the submarine is largely empty on each side. On one of the long sides of of Crossers. However, when submerged, it the pool is a public gallery with five rows can hold up to eight scientists very comfort- of seats, rising up behind one another and ably along its length and still have room for two sets of steps up the gallery spaced 10m the pilot at the front of the vessel. apart. The submarine is sub-divided in to four Special notes: None (although several major areas. At the front is the cockpit special rules relating to water can easily with room for the pilot. Behind the pilot’s be implemented here). door is the main scientific area. This fea- Description: The portals to this Astula tures a multitude of computers and viewing are the exits to the changing rooms, the ports for the scientists to carry out their emergency fire exit and so forth. Optionally, assignments. Behind this is an area for two the GM might like to have a portal down a of the scientists to operate external equip- water pipe. The swimming pool is exactly ment by a series of remote arms (sometimes what one might expect in today’s world: armed with drill pieces). And finally, below chlorinated with plenty of people enjoying the principle deck is a storage area where themselves. Typically, several “lanes” will samples can be collected and stored for later be roped off in the pool to divide it up in use as can experiments and hard drives that to fast lanes, slow lanes, and free play areas. are not currently in use. Children will have access to floating toys in Suggested uses: The portals in this craft the free play areas, whereas typically adults consist of the two main entry points located will use the swimming lanes to improve their

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fitness, or strokes. At various times of the day, lessons can be observed happening, as well as school visits. Rarely, a Gala may occur in which there is active competition and the gallery stands fill up with Crossers cheering on their favourite sportsperson in the pool. In the dead of night, the Astula is lit by outside street lighting from windows high up on the sides of the pool, but is otherwise very dark and still. Suggested uses: Entering the side of a swimming pool with no swimming kit on will draw attention from aware crossers in the Astula. Why are these people on the poolside? Are they inspectors? Why have some got weapons? This could lead to a panic if the PCs don’t think quickly. Random encounters: Crossers (passive and/or aware); night-time Ghost(s).

the cave. It is recommended that the GM allow the cave to have at least some breathable air left when the PCs enter the cave for the sake of the game. Suggested uses: At the bottom of the cave (perhaps even buried in the loose rubble and sand at its base, and whose location is marked with stakes) are a series of sealed boxes. These boxes contain technological or magical items from other expeditions to the Astulae by earlier adventurers. Their contents may vary from gun-related weaponry and wands, through to small robotic devices capable of independent thought and miniature stone golems. Random encounters: Other Astulae natives, fauna related to the increasing water levels, Ghosts.

Tide Fall Tidal Cave Type: Normal technology, normal magic, Type: Normal technology, normal magic, wrapping (special – see special notes), hard boundaries. Nexus. Size: Irregularly shaped, with a maximum Size: 62m (68yards) wide by 810m long walking extent of 31m (102ft). (886yards) and 72m (79yards) tall. Special notes: Fills with Chemical Com- Special notes: The wrapping on this pound (suggested: water). Astula is such that if one swims away from to Description: Physically, this is an irregu- the base of the falls, he or she will reappear larly shaped cave that has been carved out of in the upper part of the falls ready to take solid rock by the erosive action of an ocean the plunge once more. that adjoins it. The ocean should be treated Description: The Tide Fall is a plunge as salt water, unless the GM wishes it to be waterfall that empties from the edge of a something a little more exotic (e.g. alcohol landmass directly in to an ocean below. At – see the Fills with Chemical Compound no point during the descent does the water special rule for more ideas). come in to contact with the cliff face at the The inside of the cave is dank with the edge of the landmass; the water is ejected remains of the last tide of water that swept with such a velocity that its horizontal in. Over time, the cave will once again velocity takes it clear of the landmass. fill up entirely with water before the tide At the top of the falls, the landmass is a subsides once more. Whatever the PCs verdant green on either side of the rapidly wish to accomplish within this Astula, it flowing river that shoots through the scenery. is recommended they get it done quickly Discarded wooden items can be found along unless they’re able to breath underwater (or the banks of this river, including (but not under-alcohol!). limited to) broken boats, wooden planks, The portals in to the cave are the multiple oars, and wooden barrels that once conwater inlets that feed the rising tide within tained alcoholic beverages. 147

At the bottom of the falls, a rough ocean laps mercilessly at the base of the cliff whilst the falls plunge in to the cold water of the ocean. Portals in this Astula can be found on either side of the river at the top end, and under the water and in the rock face of the landmass at the bottom end. Suggested uses: This Astula can join itself on to the ends of the River Rapids Astula as per the nexus rule, and can appear joined on to any Astula that contains an ocean. The main problem associated with this Astula is how the PCs will navigate down the waterfall if they enter the Astula from the top end – and don’t know that following the river will eventually lead them to the ocean at the bottom end through wrapping. A puzzle Astula at heart, having the portals in hard to reach places turns the Astula in to a navigational challenge to be solved by any inventive minded group of PCs. Random encounters: Ghosts.

Triangular Atoll Type: Suppressed technology, suppressed magic, wrapping. Size: A circle with a radius of 1.2km (0.75miles). Special notes: None, although this Astula could (should!) readily have ”unstable” or many other more deleterious rules in play. Description: Although more circular than triangular, the atoll features three curving beaches built on top of coral reef. Each “side” of the triangle is approximately 220m (240yards). The reef itself extends out in to a warm, tropical ocean before dropping off a sheer underwater cliff face. The interior of the triangle features a bright blue lagoon. The depth is sufficient to swim in, but standing is possible near the edges for the average sized human. There are not many features in the atoll apart from sparse tropical bushes and plants. Except for one obvious item: a crashed twoman plane. The plane seems like it has come

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directly out of an early 20th century war and features ruined engines, an open cock-pit for two people, a forward facing machine gun pointed between the propellers of the plane and one unexploded bomb on the (broken off) starboard wing. Suggested uses: The plane can readily be scavenged for parts if the PCs need any equipment. But if the PCs use any radio device, they will find that their service is scrambled. Indeed, an automated distress signal seems to be emanating from within the crashed plane. Further investigation will lead the PCs to discover a highly advanced piece of technology that is anachronistic to the rest of the plane: a hand held cellular device more typically found in the 21st

century. The device is not only emitting a blocking signal, but is also broadcasting a homing beacon. It is unclear where this device came from. Footsteps can be found in the sand (where the weather and ocean permits it). They lead away from the cockpit, toward one of the denser tropical growths. There, some fruit is hanging off the flora. Random encounters: Tropical fish within the atoll and outside, an occasional large boat on the horizon. Very rarely: a plane flies through the Astula. Unexploded mines from a forgotten war can be found if the PCs swim out in to the open ocean and go underwater.

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12: S pecial Locations in Astulae

“Tell me you smell that as well?” –Last recorded transmission of Agent Five-Nine-Gamma-Upsilon-Nine-Nine-One. and cackle with intermittent electromagnetic pulses that may cause issues with any This is a small set of unique locations that sensitive technological equipment carried are peculiar to the Astulae plotlines, or by the PCs. The Cubes are otherwise significant NPCs within Astulae. They do inscrutable. not form an homogenous themed grouping Suggested uses: If the PCs attempt to like the preceeding chapters and therefore interfere with the levitating Cubes, they must be used sparingly; perhaps as the will whiz to another part of the room, or climax of many sessions of adventuring. attempt to embed themselves in the walls, in the PCs clothing, or flee through any open door in the Astula. This will inevitably draw the attention of Cubist Forward Base Cubists elsewhere in the Astulae who will Type: Normal technology, normal magic. race back to this Forward Base to defend Size: 4.00m (13.12ft) by 6.47m (21.23ft). it from meddling PCs. They do this in Special notes: None. force, using superior numbers, magic and Description: A white room whose sides technological means. The PCs are well correspond to the Golden Ratio, the Cubist advised to flee from the Cubists. If they Forward Base has been rapidly constructed do so, the Cubists will attempt to pursue and the paint is still wet on the walls of them until such a time as they have either whatever sort of room they have taken over. recovered any Cube stolen or Cubes that fled Six doors, one in each side of the rectangular are relocated. This will be long remembered room, including the floor and the ceiling, by the Cubists and a neutral attitude from lead onward via a portal. this odd faction will now regularly be one of Located in the centre of the room are eight aggression. black cubes that are levitating in mid air. On the other hand, if the PCs do nothing to They are configured as if they are the interfere with the Cubes, they can attempt corners of an imaginary cube themselves. to decode the writings on the walls and Each of them has geometric symbols, swirls surfaces of the Cubes. Highly educated PCs and superimposed patterns etched on their may realize that these are equations and an surface. These patterns are duplicated on attempt at a Theory of Everything. Truly the walls in dark colours. Some of the innovative and sublime PCs may hypothecolours look like they have been daubed size that the Cubes have something to do in blood. And the paint is still wet. with the founding of the Astulae. Just who The Cubes radiate strong, ancient magics the Cubists are is intentionally left as a

[ Special Locations ]

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mystery. Should the PCs return here, they will find the room empty. The Cubes have gone, and the writings on the wall have been scrubbed in to semi-oblivion. Random encounters: Cubists.

In place of where windows might naturally be located if this were an apartment, large technological screens hang and can be programmed to display scenes of meadows, fields, beaches and the like. Hidden buttons around the lair are used to open doors, reveal keyboards used to program computers and the probes with, or activate fail-safe systems. Of the rooms inside the lair, the study is perhaps the most interesting. It contains notes on almost every Astula in existence, its origin, its current and projected relationship (in terms of portals) with other Astula, and physical conditions. A great list of eradicated Astula fill bookshelves: The Red Telepath’s greatest accomplishments, all recorded in minutiae for the reader to see. Suggested uses: Such information on the Astulae is unique within it. Nowhere else will the PCs be able to obtain such a great deal of information (and accurate information at that) concerning the Astulae. But this has a purpose: the Red Telepath seeks to destroy portals connecting each

Lair of the Red Telepath Type: Normal technology, null magic. Size: 10m (33ft) x 17m (56ft). Special notes: Von Neumann Probe Construction. Description: Perhaps surprisingly mundane, the lair of the Red Telepath consists of several small rooms: a bedroom, a large study, a bathroom, and a lounge room. There are no windows, only solid walls. And everything is constructed out of Von Neumann Probes which makes is one of the most stable Astula (along with the Village of Newhaven and the Newhaven Cattle Plains) in the greater Astulae ensemble. 151

Astula to one another sequentially (or in in a foreign language or consisting of utterly one great fell swoop – see metaplots, below). incomprehensible arrangements of familiar Whether the Red Telepath is here at the letters and symbols. moment the PCs enter his lair or not is Physically, the portal that the PCs used immaterial. He will know they are here. to arrive in the Great Library will vanish They may be greeted by some of his thralls behind them, just in the same manner a and held here until he returns. Or the Von flickering portal may vanish. The PCs will Neumann probes may shackle to PCs to the find themselves standing in front of a Chief floor due to their fail-safe programming. Librarian who will be only too happy to Ultimately, this is the home of the Red explain the Great Library to them. She will Telepath and should be a very dangerous include in her introduction that the aim of location to any PC who wishes to see the the Great Library is to collect all books in Astulae either grow or remain in place (e.g., existence across the multi-verse. Their aim Brown Clerics). The Red Telepath will no will never be accomplished in all likelihood. doubt try to convince the PCs of the merit But that does not stop the librarians from of his theory behind the formation of the trying to attain this goal. Astulae. This could be game changing to A computerized referencing system has been how the PCs perceive what they are doing set up within the library so that anyone within the Astulae and an opportunity for visiting can navigate themselves to their the GM to mix up the viewpoints of her required section and location. Entering the players. section required in to one of the reference Random encounters: The Red Telepath computers results in a flickering portal and his Thralls. appearing to its side. Stepping through the flickering portal takes the PCs to the desired location, but the portal will flicker out of existence behind them. Every room in the Great Library has at least one such Great Library visual display unit, and every room will have Type: Null technology (except the reference a flickering portal (eventually) for the PCs computers and interior transport portals), to exit from the Great Library and in to a random part of the Astulae with. As such, null magic. Size: Indeterminate. Possibly infinite. it is likely that the Great Library might only ever be visited once by the PCs. Most likely finite, but exceptionally large. Special notes: Flickering Portals (every- As the goal of Hightower candidates, the Librarians are perfectly accustomed to where). Description: The Great Library is poten- encountering magic book seeking visitors tially the largest Astula in the Astulae. It and will direct them without hassle to the consists of row after row of bookshelves of appropriate sections. In general, the Library various sizes, ornamentations, and construc- will never knowingly loan books out, but tion materials. Filling the shelves up are should a Hightower candidate (or other PC) books taken from across all the multi-verse. request such an arrangement, the Librarians Some are on highly specialist topics in the will insist that it is replaced with one of natural sciences that mean only experts can equal worth, or that the book being taken truly comprehend them. Some are guide- is duplicated (by the Hightower candidate) books to other places, locations, or even the before their departure. Great Library itself. And yet others are Suggested uses: The value of this library works of fiction, fantasy, or biographical in is immense. But simultaneously it is useless. nature. The majority of the books, however, All the useful books are buried with books are utter gobbledegook: completely written whose contents make absolutely no sense

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whatsoever. The act of finding a book that (0.56miles). the PCs might be interested in could be Special notes: The Red Telepath is unable an infinitely long task and one that they to telepathically affect any being in this should not attempt except in the utmost Astula. Anyone under her or his influence dire circumstances. becomes herself or himself again upon enterThe Librarians themselves are immortals. ing the Astula. Anyone who dies here does Willingly serving here until such a time as not become a Ghost. No Crossers exist here. others replace them, or they grow exception- Description: The legendary Village of ally bored. The sheer number of immortals Newhaven resides on the upper face of staffing the library is unaccountably large. an inverted pyramid that levitates in the And many are happy to read the books that sky, and can occasionally be seen from they look after as a hobby. But equally, the ground of other open-air Astula. It they gain surprisingly little knowledge from is entirely an artificial construct that does them. not belong to any realm that the Astulae Random encounters: Librarians (Immor- connects to, which along with the Newhaven tals), Hightower candidates, Cubists. Cattle Plains and the Red Telepath’s Lair, makes it one of the most stable Astula around. Whoever designed and constructed the Village did so with care. The entire Village is Village of Newhaven a veritable paradise of exquisitely made and Type: Normal technology, normal magic, ornamented houses, surrounded by beautiful fountains, large grassed areas and parks, hard (horizontal) boundaries. Size: A rough circle of radius 0.9km and a wide selection of fun diversions and

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past-times to indulge in. If there is a heaven in the Astulae, the Village of Newhaven is about as close as it gets to it. Which, in all likelihood, is how the legend began and why so many folks enter the Astulae to seek it out. But there is a darker undercurrent here. The very air itself seems to distribute some kind of psychoactive drug to all beings contained within it. The primary effect of this odourless drug is to ensure that all humans who breathe it are highly susceptible to suggestion. This has created a selfreinforcing paradigm: the residents believe that Newhaven is a paradise and verbally tell each other this repeatedly. Which in turn causes the people around them to agree and comment on it to their close friends and family and so forth. Whoever set this up clearly had this end result in mind. As such, the Village of Newhaven is one of the happiest places in the multiverse. Every person here is genuinely very content and happy. Any PC entering the Astula will share this sense of relaxedness and harmony. As with the Cattle Plains, they will also be more accepting of any reasonable request made of them. The PCs will feel compelled to help unless actively attempting to oppose the effects – which they may not even be aware of. Indeed, upon entering this Astula, they will be subject to a strong series of questions from the guardian Brown Clerics to ensure that they are not under the influence of anyone else (such as the Enigma) or are bringing in dangerous ideas to the Village of Newhaven. More than once in their history, they have had to engage in extreme violence to defend themselves against disastrous thoughts brought here that they were not ready for or expecting. This has made the Brown Cleric guardians even more strident in their defence of the only portal in and out

of Newhaven. Suggested uses: The Brown Clerics who guard the only portal in and out of the Village of Newhaven are very strident in their thoughts and border on resisting the psychoactive drugs that lace the atmosphere. They are all armed and armoured and prepared to eject anyone who does not answer their questions, or answers them unsatisfactorily back through the portal they came in from, or over the side (where they will fall down for a very long time before plunging in to one of the Water themed Astula below, and more than likely perishing). Ultimately, the Village of Newhaven wants to expand its population, so will accept a new member providing they pass the tests. The portal to the Village is reprogrammed and re-routed with every use. Most of the time it will simply point to the Newhaven Cattle Plains, thus ensuring that a regular food supply comes in to the Village and its populous takes turns in the farming endeavour. The Brown Clerics have their headquarters in the Village of Newhaven. Here they plan and control – to a greater or lesser extent – the activities of their active cells beyond this Astula. Their ultimate goal might appear to be to cover the Astulae in the psychoactive drug that permeates the Village, but in reality, they more strongly want to keep the portals open and oppose the Red Telepath’s collapse of the Astulae. Perhaps the latter is the first step and the former will come later so that all the multiverse can live in peace? Random encounters: Newhaven Community, Brown Clerics, Immortals (also members of the Newhaven Community), The Enigma (rarely), Seekers of Newhaven at the portal being interviewed by the Brown Clerics.

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13: D ressings

“I can tell you the truth about the Astulae. You see, I was there at its beginning. Ah, now I see you raise your eyebrow and question whether I’m just a liar as the Brown Clerics might have you believe. But on this matter, allow me to tell you the tale and then you can make up your own mind. I won’t force you. But you should ask yourself: how did I come to know all of this? If it is a flight of fancy, then it must be the most detailed story of the Astulae’s origin that is told, no? Let me start by stating that human beings are the most common and dominant form of sentience across the Multiverse. Should one human civilization die out, ascend, or leave its home, several more are waiting in the wings. My own civilization was a war-torn society. We were one of the ones that died out. Well, not completely, as I am clearly still here. But I am the last of my civilization. In all possible realities, it seems my people were the only ones responsible for coming up with a doomsday weapon that used reality as a weapon. Yes: that’s what the Astulae is: a reality doomsday device. A device created to destroy all of reality. And now I see you hunger to know why it was invented and how it works. The why is simple: to win a war. The how is more complex, and even I do not know the details of it in minutiae, but I can tell you the general principles and the iterations that the Astulae device underwent. Consider this. There are two warring factions. They are geographically concentrated and their leaders are in one of several known positions. How do we end this war? We can kill the leaders and prevent vast bloodshed. The easiest way would be via teleportation to the leader’s locations by an assassin. Sadly, my people did not have the technology to teleport individuals; although I know now it is possible. Instead, my people were cunning. They sliced reality up in to small shards that you term Astula. Place one of those shards next to an execution squad’s ready room via means of a portal and the job is assured. But that was not enough. New leaders arose to replace the old ones. Emotions became embittered. The Astula slicing technology was developed further. I ask you again then: how do we end a war? Ultimately, we eliminate all enemy combatants. How is that best achieved? Persuasion? That couldn’t be achieved in my case. Atomic weaponry? Perhaps. But a more “mature” and “civilized” way of doing it would be

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to entrap the enemy inside their own shards of reality and somehow destroy, or hide away forever, that reality. That is what Astulae does. It is a reality bomb. Once activated, it ripped apart my reality and re-ordered it in a random fashion. Our own side of the war effort was essentially contained in a very large Astula, but our enemy was sliced across innumerable Astula that were randomly re-connected via portals. Easy to pick off, in essence. Just wait for them to cross a portal to our large Astula and slay them. But even that was too slow for our war leaders. They tinkered with the device and made the smaller Astulae unstable. Unsuitable for human habitation, to be explicit. And eventually causing the small Astula to rip themselves apart in an oblivion of thermal energy and photons. And so the war was over in one flick of a proverbial switch. Our enemy scattered across innumerable Astula and slaughtered piecemeal. Or if they stayed put, eventually perish due to instabilities in the decaying Astulae they occupied. We had won. But the Astulae device was not done. It kept on slicing. No matter what we tried, we could not switch it off. Our own pocket dimension in which we lived became smaller. Our own Astulae became increasingly unstable over time: laws of physics mutated to make them uninhabitable. And then they literally ripped themselves apart in to nothing. Alas, that was not the end either. The Astulae device connected in a complex way across multiple realities. It took slices of many realities and connected them together in its own haphazard fashion, just as we had done with the domains of our enemies. Initially, we were ecstatic to discover new human civilizations through the portals we had created. Sure, most of the people we observed were Crossers, but then we came into contact with peoples who were able to come in to the Astulae itself. Then we learnt the truth. Every reality it touched was doomed, for every reality that connects to Astulae will eventually suffer the same fate as ourselves: sliced in to smaller segments of reality and then become vastly unstable. I see you know what I mean. You’ve seen the unstable Astula, haven’t you? The ones that don’t make physical sense. They rub up against that ones that do and “infect” them. The instabilities spread. The slicing continues. It is the ultimate reality bomb that will destroy not just one Universe, but every reality in existence across the Multiverse unless it is stopped. Now you laugh. But consider this: you travelled to the Astulae. That means your reality is one of those being sliced and turned into an unstable state, all in readiness for oblivion. The only way to save realities is to sever them from the Astulae. I’ve done this with countless ones across the aeons. Saved entire Universes that will never know or thank me for it. But the Astulae touches more realities: on and on it slices without end or boundary.

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My work will never cease unless I can find a way to destroy Astulae in entirety or find an inoculation against what Astulae does. Will you help me? Or are you still deluded enough to think that Astulae is Nirvana?” –The Red Telepath.

[ Dressing the Astulae ] Except for the special location Astulae (including the outlandish themes), the following tables provide dressings and features for each theme to be used, as the GM desires. Alternatively, they can be selected by rolling randomly on the tables themselves. Not every Astula need have these dressings, nor is every dressing completely appropriate for every Astula within a theme (e.g. some are more suited to indoors settings than others). They’re simply there to use at the discretion of the GM. For each dressing, roll a d66 - this is two six-sided die where one die is treated as the ”tens” and the other as the units. Hence a roll of a 3 and a 5 is read as ”35”.

High Fantasy Dressings 11. A small group of snails speeds in front of the PCs at a pace equivalent to a brisk jog for a human. They leave behind them a trail of greenish-blue slime. 12. A jet of water erupts from the ground and streaks toward the skies. The hole in the ground from where it came seals over. 13. An heraldic sigil glows on the ground in a neon blue colour whenever the PCs get close. 14. Powerful lodestone ore riddles a portion of the floor. All PCs wearing metal armour or possessing a significant amount of iron alloy on their person will feel a strong attraction to it. 15. Blood lies dripped in a trail across the ground. It leads to a portal other than the one the PCs entered.

16. A life-sized sculpture of a beautiful woman is standing alone in this location. It glows of magic as if threatening to come alive at a moment’s notice. 21. An ancient, and huge dragon skull is located here. It shows signs of battle damage with a large slash across one of its eyes. A few teeth are missing and a few are loose / able to be pried. It radiates a feeling of darkest evil. 22. A double eclipse occurs: two moons pass sequentially in front of the Sun, casting darkness is rapid succession across the land. 23. A painting of a naked man shouting loudly hangs on the wall. Near the corners of the painting are four deep holes in the wall. Each hole hosts the end of a silver chain that criss-crosses over the front of the painting. The painting radiates a disturbing feeling. 24. A pike is driven in to the ground. Adorning the tip of the pike is the severed head of a monstrous creature. It is mostly rotten now. 25. A large plaque has been hammered in to the side of a wall. It reads “In Memorium” and then lists several dozen names below. The cause of their deaths is not listed. 26. A number of mirrors adorn the wall in this location. None of them reflect the PCs or other Astula natives, however. 31. A dove lands on one of the PCs shoulders. In her beak is a golden key which she drops in to the PCs hands before flying off. 32. A comet is seen in the sky at day and

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night. Locals suggest it is a portent of ill things to come. 33. A small plant or tree with long branches is moving them. When observed closely, the moving branches are forming letters. And the letters are the name of one of the PCs. 34. A stonewall has a face carved in to it. The face talks belligerently at the PCs telling them how unworthy they are. 35. A magic-user is attempting to catalogue different insect (or other) species in the area, evaluating them for new spell components. 36. A partially melted short sword lies on the ground here, abandoned by its previous owner. 41. Eyes contained within paintings around this location seem to follow and look at the PCs most of the time.

42. A torn patch of blue material is attached to a sharp tree branch here. 43. Flora in this Astula ignores gravitation: it is able to float around, seemingly at random. 44. Someone has left a charcoal sketchpad behind in this location. It contains drawings of someone who looks like the Enigma, but each drawing has some kind of very obvious flaw associated with it (e.g., two noses). 45. Leaves continually grow and fall off a large tree in this (outdoors!) location, littering the ground in a golden, yet crunchy, sheen. 46. A pair of over-sized, colourful butterflies flutters around this area in an elaborate mating dance. 51. A staircase appears to have been half-

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constructed but then abandoned in this location. Magic spells cast at the top of the staircase have their effects enhanced or strengthened. 52. An ice sculpture of a fantastical, or mythical creature sits glittering in this location. It is very slowly melting. 53. A ten foot long rope sits coiled to one side of this location. 54. A portal is concealed behind a secret doorway. 55. All NPCs are secretly being controlled by a maniac mage in this location.

Industrial and Futuristic Dressings 11. A floating liquid crystal display screen passes by the PCs. For just a brief moment, it flickers a message to (or at) them. 12. A metal rod is sunk in to the ground around which five rings hover. Over time the rings rise to the top of the rod, seemingly of their own accord. Once all five reach the top of the rod, a lightning strike hits the rod and all five fall back down to the rod’s base. 13. A small puddle of reflective liquid lies across the ground. On closer inspection, it is an oil-like substance that causes anything coming in to contact with it to slip over it.

56. The location is an ancient burial ground. Undead may rise if the PCs tread wrongly, 14. A small, scuttling spider-like robot limps or utter certain phrases. past the PCs. It appears that several of its legs have been damaged or ripped off. 61. A magic spell cast in the area forces all PCs and NPCs to always speak the truth. 15. Chalk graffiti on the ground is being rapidly cleaned up by a small set of autonomous 62. A mirror hangs on the wall. Whenever a cleaning machines. The PCs manage to PC passes by, they do not see their reflection, catch a glimpse of one of their names, but themselves in a possible alternate reality. but the machines clean up the rest of the Differences such as baldness, hair colour, eye message before it can be fully read. colour, and even gender are seen in these reflections. 16. A gravestone with an implanted elec63. Knee-high earth elementals scamper around this location, apparently performing tasks for some unseen archmage. 64. One wall, or feature within this location is strongly anti-magic. Proximity to the wall or feature counts as a “null magic” effect.

tronic hologram of the deceased sits on the floor. If a button is depressed on the gravestone, the hologram will appear and interact with the PCs. 21. A hot water pipe in the wall or floor has broken. Steam accompanied by a highpitched hiss alerts the PCs to its location.

65. Faint whispers are occasionally heard on the gentle breeze. The exact words cannot 22. A fire alarm starts ringing. Any NPCs be made out, but they sound like a warning. in the area start to evacuate (if inside), or assemble in an empty space (if outside). 66. A translucent cube moves through this Astula, digesting any cast-away rubbish as is moves.

23. A smell of sulphur arrives unannounced in the area. Its source is not immediately apparent. 24. The smell of fire permeates the air here.

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In the distance a plume of smoke rises in to the sky.

44. The magnetic field of the Astula regularly flips orientation. This causes some 25. The internet (or whatever it is called electronic equipment to fail and need rehere) is down throughout the city. Some- booting (even if the Astula is of the “Normal thing must have taken it down for nefarious technology” type) and navigation equipment based on magnetic fields (compasses) to fail. purposes! 26. Military curfew has been imposed on this locality. Nobody is to set foot outdoors after 18:00 until 06:00 the next day.

45. The lights flicker in this room, as if the power supply is intermittent or failing over time.

31. All cellular phone and tablet-like devices 46. A vending machine sits in this location. display a set of coordinates broadcast (or It retails junk food. hacked) by unknown persons. The coordinates are located inside the current Astula. 51. A vending machine sits in this location. It retails medicines and what would be con32. The hairs on the body of every PC stand sidered narcotics on the PCs home planet. on end as if there is a huge amount of static electricity in the air around here. 33. A hologram of a lady wearing a beige evening dress appears. Judging by her appearance, she may be a close relative of the Enigma. She watches the PCs momentarily before vanishing. 34. A discarded memory chip lies on the ground. Inserting the device in to one’s ear allows the user to hear the selected memories of the original owner. 35. Unidentified slime drips from the walls and ceiling. 36. An automated robot cleans the surroundings, also tries to clean up the PCs. 41. Shelving that appears to have been designed for books lines a wall. There are no books along it. 42. A large clock regularly chimes out the time and ambient temperature in a grating, static-ridden voice. 43. All NPCs in this location use sign language.

52. All walls and buildings are constructed out of glass in this location. Everyone is used to seeing in and out of other people’s properties and considers such things socially normal. 53. A camera mounted on a tall pole systematically tracks the movements of one of the PCs from the moment he or she enters the Astula. 54. The majority of NPCs wear wireless headphones. They broadcast music and propaganda to the listeners. The PCs will look odd for not wearing them if any Crosser is aware. 55. Every building is lined with plasmalike flat screens that continually advertise everything from toothpaste to holidays in exotic locations. 56. Every NPC has bionic, cybernetic or otherwise machine ”upgrades” to their bodies. This is minor in some cases: bionic eyes or ears, but is extensive in some individuals who have entire (and multiple) limbs replaced with machine parts. 61. Drones fly across the sky and occasion-

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ally swoop low at the PCs. Its amazing that none of them crash in to oneanother, or drop out of the sky. 62. One in four NPCs here are mutants with obvious deformities such as extra arms. 63. A small gaggle of students make their way through the Astula.

64. Most NPCs are intoxicated with alcohol here. 65. An elderly woman stops to ask the PCs directions to a place they’ve never heard of. 66. Coloured lights are making patterns on the walls and surfaces of the surroundings.

A boy and his father have sat down for dinner in their unremarkable abode. “Papa, what is Astulae?” A shocked look crosses the face of the father of the boy. “What? Where did you hear that?” “At Instruction. Rodrick said that during the War of the Two Princes, Ser Hulon attempted to find a way to win for the younger prince by entering the Astulae.” “Son, you must NEVER mention Astulae again. Promise me?” Somewhat taken aback, the boy looks subdued. “Yes Papa. But will you tell me about it so I know why I must not talk of it?” A flicker of anger followed by a look of resignation plays across the face of the man in rapid succession. He massages his temple in an absent minded fashion and ignores his food. “Do you recall your lessons at Instruction regarding what happens when you die, Son?” “Why yes, Papa. The Preachers of the Dragon say that we are all judged according to our actions. The best of us will be reincarnated as dragons. The lowest will be naught but termites. And many of us will come again as humans, but be born in to different families.” “That is so. But long ago, before the Preachers of the Dragon –“ “The Preachers have always been Papa!” says the boy in disbelief. “Not so, Son. They have been with us for some 500 years, but there was something else before. A different Instruction, if you like.” “A different one?” “Tis true. They preached that when a person dies, they too will be judged, that much seems common. But then it grows different. The lowest and even the most average people simply die. That is all.” “No reincarnation for them? How can that be?” the boy asks in a puzzled tone.

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“Ah, but wait. The best of us ascend to a higher plane. The Astulae. It is a reward for living your life well: you spend the rest of eternity with the great and good of history in eternal happiness” explains the father in hesitant sentences. “So why should we not talk about before the Dragon Preachers, Papa?” “Because it is heresy. Nobody believes that old tale anyway. As far as written records go, only the Preachers of the Dragon have been with us since time immemorial and we all reincarnate as other beings after being judged upon death.” “I see.” “Now, finish your food and do your chores, including washing the bowls. Speak to nobody of the Astulae any longer and tell your friend Rodrick to close his mouth to such heretical notions too if he values his reincarnation.” The father rises from his seat and walks from his house, leaving his son to perform the duties. After a walk of indeterminate length, he sits down in a long L-shaped corridor with a large tapestry in it and watches all the random people come and go. He quietly weeps for a few moments before shaking his head and returning home to put his son in bed. –Late Instruction, Anon.

Medieval and Early History Dressings 11. A religious monolith the height of a human male stands alone. It is always warm to the touch. 12. A glint catches the PCs eye from the corner of a wall. It is the tip of a dirt-covered gold coin with the battered face of an old man pressed on one side, and a number 1 on the other. 13. Two partially rusted speartips can be seen on the ground. The tips have a hint of blood on them.

Queen of Diamonds in the deck, all of which are blood stained. The other cards have no such stains. 16. An abandoned pot of warm stew can be found here. Its contents include unidentified meat and root vegetables. 21. Bat guano lies on the floor here. An observant passer-by notices and decides to collect it. 22. A fox dashes in front of the PCs, hotly pursued by a pair of hunting dogs. In the background several whistles can be heard, presumably from the dogs’ owners.

14. A beehive drops from a nearby tree (or other structure to which it was attached). The resident bees are not happy about this 23. Plucked flowers and petals have been scattered on the floor in this location. change of affairs. 15. A discarded set of playing cards litters the floor. There are multiple copies of the

24. An abandoned wheelbarrow filled with decaying pumpkins rests here.

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25. A partially hidden stash contains spare clothes and a wig – all in good condition. 26. Frogs start to tumble from the sky like rain.

surfaces of any outdoor buildings, such is their apparent age. 43. A set of extinguished candles lie on the floor here.

44. A mop and bucket has been left next 31. The rocks and stonework in this location to the portal where the PCs entered this are riddled with veins of glowing yellow ore. Astula. They light the night as brightly as a half Moon. 45. An archery target sits on the ground. It appears to have been highly used in the 32. Recent geomorphic activity has caused recent past. this entire Astula to slope southwards. 46. If an inside / enclosed location, then the floor is concave as if a critical support beam is missing that used to hold it up. Loud creaks are heard whenever it is walked across and it feels like it could give way at a 34. A noisy church bell tolls in the distance. moment’s notice.

33. The galloping of several hooved animals (probably horses!) can be heard in the distance and getting closer.

35. A meteorite has struck and embedded itself in the ground here. The rock is hot to touch. 36. A collection of sharp canine teeth is located in a corner of a room, or tucked near a portal. 41. A small apple tree grows nearby. The apples are delicious! 42. A layer of moss and lichen covers the

51. A pile of freshly cleaned laundry sits in a basket in the corner. 52. Religious observance is strong and frequent amongst the NPCs in this location. 53. A gibbet has been constructed in this location. 54. A strong smell of mildew hangs in the air here. Something is decaying.

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55. Livestock roam freely throughout this area. 56. Large, thick earthworms undulate in and out of the ground here, chewing anything in the vicinity. 61. A warning sign has been erected nearby detailed that a pox outbreak has occurred in a neighbouring village and that residents should maintain vigilance. 62. Bunting has been affixed throughout this location, seemingly in preparation for a festival of some kind. 63. A cat chases a mouse with red eyes but never seems able to catch it. 64. Evidence of plague can be seen on the faces and bodies of NPCs in this location. 65. Raw sewage and human exrement can be found here.

ground. As the wind passes over it, it makes a loud audible note. 15. A large spider is sitting upon a small pile of coal. Near the base of the pile, the PCs are able to spy an unidentified glittering object. 16. Bioluminescent moss covers a nearby surface or tree. It only glows when the PCs approach within an arm’s reach of the moss. 21. The ground is covered with the dried husks of dead insects to at least ankle depth. 22. A small pool of stagnant water lies initially still, but then starts to bubble. Grotesque, winged insects start to rise from it in to the night sky. 23. A very large pile of excrement is situated in this location. It is fresh (i.e. warm), but the creature that produced it is nowhere to be seen.

66. A collection of small ballistas is here, either being stored, or recently used in battle.

24. A rolling mist comes over the ground. It feels very hot/cold (delete as appropriate) and cleanses the ground of any litter or other impurities.

Nature and Rural Dressings

25. Footprints appear one by one in the moist soil. An invisible person or creature has caused them.

11. The skeleton of a large, cat-like predator lies on the ground. A small gemstone has been placed in each of the eye sockets.

26. A mudslide has occurred near here. The remains of buildings / huts / fauna can be seen half buried within.

12. A very intense, localized hail storm produced ice balls the size of clenched fists near the PCs. As they land, they pile up in to a perfect pyramid shape before melting.

31. A large flightless bird approaches the PCs cautiously. It gets within arm’s reach of the PCs before turning and fleeing.

13. A small cloud of floating seed pods similar to dandelion seeds blows across the location of the PCs.

32. Tufts of fur can be seen impaled on nearby flora here. The animal that used to own them is nowhere to be seen, but tracks lead off in to the distance.

14. A small yellow flower in the shape of 33. A chipped and broken canine tooth a small cylindrical tube grows out of the – presumably from an animal – is on the

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ground here. Judging by the small well of blood it sits in, the tooth was lost very recently.

55. The ground is slick with frost here.

56. Leaves fall from the trees in a continual 34. Small holes pepper the ground here. (and moderately heavy) autumn “rain”. Inside each seems to be the charred remains 61. An unusually large natural satellite (a of a stony meteorite. moon) hangs low in the sky, occupying 10 or 35. A disused railway track runs through more degrees in the field of view. When its phase is a full moon, it lights the night time this location. close to the brightness of daylight. 36. A strong wind blows across this location 62. Howls of wild animals can be heard in that severely reduces the rate of progress. the (near) distance. 41. A mist laps across the surface of this area, hiding anything smaller than calfheight under its white coating. 42. A bear trap sits primed in this location. It is not concealed, but would inflict serious harm on any creature not paying sufficient attention to their surroundings. 43. A crumbling paved road leads to the centre of this location before petering out in to nothing. 44. A patch of wild cooking herbs grows here (e.g., saffron, thyme, basil, etc.). 45. A patch of wild medicinal herbs (or plants associated with them) grows here (e.g., quinine, eucalyptus etc.).

63. The remains of a snowman is slowly melting away in to water. 64. This entire area has grown over the top of a settlement from a much, much earlier era. Parts of that ancient settlement break through the surface at odd intervals. 65. A patch of colour sitting on a rock or wall turns out to be a group of butterflies whose wings overlap to create a camouflage pattern. 66. The sky is criss-crossed with vapour trails - aircraft appear to regularly pass over this region.

Urban and Modern Dressings 46. Wild, edible plants grow here (e.g., potatoes, mushrooms, strawberries, etc.). 51. Small game race through this location (e.g., rabbits, squirrels, quails, etc.). 52. A discarded or lost silver ring glints on the floor.

11. A large padlock is attached on to part of a structure. Two (presumably) names are written on the padlock in a foreign language with a heart inbetween them. To the right hand side of the names is a sketch eerily similar to the Lady in Blue’s aspect.

53. Snow covers the ground. It is ankle-deep in some parts, knee-deep in others.

12. A discarded take-away food container lies on the floor. Inside is an un-touched meal.

54. Large puddles of water are scattered throughout this location.

13. The front page of a newspaper drifts across the scene. On the front page is

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an image of someone the PCs recognize (perhaps their home plane employer, or one of the PCs themselves). The story associated with the picture is on a different (unlocated) page. 14. A poster is plastered to the side of a wall or building. It advertises a town festival in the area very soon.

are a series of pipes all containing different cables: some are probably electrical, but others are likely for communication (internet, telephone, etc.). 23. A kit (flock) of pigeons takes flight as if disturbed by some unheard noise or event. They dump an abnormally large quantity of excretion in the process.

15. A small urban predator (e.g. a fox) is 24. Graffiti in the PCs native language reads attempting to eagerly claw its way inside “The Lady in Blue LIES!”. a nearby container. Even when the PCs approach within arm’s reach, it carries 25. A balloon floats over the scene with a trying to claw away, heedless of their message tied on the end of its string. Or is presence. it an advertisement? 16. A semi-regular hammering noise permeates the area, as if a labourer were building something important. The source of the noise is left up to the GM. 21. An announcement is overheard on loudspeaker: ”Attention please. The driver of the vehicle with registration X42 99PI needs to report to reception immediately.” 22. A hole is dug in to the ground. Inside

26. A hawker tries to sell his wares to the PCs. 31. A newspaper stand is here. Nobody is manning it. Loudy. 32. A busker sings a song. And badly. But only the PCs don’t like it: all other NPCs in the area are very appreciative.

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33. A loud bang is heard in the distance. It is either a car backfiring, or a gunshot ringing out. 34. A first aid kit is located in a convenient place on the wall here. 35. A lost wristwatch is on the floor here. Its battery ran out at 14 minutes past 10, but is otherwise serviceable. 36. A small pile of red bricks is piled in a corner. There appears to be a minor swarm of crawling insects scampering over them.

51. A broken wine bottle rests on the floor. Red fluid can be seen all around it. 52. Water bubbles up from between the cracks in the ground. It is probably just a broken pipe and nothing more sinister. Probably. 53. A huge array of closed-circuit cameras operates in this area, automatically monitoring the comings and goings of all NPCs and PCs. 54. A tall, decorated tree (for Christmas, or otherwise) stands in this location.

41. A plume of smoke rises in the distance. 55. All NPCs here observe a culture of Shortly after seeing it, the PCs hear alarm walking on stilts or very high footwear. bells ringing loudly and emergency vehicles speeding towards to scene. 56. Most NPCs here observe a culture of nudism. 42. A bag flung and semi-hidden in a corner contains a wig, make up, clothing and false 61. All NPCs here wear the same colour clothing in different shapes and sizes. identity documents. 43. A woman is asleep in the corner (or on the ground) here. This might be connected to the sleeping sickness meta-plot.

62. All NPCs here wear the same clothes like it is a uniform. Gender differentiation optional.

44. A large cardboard box sits on the floor. Inside is yet another cardboard box.

63. Most NPCs here have extensive piercings on their faces and bodies.

45. Broken glass covers the floor of this Astula. It crunches loudly underfoot but will slice unprotected skin open. Shoes are recommended in order to avoid injury. 46. A small cage featuring a large-eyed pet creature (e.g.: cat, dog, hamster, or even a goldfish in an aquarium) is in the corner of this location. Passers-by stop to gawp and talk at the creature(s).

64. Most NPCs here have extensive tattoos on display. 65. All NPCs here exhibit facial tattoos. The more senior (in terms of age and / or status) NPCs have a greater number of tattoos and more intricate designs. 66. Heavy rains have made the (outside) surfaces very wet, slick and slippery.

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“Dearest Emma, If you are reading this, then my bribes have paid off and you are sat in front of the teleportation module I obtained for you, just as you asked. Its operation is simple enough: attach it to your forearm securely, type in the passcode that we agreed, and it will teleport you inside the Astulae somewhere. I do not know with certainty which Astula you will end up in, my contact could not be clear on that point and mentioned quantum uncertainty coupled with the rapid reconfigurations we know the Astulae is capable of making. But Emma: please think carefully about this once more. It is a one-way ticket. There’s only enough fuel in this device to get you inside the Astulae. And you might not make it to Newhaven or find an exit to a different prime dimension. You and I have both heard of the horrors that lie within the Astulae, and that is before we even mention the Hunters who are bound to come after you soon after you are deemed missing by teleportation. How many people have gone before you on the same path? A few? A few tens? A few hundreds? Many more, more likely! Seriously: how many of them made it to Newhaven beyond the reach of the Hunters? How many teleported inside an Astula that was immiscible with life on a basic level and didn’t even take a single step further to Newhaven? And how many have been re-captured by the Hunters and brought back to Home to face a worse – a corporal – sentence? I implore you to think about this once more. A nine-year sentence is not so bad really. And most of us end up in prison anyway; you know what the law is like on Home. What did that government official tell us in our senior year: something like 70 to 80 per cent of us will be incarcerated at some point in our lives for matters as trivial as being 35 minutes late paying our jogging licences? What is nine years? You’ll learn some new skills and be just as employable as you ever were. In fact, more employable – the bureaucracy is crying out for people like you who have first-hand experience within the Home prison system and pay bonuses for that! Think of the bonuses you could get! That, and I will miss you. I’m just a sentimentalist, I know. But if you have your heart set on this course of action – to become a Runner – I will support you. I always have and I always will support you – you know that. You have my love and adoration forever. Your loving sister, Eliza x” –Hand-written letter signed by “Eliza” stolen from the Great Library.

Water and Waterside Dressings 11. An odd-looking wooden bucket filled with fresh water is located here. At the bottom of the bucket is a seven-digit number that has been carefully engraved.

12. All water in this location is dead calm. All the time. Even when the surface tension is broken by something being submerged (or emerging), no ripples or waves ever appear on its surface.

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13. A large tentacle reaches out from the water, as if sniffing the air or looking for something, before diving back below the water and vanishing. 14. The water turns jet black in a localized area as if a squid has just fully used its ink supply. Flotsam and jetsam float by. 15. A small dolphin washes up in this location and must be helped back to sea if it is to survive. 16. A small horde of red-and-yellow crabs scamper (or swim) across this location from West to East, eating anything organic in their way. 21. A giant whale surfaces, breathes, and then dives back below the water. 22. A large flock of sea gulls circles around a point out to sea. Individuals in the flock periodically dive-bomb it. 23. Red algae are spotted on the surface of the water. It quickly reproduces and starts to cover the surface of the water.

33. A pair of handcuffs can be found beside the body of water. They are locked shut. 34. Irregularly shaped blocks of ice permeate the body of water. Some of them host objects frozen inside them. 35. A previously unseen, very mobile starfish starts to climb up the inner leg of one of the PCs. 36. Zombies of drowned NPCs rise up from the water, searching for fresh brains and warm blood. 41. Froth as tall as an average human is washing ashore. 42. A ghost ship bobs along the horizon. 43. An unexploded bomb from a long forgotten war lurks in the shallows. 44. A sealed bottle bobs up and down on the water here. Inside is a message, written long ago. The GM may have it contain the name of, or addressed to one of the PCs.

24. Tidal wave incoming!

45. A neat pile of folded clothes sits by the waterside, their owner nowhere to be seen.

25. A siren song can be heard from under the water, enticing a single PC to come much closer to its source…

46. A patch of frogspawn floats along the surface of the water.

26. Jellyfish the size of coins are abundant in this body of water. Their stings are venomous / toxic / very itchy / painful / ticklish / just annoying.

51. The surface of the water is frozen to a depth of several cm (a few inches). Some parts of this ice layer are much thinner than others.

31. Sandmites smaller than a fingernail chew up any sand or loose stones and pebbles in the area. They excrete them as small oval pebbles.

52. A heavy snow flurry falls from the sky. Every snowflake is the size of a man’s palm.

32. The soaked and weathered remains of a hangman’s noose bobs up and down in the water.

53. Steam rises from the surface of the water. Its temperature is close to boiling point and visibility through the air is poor. 54. Bubbles rise to the surface of the water

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and pop with an audible squeak. The source of the bubbles is not obvious. 55. Bright sunlight reflects off the surface of the water creating an intense glare. 56. The water is muddied in a very small locality. The cause of this is opaque. 61. A floating, small tree bobs up and down on the surface of the water. If tipped over, it will right itself. 62. Seed pods the size of a man’s palm from distant flora float along on the surface of the water. 63. A net is submerged in the water. A small creature appears to be trapped and tangled in it.

to be re-visited in the future and the code is only temporary. In addition to this, there are cruder markings: skulls and crossbones, crosses, and arrows, all of which may constitute warnings, directions, or liars aping the Cartographer and trolling the NPCs by leading them in to danger. Below is a d66 table of dressings relating to the myth of the Cartographer. For those entries that are simply a short phrase of string of digits, these can be placed in any font, medium and location within an Astula at the GM’s discretion. 11. An arrow is engraved, etched, inked, or otherwise placed on the ground near to the PCs entry point of the Astula. It points slightly to the left of straight ahead.

64. Ducks quack near the edge of the body of water. If disturbed, they will react angrily as they have young chicks in a nest.

12. A seven-digit numeral is inked in a black, oily substance very close to a portal. The letters erupt in to self-consuming flames as soon as they are read.

65. Finger bones can be seen at the bottom of the water, still wearing heavy looking rings.

13. A large “X” is scrawled on the ground next to smaller text that consists of a sevendigit number.

66. Flora are growing from the bottom of the body of water and their upper leaves and branches poke up through the water’s surface, in bright blooms of flowers.

14. Crudely shaped skull-and-crossbones are scratched on to the ground near a portal. 15. A series of coins has been dropped in a straight line on the ground, suggestively pointing a way forward.

[ The Cartographer ]

16. A rough sketch of the entire Astula has An explorer. Perhaps a group of explorers. been made in charcoal on a nearby surface. Wherever they go, they leave markings. Its accuracy is at about the 80 Sometimes these are short phrases near portals. More typically, they are a seven- 21. A series of breadcrumbs leads away from digit code that only seems to have meaning the PCs entry point. to them at first. But with some study, these codes can be decrypted. And within 22. A barcode has been carved in to the wall the codes, the PCs may discern warnings, here. It is (of course) seven digits long. the type of Astula they’ve entered, where a portal connects to within the greater 23. Pairs of seven-digit codes are found Astulae, its relation to some kind of “home” adjacent to each other in this Astula. They entry point, and whether the Astula needs are similar, but the upper ones are crossed

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out as if whoever wrote them has changed their minds about a certain classification. 24. An arrow constructed of sticks points toward the centre of the Astula.

52. A crude sketch of a cube can be found near the entry portal. A seven digit number is beside it. 53. A seven digit number next to a portal has had a horizontal line painted through it in dried blood.

25. “Find the crystal.” 26. “The Ghosts can help you.”

54. “Long trek.”

31. “Get out fast.”

55. “Horizontal portals only.”

32. “The Crossers are faking it.”

56. “Look up.”

33. “They’re after us all.”

61. “Follow the walls to your right.”

34. “Adelaide has interests here.”

62. “Buried portals” is written near the entry portal. Several large crosses have been daubed on the ground (or floor) elsewhere in this Astula.

35. “For the Mandated Cabal.” 36. “The scroll is buried.”

63. “Look behind the walls.”

41. “The Red Telepath’s agents are here.”

64. “Be silent!”

42. “Piquancy very likely.”

65. Ice has been carved in to a seven digit number near the PC’s entry portal. The ice is melting quickly, but the digits can be read if the PC’s are fast enough.

43. “Brown Clerics guard here.” 44. “Turn back!” 45. “No way onward.” 46. “Beware the Immortals.” 51. A crude sketch of the Lady in Blue can be found near the entry portal. A seven digit number is beneath it.

66. A holographic on/off red button floats in the air. When touched, it turns green and a seven digit code appears next to it for 3 seconds, before reverted back to red. The digits change subtly every time the button is pressed.

“Did you ever see the television show “Wormhole Crusader”? Well, if instead of wormholes you have a portal from your home plane to the Astulae, and if you replace a military organization with the worst type of handball hooligan, you get the general idea about the Strikers. Their hierarchy seems to be based on fear, intimidation and personal might. Even within their numbers there are factions. Those that would expand their holdings. Those that would consolidate. But they take care of their disputes internally. Do not make the

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mistake of assuming that their violent tendencies means, or even correlates to, a lack of intelligence. Mark well the fact that they farm soundly. Mark the fact that they’re acutely aware of their own shortcomings and have taken steps to plug the gaps. Note especially the recruitment of like-minded magic users to expand their repertoire. Sure, they’re downright evil necromancers or pyromaniacs, but that’s what the Strikers kind of like! I’ve witnessed two of their raids. The first time, I truthfully did not know what I was seeing. A rapid deployment through a portal and a quick theft of supermarket goods. Any Crosser in the way got knocked to the ground with a brutal shoulder barge. It was over as quickly as it began. I’m not proud to say I hid myself out of their sight. The second time was worse. The entered a carnival and started to randomly fight and kill everyone around them. It’s as if they don’t think the Crossers are real. Some of the Strikers took a great deal of pleasure in acts of De Sade. And when they were sated, they left with only little golden trinkets in hand. The entire purpose of their raid seemed to be little more than acting out their violent fantasies. That is why we must eliminate them. And if that proves too hard, then I advocate a policy of containment. Sever every and each portal to the Valley. I know what you’re thinking. This is unacceptable. This stinks of the Red Telepath. We act as if we’re immature hermits. Believe you me. This is the only way. They’re not only a danger to our operations and us, but also to the greater Astulae.” –Report A5.88.05.W; Mandated Cabal.

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14: P lotlines and Piquancy

“Did you ever stop to think that its the other way around? Rather than the Astulae being a latter day creation of the Big Bang, the Big Bang is simply one reflection of the Astulae? One Universe within it? One collapse of the wave function that it connects to? Reality is Astulae. Astulae is Reality. Not the Big Bang.” –Secondary source paraphrasing The Enigma. themselves to either a single room or Astula), albeit slightly modified for Astulae usage. This chapter outlines two important ingre- An overview of the “rooms” is below. dients to a successful adventure in Astulae. Firstly, a sample of suggested plots and meta-plots overviews that relate to the setting are presented. Several plotlines (Room 1) Witness, Rumour, Plot Hook; have already been touched on in the Astula (Room 2) Challenge, Guardian, Puzzle; descriptions of earlier chapters, here these (Room 3) Set-backs, Tricks, Red Herring; meta-plots are presented using the “Five (Room 4) Climax, Big Battle, Conflict; Rooms” narrative style. Some are straight (Room 5) Reward, Revelation, Plot Twist. forward, whilst others are exceptionally hard to bring to a climax. Secondly, the narrative and rules for Room 1 Piquancy are detailed. Although it has been mentioned in passing in earlier chapters, in In the first room, the plot is introduced brief, piquancy is one way in which player in some means or other. This might be a characters can gain new skills due to the physical entrance to a room, or the act of amount of time they accumulate in the simply entering an Astula to trigger certain Astulae. events or meeting certain NPCs. It can often in the form of a plot hook that the PCs might or might not ignore. Further, it can take the [ Five Rooms ] form of witnessing something very strange, To better assist GM’s in planning out the or perhaps overhearing a rumour that the plots and meta-plots for characters in their PCs are interested in pursuing. It could games, the suggested meta-plots below make even be that the PCs get caught up in an use of the “Five Rooms” concept, as made outside context event - something that they popular through roleplayingtips.com and were not anticipating but have to deal with strolen.com by JohnnFour. In this concept, on the spot before they can continue. As an each of the plots contains five distinct ele- aside, in the original Five Rooms concept, ments or stages (which are termed as “rooms” this was the “Entrance” or “Guardian” to a - even though they do not necessarily confine dungeon. A guardian could still be employed

[ Chapter Overview ]

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with great success in Astulae - something or someone to get past by fair means or foul in order to access what is beyond.

[ Plotlines ]

Below are the meta-plots for adventures in Astulae. From the outset, it is important to note that each of the stages (or rooms) of these plots can be overlaid and interlaced with other stages from other plots. For instance, whilst exploring the Red Telepath’s Cascade, it is somewhat inevitable that the PCs will come across the first stage of the Avalanche of von Neumann machines meta-plot. This may happen simply because the PCs are in the same location as two or more plot stages require. It is recommended that the GM read through each of the plotlines they want to use and be certain they have a clear path through, as the plotlines have a number of Room 3 (intentional) open-ended components to be The third stage consists of some attrition. determined by the GM. Perhaps this is a set-back of some kind, a trick, a distraction, a combat to reduce the effectiveness of the PCs for the next stage, or a complete red herring. In general, it should Plotline: also be a stage that the PCs can bypass in Avalanche of von Neumann machines some way through smart play. Overview in a nutshell: Some Astula are made up from von Neumann machines: Room 4 In the fourth stage, the big climatic battle, nanobots that reproduce and turn the enviconflict, or general resolution takes place ronment in to copies of themselves. But that generally completes the plot line. The they’ve gone rogue. Can the PCs stop the big bad evil NPC is slain. The catastrophe Astulae being turned in to grey goo before that dooms the world is averted. The its too late? maguffin quest item is successfully returned Room 1. One of the PCs happens to step to its rightful owner despite the hardships in a small patch of grey goo. As they watch, their boots are slowly consumed and turned along the way. in to slime over the course of half an hour. They might not even notice at first - until Room 5 Normally rapidly following the fourth stage there is an uncomfortable hole in their shoe is the final, fifth stage. Frequently, this stage and a biting pain in their heel as the goo has some kind of reward involved for the comes in to contact with their skin. Blasting NPCs; financial or otherwise. But ideally, with water or other liquid will remove the a revelation or plot twist should be played goo from their skin in short measure though. that is going to completely alter the way Room 2. As the PCs explore Astulae, they that the PCs view themselves and the world come across further patches of grey goo. around them. Or at the very least have a And if they re-visit the same location more consequence for their earlier actions made than once, then they will witness the goo plain. expanding in size slowly - consuming most

Room 2 The second stage introduces some kind of challenge that must be overcome for the plot to be advanced. This is usually a longer stage than some of the others as it may involve searching other locations for specific items to resolve the challenge - this would certainly be the case if the PCs were working for an NPC on a recover-the-maguffin style quest. Othertimes, this might be a guardian that needs to be overcome, or roleplayed with. Or it may be a (protracted) puzzle that the PCs are required to solve before the plot can move forward once more.

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things around them to produce seemingly improved senses? more grey goo. Some Astula are more Room 1. Upon entering one of the physaffected than others and the goo has clearly ically smaller Astula, the PCs witness an been spread by Crossers or Astula natives immortal getting beaten up by a small walking around - effectively allowing the mob of Aware Crossers. She flees as best source to be tracked. This will usually be as possible and encourages the PCs in no either in the Red Telepath’s lair, or in one uncertain terms to get out as well. As if of the futuristic Astula. the Crossers sense that the PCs belong to Room 3. The PCs may find themselves cut the same faction as the immortal, they give off from their routes through the Astulae chase after them as well. Outnumbered, and by the grey goo. Having to go around will outgunned (technologically, or magically) cost them a lot of time, but going through it if required, the group should flee for their will eat up all their resources, and risk their lives. very being if they do not constantly shower Room 2. In a good number of further themselves to pass through. Astula, the Crossers have become Aware Room 4. The climax of the plotline will (where they were previously Passive), and take place in one of the futuristic Astula Aggressive (where they were previously where the PCs will discover that the source Aware). Some amongst their number are of the grey goo are von Neumann machines wearing goggles with red and black lenses. (see Laws of Reality and Oddities) gone It is as if these goggles allows them to see the wild. To effectively deal with the avalanche Astulae natives where previously they could of these grey goo producing nanomachines, not. In other cases, the Crossers observe and they must be shut down. This can only be challenge PCs on sight. If they cannot exit done by issuing a shunt down code from the beyond the extent of the Astula (which the computer that originally created them. We Crossers have previously estimated), they leave it an open problem as to how to find will react violently. They seek to expunge all this computer, who controls it, and how to the Astulae Natives from their home planes. issue the command. This severely restricts the travel of the PCs Room 5. Once the machines have been shut through the Astulae, and makes locations down, they will slowly die off and become like the Elevator especially dangerous. part of the ecosphere once more. The Red Room 3. The PCs can discover that Telepath (or other NPC associated with the the goggles were created by the Strikers. machines) will reveal that the purpose of Apparently they wanted to Crossers to see the machine was to ultimately stabilize the them so that they could have better fights. decay and instability of certain Astula and Indeed, preliminary information seems to stave off the worst of the negative effects of suggest that this is a play by the Strikers. Astulae. The PCs have therefore helped Room 4. The reality of the situation is expediate the decay of some Astulae by more complex. The goggles were created by shutting the machines off. the Mandated Cabal to enable Crossers to defend their territory from the Strikers and leave the way open for the Cabal to continue their operations in new or occupied Astulae Plotline: unmolested. The best way to deal with the Crosser’s Revolt situation is to either destroy every instance Overview in a nutshell: The Crossers of the goggles, or use some of the Newhaven become angrily aware of Astulae natives gas to calm the entire Astulae down once invading their worlds and seek to put an more. The Brown Clerics are hesitant to try end to it. Violently. But how are they this, but will ultimately bow to pressure to seeing the natives and who is behind their do so.

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Room 5. With the situation returning to normal, the Strikers are in an excellent position to expand their territories. Their menace grows to the greatest threat level ever seen.

to the Astulae), if not eliminate all of them. An unlikely alliance with the Red Telepath may expediate this process. Room 5. Haunted by being on the other side as Crossers, the PCs may view the Astulae differently from now on and interact with the other factions differently to keep secure not only their homeplane, but their continuing access to the Astulae.

Plotline: Joining Overview in a nutshell: The homeplane or world of origin of the PCs becomes more Plotline: extensively connected to the Astulae and Newhaven Exodus starts to suffer the consequences. Much of the action takes place back in the homeworld Overview in a nutshell: Newhaven is and the GM must be prepared for this seemingly being evacuated. Or fled away eventuality. Room 1. The PCs discover from. The PCs get caught up in this event as an alternative portal back to their world the various factions seek to take advantage of origin. This can lead to intrigue and of the situation, or resolve it. espionage especially if the PCs arrive back in Room 1. Pouring out of the Village of a different physical location, e.g., of a rival Newhaven and the Newhaven Cattle Plains, organization or Cabal (cf. the Mandated the natives of those realms stumble about Cabal). Indeed, they may even be able to the rest of the Astulae as if lost and running uncover a rival exploration group operating from something unfathomable. Their presfrom that secondary portal; particulary if ence disrupts normal operations of factions the PCs mission/s are set-up to be search- including (but not limited to) the Mandated exploit-return style affairs. Cabal, the Strikers, Adelaide the Vampire Room 2. Upon returning a second time, the and the Brown Clerics. Any of these groups PCs find that the room or location that they might seek the PCs out to help them clear expect to wind up in has become an Astula, Astula from these Newhaven types. with hard or wrapping boundaries and other Room 2. The Brown Clerics explain that portals connecting to it. Their friends or their central command structure is entirely allies have become passive Crossers to their disrupted due to the exodus. Further, presence. They must use the secondary nobody can get back in to Newhaven or the portal to re-access their home world. Cattle Plains. In order to do so, they need Room 3. When they succeed in properly the help of Hunters to be able to re-program returning to their home plane, they find portals to try to get back inside. that it has become unstable and is suffering Room 3. Once the PCs (with or without from extensive damage due to quakes and the Brown Clerics) manage to get inside other Astulae phenomena. This has all been Newhaven, they discover that the invisible caused by more extensive joining to the psychoactive drug in the atmosphere there Astula. In their homeplane, they find that has changed. Rather than inducing relaxedthey are the only Aware Crossers and able ness, it instils a sense of both fear and loss of to see and sense Astula Natives from the memory. This will affect the PCs soon after other side. they enter unless they also take protective Room 4. The best way to stop the decline measures. After being affected, they will flee of their homeplane is to sever the ties it has the Newhaven environs and require medical to the Astulae - or at least reduce them to a attention to bring them back to their right bare minimum (or their original connection state of mind. 176

Room 4. The correct atmosphere must be restored to Newhaven in order for it to become habitable again. If this cannot be done, a new Newhaven will eventually be built by other survivors. The best way to restore habitability is by analysing the atmosphere of the Cultivated Gardens and Newhaven in one of the laboratory-like settings elsewhere in Astulae to create a counter-active agent and deploy it appropriately. Room 5. With Newhaven being rebuilt either way, the first Brown Clerics back inside decide to create a New Order and only permit the people they want back inside the safety of Newhaven. The older residents they never liked get turned away. And the hermit and lost populations increase dramatically.

Plotline: Piquancy Hunt

Overview in a nutshell: Gaining piquancy is not without its dangers: it can become addictive. This plotline is intended for a single PC’s character arc, rather than being a huge metaplot and the GM must be familiar with the concept of piquancy (see later in this chapter) before beginning this plotline. Room 1. The GM should keep careful note of which PCs are gaining piquancy during their adventures in Astulae. If any are gaining more than others, or going out of their way to gain piquancy as rapidly as possible and avoiding returning home to keep hold of their gains, then this PC should be selected and spoken to aside about this plotline. The GM should inform them that they have slowly become addicted to gaining piquancy. All their actions should be directed (at least, discreetly at first) to that goal. Room 2. The PC involved hears of a location within the Astulae where piquancy effects can be very rapidly gained, just by

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spending significant time. Unfortunately, the path to that Astula is long, unclear and winding. And once they arrive there, they find that it is one of the most unstable Astula and dangerous ones to remain in. But they want to stay. The GM is at liberty to select an appropriate Astula, but should add a generous dose of oddities and altered laws of reality to it. Room 3. The PC does indeed gain piquancy very rapidly here, but may struggle to stay alive between the physical harshness and aggressive Crossers. But some of the piquancy they start gaining is more harmful than it is beneficial. Random mutations start to occur, and their minds start to become unable to control the kinds of magic and psychic abilities they’re starting to gain. Random magic starts to fly around them. And they become hunted by other Astulae natives who are also on a personal piquancy hunt and under the delusion that killing the PC will grant them more powers and changes. Room 4. Their friends must drag them away before they become lost on the piquancy hunt and a slave to the growing mutations that they are gathering. Or before they wake up dead at the hands of another piquancy hunter. Room 5. Although they make it out alive, they have developed a reputation in the select individuals that also hunt piquancy. Even if they make a full recovery in their home plane and lose all the piquancy that they have gained, other piquancy hunters will still believe that they can gain additional powers by killing them.

Room 1. This is the test bed to see if it’ll actually work. Several of the Red Telepath’s agents show up in the same Astula as the PCs. They have planted cubes (belonging to the Cubists) at the base of each portal to this Astula. When the Red Telepath shows up, he psionically activates them. Each one blows up the portal next to them, before flashing a red lightning bolt to its nearest neighbour. But one of the cubes is a bit far from where it needs to be and the lightning flash doesn’t quite make it. The Red Telepath and his agents make a few notes in their journals before moving on. Room 2. Later, if the PCs stay put, they will find that a small group of Cubists arrives on the scene to recover the cube that didn’t explode. They ask the PCs for their help in recovering their prizes. Alternatively, the Cubists contact the PCs in a different Astula for their aid, after learning of the Red Telepath’s intent. Room 3. As a potential trap: if the PCs interfere in the Cascade, there is a danger that they will become trapped in a single Astula. They can get around this through smart use of re-routing technology such as that the Hunters use. Regardless, the Cubists ask the PCs to lay a trap for the Red Telepath by providing them with a small number of their cubes. Regardless of how cunning they are, the Red Telepath will (literally) see right through their thoughts and avert their plans. Room 4. The Cubists conclude the only way to stop the Red Telepath is to replace one of the cubes that the Red Telepath is using with a specially modified cube of their own design. As soon as the cascade hits this cube, it will not only be halted, but will (semi-randomly) re-connect isolated Astula Plotline: back to the greater Astulae. Red Telepath’s Cascade Room 5. Should they prevent the cascade Overview in a nutshell: The Red from its eventual end (which if they want Telepath has done it: he has created a way the Astulae to still exist, they should), of severing every portal in the Astulae near- then the Cubists alter all of their cubes simultaneously. Can the PCs prevent this permanently so that the ploy can never be from happening and from becoming forever used again. They thank the PCs, but decline any further interactions. The Red Telepath, trapped in a single Astula?

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on the other hand, is most unhappy with their actions. He will eventually confront them. And explain his own ideas on what Astulae is. Not only have the PCs doomed his master plan of defeating the reality bomb once and for all, but they have also doomed further worlds thanks to the reprogrammed cube they used: Astulae is now connected to more realities.

Room 4. This stage of the meta-plot takes place in one of the Nature Themed Astulae - the one that the PCs identified as being where all the victims have visited. Here, they discover that the source of the sickness is an ”aware” beast. The nature of the beast is left up to the GM, but we recommend something challenging that is at least the size of a polar bear, and potentially with extra arms and legs that is liberating visible sleeping sickness spores or smoke from its orifices. To stop the sleeping sickness, the Plotline: beast must be slain. Sleeping Sickness Room 5. In a twist, the PCs deduce that Overview in a nutshell: People are being the beast is not actually a ”crosser”, but made unconscious against their will - per- one that entered the Astulae. Investigation haps including the PCs. Before all of the of the surrounding area reveals that it was Astulae is put to sleep, the PCs must seek also sentient as indicated by cave markings (or other means). These markings suggest a the cause of this. Room 1. By way of introduction to story in which it is a survivor of its doomed this plotline, the PCs come across multi- home plane that became unstable and thereple instances of Astulae natives (i.e. not fore was forced to escaped to the Astulae. Crossers!) sleeping in an unnatural comatose There is more of their kind out there in state. This may occur in any Astula where the Astula. Only severing all portals to its there are other Astula adventurers, Lost, home plane will prevent a full scale exodus Hermits, Immortals, and so forth. No and mass infection of Astulae natives with matter what they do, the PCs will be unable sleeping sickness. But is this ethical? to awaken these NPCs. The sleeping malady lasts for under 36 hours in most cases (but note that the PCs might discover sleeping Plotline: NPCs at any stage in this 36 hour period) if The re-programming the PCs stay and observe any NPC suffering from the it. Overview in a nutshell: A Seeker of Room 2. What exactly is causing the Newhaven will go to any lengths to get there. sleeping sickness? By asking or interrogating Even using the Hunter’s malfunctioning the victims, the PCs will discover that they technology to abuse the Astulae network all have something in common. They all of portals. visited one specific Astula. This will not Room 1. After being introduced to the be obvious unless they cross-correlate the Hunters and Seekers of Newhaven factions, statements of several victims. Moreover, the PCs will come across a recently deceased the incubation time of the malady may be body of a Hunter. All of his equipment hours to days after they visited that certain has been removed, including his re-routing Astula. device. It has been stolen by a Seeker of Room 3. As a set-back, one of the PCs Newhaven. will become infected through transmission Room 2. Soon after, the PCs will catch up of the sickness from one of the other victims. with the semi-deranged Seeker who took the This may repeat, or spread through the PC device from the Hunter. He (or She) will group, encouraging them to find a cure as be paranoid that the PCs are after him and soon as possible. will (violently) confront them with advanced

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technology. He will quickly re-programmes a portal in front of him to escape if (and when) the fight goes against him. The portal shimmers a rainbow of colours during the reprogramming and escape of the Seeker. Room 3. Later, the PCs discover that the portals in Astulae are not connecting to where they should be - or at least: where they used to connect to. Many have been directly, or indirectly re-routed. The cause of this is the Seeker of Newhaven who is using the re-router. Unfortunately, the technology is malfunctioning in a serious way and affecting portals that it never should have. New Astula are connected to old. Old ones turn in to Nexus and superimpose themselves in ways they never should. And the portal network becomes a shade of what it used to be before getting crippled. Room 4. The PCs must confront the Seeker of Newhaven to stop the random re-programming of all the portals in Astulae. They may find allies in the Brown Clerics in this, and even the Red Telepath. Perhaps the best ambush site would be a portal that connects to the village of Newhaven itself. Room 5. After the climax, the malfunctioning re-router can be captured. But can it be repaired to undo the damage it has caused, or is the new network of portals the way it will be forever now?

[ Piquancy ] The gaming system of Astulae (presented in the appendix) deliberately does not include any experience points (or equivalent) to advance characters to greater abilities or endurance levels. Instead, it is assumed that the abilities of characters progress as they practice their existing skills or learn new ones from unexpected sources. Instead, and unique to Astulae, the longer a player character spends in the Astulae, the more likely it is that their new environment will affect them. Narratively, this may be caused by an infestation of nanobots, walking in to a highly magical zone and

having some of that magic proverbially “rub off” on them, or being psychically touched by the Red Telepath. The Astulae natives refer to this as “Piquancy”. If the playing group is using a different rules system (or none at all!), then the effects of piquancy will have to be absorbed in to those rules to provide a full experience, as the role of piquancy in Astulae adventures is important. There are two things to note about the process of gaining piquancy. Firstly, these effects wear off and ultimately vanish after the PCs return to their home planet (or even an alternate reality) for an extended period. Perhaps the nanobots die, magic works differently in their home plane, or the Red Telepath’s touch only caused a temporary re-arrangement of neurons. Whatever the cause, this effect leads to some characters deliberately wanting to stay within the Astulae to enjoy these bonuses and never leave. Perhaps they ultimately become hermits because of this. In short: these effects, bonuses and rewards can only be retained by staying within the Astulae. Secondly, piquancy develops randomly, but there is more chance of gaining piquancy based on (a) the time the player has spent within Astulae; and (b) the sheer number of Astulae that the player has entered. The GM is at liberty to play these effects as she desires, or may have the PCs intermittently test to see if they have gained one. If implementing a random allocation of these “rewards”, then the GM should have the PCs roll a dice pool of d6’s every time they enter their Nth new Astula after departing their home planet. As a suggestion, the GM should set N to be in the range 5 to 20 (from experience, 10 is probably about right and has the attractive bonus of being a nice round number). The dice pool is based on the amount of time that the player has accumulated in the Astulae since they departed their home (or an alternate reality), as per the table below.

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Time in Astulae Under 6 hours Up to 24 hours Up to 5 days One month and over

Dice Pool 1 2 3 4

accelerated rate. This results in accelerated hair and nail growth. The quality of the keratin is high: rope can be made out of the hair very readily and the nails can function as improvised knives if sharpened.

Piquancy is gained when any die in the pool is rolled as a 6, but only one piquancy bonus can be claimed at any one time, 13. The PC gains immunity to known, regardless of the size of the die pool. To normal infectious disease. determine its effect, a d66 roll is made on one of the following two Piquancy Charts (or 14. The PC gains immunity to toxins and one is selected by the GM, as appropriate poisons. This includes alcohol. or in negotiation with a player). Some of the results are excellent bonuses: unlocking 15. The PC no longer needs to drink new knowledge for the PCs, whilst others water to survive; instead, she/he absorbs as are a minor physical change or annoyance, much water as required from the ambient depending on ones interpretation. environment. If a PC already has an ability that the randomly determined Piquancy gives (this 16. The eyesight of the PC is vastly especially applies to the ability to cast magic improved, able to see detail at a distance spells), then it improves their probability of that ordinary humans cannot. success, or the intensity of the effect. In the suggested rules system in the Appendix, this 21. The hearing of the PC is vastly improved, can be implemented by increasing the chance able to hear sounds at much lower dB levels of success by 1 (i.e. something that requires and further away than normal humans. 5+ roll on a d6 becomes 4+ roll, etc.). Other improvements may also refer to the rules 22. The PC develops a high resistance to system in the Appendix - if an alternate cold temperatures. system is being used, then the GM will have to adjudicate their effects. The effects 23. The PC develops a high resistance to hot themselves are thematically grouped in to temperatures. two categories: physical and mental changes, and the unlocking of potential. One unique 24. The PC is able to recover from physical change, immortality, has its own category injury at a highly accelerated rate. Note: at the end. The GM may wish to select this does not confer the ability to regenerate which chart is used, or allow the players to lost teeth or limbs. toss a coin to determine which of these two categories are used. Finally, the gain of Piquancy is not 25. The PC develops super-human strength without its own risks -– see the meta-plot, (but no equivalent increase in muscle mass). They are able to bench press up to 5 times above. the mass they used to.

Physical and Mental Piquancy

26. The PC is able to perform what normal humans would consider exceptional acrobatic feats as easily as they can run.

11. The PC’s physical fitness increases substantially as their body becomes highly toned and efficient. Their endurance increases. 31. The PC develops exceptionally tough skin. Even when unarmoured, they are 12. The PC produces keratin at an treated as armoured.

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43. The PC gains an almost eidetic (photographic) memory.

32. The PC gains infravision. The PC’s threshold to pain becomes higher than in ordinary humans, allowing them to ignore some types of 33. incidental pain altogether. 34. The PC becomes able to produce corrosive saliva at will. 35. The PC develops preternatural reflexes and will always undertake their actions first in any initiative dependant activity, including combat. 36. The PC is able to change the colour of their skin to blend in to their background like a chameleon. 41. The PC becomes able to re-shape their body at a wild talent (6+) level as per the biomagic school of magic (see appendix). This is not treated as a magical ability – it is a real physical alteration and can always be utilized in a null magic zone. 42. The PC no longer needs to sleep.

44. The PC is able to determine their elevation above or below sea level, and their distance from their point of entry in to any given Astula as easily as telling if they’re standing up or not. 45. The PC can enter a state of hibernation at will. 46. The PC is able to telepathically communicate with their (willing) friends over a short distance, one way (i.e. send, but not receive messages). 51. The PC becomes able to telekinetically move objects at will (4+ success roll under pressure) level, as per the telekinesis school of magic. 52. In any “futuristic” themed Astula, the PC can now mentally connect to the equivalent of the internet. GM’s note: such access can have a very low signal to noise ratio due to excessive advertising and pornography.

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53. The PC ceases to produce chemicals usually associated with the human “flight or fight” response to fear. They can keep a cool, logical head in all situations, even if those around them are fleeing out of terror.

13. The PC becomes able to cast spells regularly (5+ success roll) in the discipline of Biomagic. 14. The PC becomes able to cast spells regularly (5+ success roll) in the discipline of Chronomancy.

54. The sense of smell of the PC is vastly improved, becoming more akin to a dog’s. Scents can be dectected from further away, 15. The PC becomes able to cast spells and individual smells become more nuanced regularly (5+ success roll) in the school of to the PCs mind. Divination. 55. The PC becomes able to see exception- 16. The PC becomes able to cast spells ally well in low light conditions. regularly (5+ success roll) in the school of Restoration Magic. 56. The PC becomes able to sense magnetic fields through her skin. 21. The PC becomes able to cast spells 61. The PC becomes able to access the regularly (5+ success roll) in the school of memories of her parents up to the point she Earth Magic. was born. 62. The PC becomes able to access the surface thoughts of those around him. 63. The PC becomes able to control the colour of their eyes at will. 64. The PC can produce blinding light by clapping her hands together. 65. The PC’s touch can (at will) turn anything they touch in to gold. 66. The PC becomes able to jump in to the minds of people they touch in a psychic manner and body swap with them.

22. The PC becomes able to cast spells regularly (5+ success roll) in the discipline of Enchanting. 23. The PC becomes able to cast spells regularly (5+ success roll) in the school of Entropic Magic. 24. The PC becomes able to cast spells regularly (5+ success roll) in the school of Gravitomancy. 25. The PC becomes able to cast spells regularly (5+ success roll) in the school of Metamorphosing Magic.

Unlocked Potential

26. The PC becomes able to cast spells regularly (5+ success roll) in the school of Mesmeric and Illusion Magic.

11. The PC becomes able to cast spells regularly (5+ success roll) in the school of Air Magic.

31. The PC becomes able to cast spells regularly (5+ success roll) in the school of Nature Magic.

12. The PC becomes able to cast spells regularly (5+ success roll) in the school of Water Magic / Aquamancy.

32. The PC becomes able to cast spells regularly (5+ success roll) in the school of Necromancy.

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33. The PC becomes able to cast spells regularly (5+ success roll) in the discipline of Nullification. 34. The PC becomes able to cast spells regularly (5+ success roll) in the school of Fire Magic / Pyromancy. 35. The PC becomes able to cast spells regularly (5+ success roll) in the school of Shadow Magic. 36. The PC becomes able to cast spells regularly (5+ success roll) in the school of Summoning. 41. The PC becomes able to cast spells regularly (5+ success roll) in the discipline of Technomancy. 42. The PC becomes able to cast spells regularly (5+ success roll) in the discipline of Telekinesis. 43. The PC becomes able to cast spells regularly (5+ success roll) in the school of Teleportation Magic. 44. The PC becomes able to cast spells regularly (5+ success roll) in the discipline of Warding. 45. The combat potential and ability of the PC improves. Increase the combat skill level of the PC by 1. 46. The PC becomes skilled (4+ success) in one form of ranged target hitting, such as: archery, throwing, or shooting. 51. The PC unlocks new knowledge and becomes skilled (4+ success) in one form of the natural sciences (e.g., physics, astronomy, biology, chemistry, earth sciences). 52. The PC unlocks new knowledge and becomes skilled (4+ success) in computer science and programming.

53. The PC unlocks new knowledge and becomes skilled (4+ success) in one form of engineering (e.g., electronic engineering, nanotechnology, materials engineering, etc.). 54. The PC unlocks new knowledge and becomes skilled (4+ success) in practical and theoretical linguistics. They are able to guess at the meaning of foreign languages (both spoken and written) and know simple words (“yes”, “no”) and use limited sign language. 55. The PC unlocks new knowledge and becomes skilled (4+ success) in one form of Astulae-specific knowledge (e.g., portal reprogramming, portal creation and destruction, interpreting the cartographer’s digits, etc.). 56. The PC unlocks new knowledge and becomes skilled (4+ success) in one form of social science (e.g., politics, economics, law, psychology, etc.). 61. The PC unlocks new knowledge and becomes skilled (4+ success) in one form of art or humanities (e.g., painting, sketching, poetry, etc.). 62. The PC unlocks new knowledge and becomes skilled (4+ success) in one form of medicine (e.g., dentistry, haematology, microbiology, immunology etc.), as well as gaining a general knowledge (5+ success) in general medicine and biochemistry / life sciences if they do not already have it. 63. The PC unlocks new knowledge and becomes skilled (4+ success) in one form of formal mathematical sciences (e.g., advanced mathematics, advanced statistics, game theory, etc.). 64. The PC unlocks new knowledge and becomes skilled (4+ success) in a form of hobby-related activity (ranging from e.g., knitting, through to e.g., vehicle repair).

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65. The PC is favoured by a deity whilst in one, some, or all of the High Fantasy Themed Astula. They may re-roll a single die once per hour, or be saved from death once every year in such locations.

66. UNIQUE CHANGE: The PC becomes functionally immortal, as per the Astulae faction of the same name.

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A ppendix: C ollaborative Gaming System & Character Creation

“Rules? In Astulae? You’ve got to be kidding, right?” –Anonymous member of The Strikers. Skill Level Its like breathing… Expert / Studied or practiced for years. Very Knowledgeable. Had a go at it before more than once. Seen it done more than once. Heard about it. Utterly alien and incomprehensible.

[ Purpose ]

Success on a d6 Automatic success. 2+

The purpose of Astulae as a roleplaying game is - fundamentally - to have fun. 3+ But it is also an exploration of possible 4+ realities and the tinkering of fundamental 5+ physics coupled with a strong, collaborative roleplaying aspect. From the outset, it 6+ is intended that the setting be compatible Can not succeed. with many of the other roleplaying systems available on the market. But, we wouldn’t want a new player to be bereft of such a The key phrase here is “action of consesystem. Hence what is presented below quence”. If the action being undertaken is is an optional gaming system that we feel something that the character is totally capaepitomizes how we would run one. ble of and there is no time pressure, or a whirling combat going on around them, then they will succeed. If the action is opposed by [ Basics ] another person (an NPC perhaps), is presFundamentally, the system is designed sured, or the chances of success are non-zero, around rolling six-sided die when an inde- then a skill check will be needed. Hence, suppose that a plucky PC is terminate outcome is needed to be decided. Six sided die are by far the most commonly trying to translate some French writing available, which is the reason why we elected that mysteriously appears in a given Astula. They speak, read and write English, so they to make use of them. The golden rule we use is that a roll of may be able to spot some words in common a “6” on a single die is always a success (so between the two languages to get an inkling long as a die roll is permitted to be rolled), of what the text might mean. The GM whilst a roll of a “1” will always be a failure. would give them the benefit of the doubt and allow a 6+ roll to succeed to try to translate So, how does it work? The GM and the PCs will need to the general gist of what is written. On the determine the level of difficulty of, and skill other hand, a modern, high school educated level of the PC (or NPC) for any given task PC from 21st century U.K. on the real Earth or action of consequence. Two simple charts would have at least a 5+ chance, having been for this can be found below. schooled in languages as a youth.

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Now, let’s suppose that the French writing physical as another quick example. A PC is written in an ancient dialect. And a left- needs to jump over a minor canyon, making handed human from a parallel dimension a long run up. The helping PC is already on wrote it with a half broken stylus, based on the other side and (roleplaying) gets ready what he heard someone else say (i.e. taking to catch the PC who is attempting the jump dictation). And they only had a high school (and thus helps!). The jump is rather long equivalent education in French, but it was (needing 2 die rolled, as determined by the a long time ago. Even with a Ph.D. in GM), but the PC jumping used to play French, the translator will struggle more sports involving some athleticism (therefore than they usually would. Hence the second requiring a 4+ for success). The resulting table, which modifies the number of die that roll would therefore require a 3+ and 4+ the PC must roll to obtain success. Each and every die rolled must pass the success for success on these two die (or an overall probability of success of 56%). roll (as above) to succeed. But what if the other PCs had Ph.D.’s in Difficulty Level Number of die to roll French or we’re highly sporting or athletic in Automatic success. Its like breathing… the above examples – surely they could help Routine to moderate 1 2 Rather Tough more than grant a +1 bonus. The reason Exceptional or Unique 3 for not implementing this to arbitrarily large situation helper numbers is to (a) keep it simple; Hence our PC with a Ph.D. in French who (b) the helpers may hinder more than they would require a 2+ to translate any French help; (c) the PC actually attempting the text under some time pressure (or whilst a task must have a go themselves ultimately combat is whirling around them), would now – particularly with physical activities. be required to roll 3 die (since this is a very Hence, to prevent wide abuse of this exceptional case) and score 2+ on each and mechanic, only 3 helpers may help the every one of them to succeed at the highly main PC perform a given particular action. unique translation task outlined above. Astulae is all about small team play, and this helps reinforce it. A larger collaborative [ Collaboration Bonus ] effort that requires more people is better left If another PC wishes to help with a given to particle accelerator type projects. But task, they can grant a +1 bonus to any clearly the GM can modify this if she desires. die rolled by the main PC attempting the What is in it for helpers? In short, they task, so long as they do nothing else (NB: stand to improve their experience in a given the die to which they apply the bonus domain. That PC who helped translate the can be nominated after rolling). Hence French moves from a 6+ to a 5+ for future the translator can ask the other PC who efforts. In general, it is straightforward wishes to help to look for writing that to move from 6+ to 5+ success rate and resembles “le” or “la” inside the text, or for this can be applied immediately within the a common name, preposition word, and so forth. All this helps the main translator’s gaming session. Moving from 5+ to 4+ efforts. Suddenly the three die needing 2+ to success rates should only be applied at the succeed become one die that automatically end of a gaming session, after some time passes (since the other PC adds one to the has occurred for the PC to digest the new roll of one of them) and only 2 now require skills she has encountered. However, to improve from 4+ to 3+ and eventually 2+ a 2+ to succeed overall. This principle can be applied to a range of will require a whole load of training and situations, and the PCs that can help all con- repetition that will not (ordinarily) occur tribute to the effort. Let’s take something within one (or even many!) gaming sessions.

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[ Combat ] Combat within Astulae follows the above skill-based example, but with an added step of determining the damage inflicted. The first step is for the PCs to determine how good they are at melee or shooting (both work in the same manner with the exception that a ranged weapon or spell cannot be shot in to a melee for risk of killing friends, and the GM may alter the armour rating of the target for being in good cover). They should use the chart below as a guideline, which in turn is roughly based on the first skill chart. Combat Skill Level Slave gladiator, blood sport careers Regular soldier, sporting fencer Got involved in some fights before Knows the pointy end of a spear or gun, but not much real experience Almost zero real combat experience

Modification to the die pool size: if the attacker is a creature of completely lesser stature, then they will need an extra die in the pool. Hence if halfling is trying to hit a human, they will require one extra die, to make a total of 2 die in the die pool. The GM is, as always, at liberty to modify such a roll, as a situation requires.

Roll required to hit target 2+ 3+ 4+ 5+

6+

As with the collaborative helping (above), PCs may elect to help other PCs land blows by physically distracting the target, trying to entangle their limbs, throwing sand, or making loud noises at critical moments. The downside is that they do not get to strike blows of their own in Let’s take an example. Our PC with the that particular combat round and therefore (potentially, but not necessarily) reduce the Ph.D. in French linguistics got in trouble damage output of the group overall. The with the police as a youth due to picking only caveat is that they must be “free” to fights with local thugs. They therefore help their comrades. PCs tied up in other have a combat skill level of 4+, as per the combats (toe-to-toe melee) are not permit- first chart. They are facing off an Astulae ted to help others who are facing different immortal who has lived for many many more opponents that they are not toe-to-toe with. centuries than they have, and got in many Target’s abilities Die Pool Size more fights as a consequence (they know all 1 Normal human the routine punches and sword thrusts by Practiced fighter of 2 rote!). Our PC would therefore need to roll note 3 Unique beings, 3 die, and all of them come up as 4+ in order immortals for a blow to be landed. This is unlikely The creatures or beings that they face will to happen as the overall probability for this also require a certain number of die to be event is a mere 12.5%. They’re going to need rolled to score a hit on them, as below. some help from their friends.

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Damage Once a blow is landed, the effect of the blow must be decided. This is done by considering how well protected the enemy combatant is, their armour, or even their general toughness and ability to shrug away glancing blows. The first table indicates how many die are rolled to determine the effect and – as with other skills – the more die that are rolled, the worse outcome for those trying to land the blows. Protection Level Mostly unarmoured Armoured or notably tough or in good cover Exceptional or unique protection

Die Pool Size 1 2 3

The lowest die roll from the die pool rolled is taken as the final result, as follows: Lowest die roll 6 5

Damage outcome Slain outright. Knocked out, or passed out from cumulative trauma, or otherwise incapacitated (can no longer act in combat until cured). Prone (knocked off their feet). This effect lasts until the same initiative step in the next combat round. Hurt: may leave a scar and will require medical attention after the adrenaline wears off. Minor injury. Blood flies, or armour gets dented but nothing lasting occurs to the physical wellbeing. Glancing blow. The armour turns aside the blow and nothing of consequence is recorded.

damage potential. So if they roll a 6, they can elect to kill their enemy outright, or merely knock them out (etc.). Combat occurs in rounds, and the GM, who may account for the element of surprise, determines who acts first, and the (roleplaying noted) swiftness of the characters involved. Moreover, a PC may also elect to try to take the damage on behalf of a fellow PC who has been targeted by an enemy combatant (if they are standing next to each other, that is). Should they do that, they suffer an initiative penalty, taking them to the lowest initiative possible. Finally, there may be some cases in which PCs or enemy NPCs are rendered prone (e.g., through being knocked off their feet). Prone characters are always hit on a 2+ using one less die than normal (to a minimum of 1 die), but retain any armour to resist damage as normal. Instead of suffering these penalties, any combatant may sacrifice their attacks or spellcastings in the round that they are prone to better defend themselves.

Example Combat Adrian and Belinda are tackling a Hunter. 4 Adrian is a soldier on his home plane (3+ to hit, but only rolls 1 die to be hit since he is not a particularly exceptional fighter) whereas Belinda is a spellcaster will little 3 combat experience (5+ to hit her targets, and will also be hit on a single die). The Hunter they face is from Home. He hits on a 3+, but isn’t exceptional either 2 (rolls 1 die to take hits on) and is much swifter than the PCs, so will strike first. He targets Belinda who is not very well armoured. He rolls a 6 and scores an easy hit. At this point, Adrian interjects and throws 1 himself infront of Belinda to try to take the blow. Adrian is armoured and so the Hunter rolls 2 die to determine the result. He rolls a 6 and a 3. The lowest of these is the 3, Every helper (again, only up to 3 helpers!) hence Adrian is “hurt” and will have a nasty adds +1 to the above table. Importantly, looking scar later on after he recuperates. the main PC who landed the blow may elect Belinda goes next (Adrian will have to to choose any result up to their maximum wait until after her to take his actions). She 189

Spells, in is wrathful and instead of casting a spell their backgrounds allow it. decides to physically fling daggers at the general, break the rules of physics and allow Hunter. She rolls a 6 to hit, scoring an miraculous effects to take place that could incredibly well placed hit on the Hunter not occur naturally in the real world. This with her thrown dagger. She rolls 2 die for may be achieved by chanting, ritually using damage since the Hunter is armoured and some ingredients, or simply willing the effect scores a 3 and a 1 on the Hunter for damage. in to being – this choice is left up to the PC The lowest result (the 1) is taken as the and their background. outcome and this is a simple glancing blow Astulae uses two tables for spellcasting, in off the Hunters’ armour – he chuckles. much the same way as normal skills. The Adrian goes last in this round. His roll is first table determines how skilful a player a 2, and therefore fails to hit the Hunter at character is with their particular brand of all. magic. The Hunter goes first in the second round. Spellcasting Skill Roll required for Figuring he needs to take Adrian down as Level in given school activation the priority, he targets him this time. Sadly, of magic 2+ Archmage of Water he rolls a 1 to hit and misses entirely. Magic; ArchpyroAdrian, back on his feet after taking the mancer; High Priestess blow on behalf of Belinda in the last round, Member of the 3+ goes next. Belinda elects to help him (losing Hightower; Noted her own attack this round). He rolls a Earth Spell Magus; 5, which with Belinda’s help becomes a Strong schooling in 6 – his hit is completely on target! For magic damage, he rolls 2 die, scoring a 6 and a 4. Regular spellcaster but 4+ Belinda’s help modifies the 4 to a 5. Adrian not necessarily highly schooled incapacitates the Hunter, and the combat is Able to cast a few 5+ now functionally over. The pair gets ready (limited) spells to question the still conscious Hunter… regularly As can be seen from that above example, A wild talent with little 6+ combat in Astulae is both rapid and can control have very deadly consequences. This is to The second table, below, specifies how remind players of the dangers of combat and great an effect they want to conjure forth promote problem solving and roleplaying and how exceptional the effect might be. that avoids the need for it in the first place. The GM is always at liberty to adjust the That said, some combat may be enjoyed final die pool size if she feels the descriptions by the players in a gaming session, so the below do not sufficiently match the matter GM should talk to the players about their at hand. expectations in advance:- are they all for Spell difficulty and Die Pool Size a hack and slash dungeon crawl, or do effect they want something more intellectual? If Routine and limited in 1 they favour hack and slash style mechanics nature A fantastical effect, or 2 where characters have a health points pool one that causes direct or similar, then perhaps a different gaming serious damage to foes system should be employed. Exceptional or unique 3 effects

[ Spellcasting ] Player characters from magical home worlds may have the ability to cast spells if

Aldronia, a Let’s take an example. fire mage schooled at the Citadel of Pyros the Mad, wants to hurl a fireball at her foes. She is well schooled hence all her

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spells are successfully cast on a 3+. A then sets Air magic at 5+. Her character is fireball is a damage spell and its intent is adept a summoning and blasting things with to hurt a foe (or a group of foes in an area fire. So she chooses fireballs, and anything explosion), hence the number of die to roll associated with being able to project flames is 2. Therefore Aldronia needs 3+ on 2 six- as her ”spells” for the fire discipline. By sided die to successfully cast her fireball in contrast, she feels she would only know a a combat situation – a 44 really basic few things about water magic There are two special rules to note with to the extent that she wouldn’t go thirsty, magic users, unlike using any other skill. but that’s about it. With air and earth Firstly, unlike combat and other skills, magic, she decides she is able to blast things non-magic users are not permitted to help with both - in keeping with her fire related spellcasters achieve their effects. abilities, but is not nearly as skilled in Secondly, casting (or attempting to cast) controlling these effects. During play, she spells is physically draining. To represent learns how to combust objects (rather than this, in any combat, a magic user may only having to flame them to make them catch conjure forth as many effects as their skill fire) and adds this to her repitoire for a 1 level permits, according to the table below. dice effect. Examples of different schools of magic, Best roll required to Maximum number successfully activate of spell difficulty and some suggested effects as a function and cast a spell in die per combat, or of die pool size are listed below. Players any of their given per 30 min period are encouraged to select magic schools and fields (whichever is shorter) effects related to their background, rather 2+ 8 than power game this system. Innovations 3+ 5 of new spells and fields of magic are also 4+ 3 highly encouraged! In the descriptions 5+ 2 6+ 1 below, suggestions for allied fields of magic Hence Aldronia can cast 5 spells per are also given. It is entirely appropriate (for combat (or ten minute period) at a difficulty instance) for a Fire Mage to have schooling level of 1 dice. Or she may do 2 spells that in the other elements. But they will almost have a difficulty level of 2 die plus one that assuredly not know the 3 die spells from has a difficulty level of 1 die. Or she may use those schools of magic and their spellcasting one difficulty level of 3 die effect, plus one of skill in those allied fields will be significantly less than their primary spellcasting school. a 2 die difficulty level (etc.). But more significantly for combat mages, a spellcaster will always go at the lowest Air Magic initiative in any given combat round as they need to concentrate and wave their hands Air magic is associated with strong winds and lightning bolts, flying around the place around whilst chanting - this takes time. There are many schools of magic available and the odd storm summoning to boot. Air to PCs. When generating a character, a PC mages will typically have training in the should decide what school(s) of magic they other elementals (Earth, Fire, Water), but are proficient in, the kinds of spells that they of these, they will never be able to command know, and at what level. As a fire mage, Earth Magic as expertly as they can the Aldronia elects at character creation to have element of Air. a 3+ skill in Fire magic and a 4+ skill in 1 dice: Knock over an object with a gust of Earth magic. Although she knows a little wind. about Water magic, she decides that this is 2 die: Knock over a foe with storm wind the antithesis of fire and therefore only has force, making them prone. a 6+ chance of casting water magic. She 3 die: Fly the spellslinger and one other

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willing participant on summoned winds for ten mins.

Biomagic Being able to actively control how their own bodies operate gives a biomancer supreme command over not only their response to Aquamancy / Water Magic their environment, but, in extremis, also Water mages will never go thirsy, being able the ability to modify themselves in to new to summon forth water out of nowhere even shapes and forms. Biomancers will probably in the driest of locations. Their conjuring also have a lesser knowledge of restorative can often result in spouts of water as strong magic and/or metamorphosing magic as as crowd control water cannons being called these are allied fields to biomancy. forth, as well as ice and steam on occasion. 1 dice: Adrenalize oneself, temporarily As with other elemental mages, they will ignoring damage that would incapacitate have had training in the other elements the PC. This may be played in a reactive (Fire, Earth, Air), but they will not be sense - as soon as the mage is potentially able to command the diametrically opposite incapacitated. element of fire with anything like the control 2 die: Increase the strength of a target, they can master over water. usually themselves, but some biomancers 1 dice: Lower room temperature by a few can enhance their friends as well (improves degrees by causing a small snow flurry. their combat ability by 1 on a single die) for 2 die: Shoot a high velocity hose of water, 30 mins. potentially knocking people off their feet. 3 die: Grow to 1.5x ones own size for 30 3 die: Engulf a room in water in under a mins. minute. 192

Chronomancy Of all the schools of magic, chronomancy is probably the oddest. These mages deal with time and how it flows. The best of them are habitual time travellers and well versed in how to avoid Grandfather style paradoxes (or cause them). Some of their effects are indistinguishable from high technological effects. Chronomancers will typically be trained to a lesser degree in teleportation magic, technomancy, and/or gravitomancy. 1 dice: Put a willing target in to stasis to, e.g., to prevent them bleeding out (lasts 10 mins). 2 die: Cause the target to act faster than a normal human is able to (goes first in combat for the duration of the combat). 3 die: Jump slightly in to the future or past (but beware of temporal paradoxes!).

1 dice: Clot blood or wake someone from a coma. 2 die: Heal wounds. 3 die: Totally heal someone on the brink of death (or just dead by seconds).

Earth Magic This is another elemental school of magic. The best earth mages are able to create solid structure right out of the ground and in large gatherings of their kind erect castles that last the test of time. They will typically be schooled in the other elements (Fire, Air, Water), but of these will not be able to command air with anything like the finess they can with Earth. 1 dice: Dig a small hole in the ground instantaneously. 2 die: Hurl a small boulder at a foe. 3 die: Construct a mud hut from scratch.

Divination Diviners know what is going to happen next through gazing in to reflective bowls, casting tarot cards or bones, or some other method. The best of them are able to see in to the future to know what actions are needed to avert (or cause) certain events to transpire. Diviners frequently have some knowledge of divine healing, chronomancy and/or entropic magic, but in practice can know almost any other school of magic. 1 dice: Know whether to go left or right in search of something. 2 die: Clairvoyance or clairaudience within a radius of a couple of km (miles). 3 die: See in to a possible future.

Enchanting Enchanters or chamers, are usually goodlooking and charismatic individuals who use their magic to influence how other people see and think. The very best of them can create puppets out of other weak-minded people for their own purposes. Closely allied to this school of magic is the mesmeric and illusion school, although a significant number of enchanters are skilled nullifiers as well. 1 dice: Persuades an NPC to agree about a fact. 2 die: Have a foe forget something (like how to wield a weapon – reduce hit roll by 1 for a combat!). 3 die: Send someone in to a deep sleep.

Divine Healing or Restoration Magic Through prayer, beseeching a higher power, or sheer force of will, the healer or restorer is able to miraculously repair the flesh of himself and those around him. The allied fields to this school include the more sinister necromancy, as well as divination, warding and nullification.

Entropic Magic Able to master and manipulate the entropy and decay of the fabric of the Universe, entropic mages can enhance their own luck, whilst simultaneously causing grief to their opponents and their equipment. They find

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allied fields in nature magic, necromancy and nullification. 1 dice: Re-roll any single given die in the next combat round. 2 die: Cause a machine to fail in its prime function or a weapon to shatter. 3 die: Reduce an inanimate object to dust.

Gravitomancy The manipulation of gravitational fields can be subtle or extreme: masters of gravitomancy can do both at the same time by making everything in a room weightless whilst maintaining a local gravitational field on themselves. Close schools of magic to this one include nature magic, entropic magic, chronomancy and technomancy. 1 dice: Make a small inanimate object weightless. 2 die: Encumber a foe with an extreme, but localized, gravitational field thereby reducing their combat skill by 1. 3 die: Cause an entire Astula’s contents to become weightless for 10mins.

Metamorphosing Magic

for brief periods of time. They also usually reasonably well schooled in enchantment, shadow magic and summoning as well. 1 dice: Create a phantasmal distraction. 2 die: Create an artificial sensation in someone (reduces skill with weapons by 1 for a combat!). 3 die: Create a clone of oneself for 30 mins.

Nature Magic What grows and dwells in the forests, deserts and plains of the world can be influenced by the masters of nature magic. It is suspected that entire regions of some planes of existence have been created by archmagi of nature magic and will stay the way they are for eternity. Nature magi are usually well versed in at least one of the elemental schools (usually water or earth, but also air to a lesser extent, but only very rarely fire), as well as biomagic and sometimes restoration magic. 1 dice: Enchant a small creature to become your “pet”. 2 die: Cause flora in the area to grow significantly – chance of binding a foe (making them prone). 3 die: Summon a severe thunderstorm.

Altering substances at a molecular level and rearranging atoms are the strengths of the Necromancy metamorphic mages. True masters of this school of magic are able to change almost These are the dark arts that consist of anything in to something else of equal mass. raising the dead (skeletons, zombies, and so They frequently also study telekinesis to forth) to do their masters bidding, as well as help them move about their creations, as control over such creations made by others. Practitioners sometimes become undead well as summoning and biomagics. 1 dice: Change a hammer in to a screw- themselves (vampires, liches, etc.) after spending too long staring beyond the living driver. 2 die: Change a locked door in to thin air. veil. Many are well versed in divine magic, 3 die: Change a foe in to a dwarf version of biomagic, summoning, shadow magics, and even elemental magic or nature magic for themselves for 10 mins. rare individuals. 1 dice: Speak with the dead. Turn undead. 2 die: Vampiric leeching: swap the physical Mesmeric and Illusion Magic damage accumulated by oneself to another If enchanters mess about with people’s target. minds and perceptions, mesmerics and illu- 3 die: Summon undead. sionists create real world effect, albeit only

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Nullification This meta-school of magic is all about preventing other magical effects from happening, or preventing real physical effects from ever occurring. This differs from warding, which is more about protection from various threats or entities, although the two are very close to each other. In game terms, a nullifier can attempt to nullify any incoming spell or on-going spell effect as an instantaneous interrupt to the flow of combat and is therefore an unusual spellslinger in this regard. Apart from warding, nullifiers seem to have a penchant for shadow magic as well as divination. 1 dice: Prevent a 1 dice spell from effecting the mage. Prevent rain from falling on the caster. 2 die: Prevent a 2 die spell from effecting the mage, or a 1 die spell from effecting anyone within a few metres (yards) of the nullifier. Muffle all sounds in a room. 3 die: As above, but for 3 die and 2 die spells (respectively).

Instead, the masters of shadow magi are able to be the perfect assassin - blending in to shadows, becoming shadows and darkening all around them. They are usually trained in teleportation magic, nullification entropic magic, and less frequently: necromancy. 1 dice: Become one with a shadow – effectively invisible. 2 die: Summon a shadow elemental. 3 die: Fill a room with complete darkness for 10 mins.

Summoning

The summoner is known for being able to bring extra-dimensional beings such as elementals in to the real world for a short period of time to do their bidding. But they’re more than that: they can summon forth almost any real world object they like as well, but again: only for a short amount of time before it vanishes in a puff of smoke once more. They are frequently co-schooled in mesmeric magic, metamorphosing magic, and nullification. 1 dice: Summon a magical sword (hits on 2+) for 30 mins. 2 die: Summon an elemental in to being for Pyromancy / Fire Magic The pyromancer is the master of fire: sum- 30 mins. moning forth fireballs and candle flames 3 die: Teleport mage and one other person alike with each and setting anything in sight to a location. on fire. As one of the schools of the elements, fire magi are usually trained in the other Technomancy elements (Earth, Air, Water), but of these they will never be able to command water To the untrained eye (or a low technology world native), the technomancer is no difmagic to the same degree as they can fire. 1 dice: Set fire to, or spontaneously com- ferent to a high technology computer or electronic engineer. But the technomancer bust an inanimate object. is fundamentally different. They literally 2 die: Hurl a fireball. 3 die: Set a room on fire and everything in speak with machines and persuade them to do their bidding. Closely allied fields it. include telekinesis, chronomancy, gravitomancy, and entropic magic. 1 dice: Fix a broken piece of technology. Shadow Magic 2 die: Jinx a working piece of technology Although outsiders see shadow magic as a (perhaps reducing the shielding of a foe). dark art, the shadow magi themselves do 3 die: One with the machine: persuades an not agree. It is simply a tool and unlike AI to do what you want. necromancy does not deal in undead things.

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Telekinesis The telekineticist is able to move objects at a distance just by thinking. The masters of telekinesis are able to do this as rapidly as an ordinary person would think about putting one foot infront of another to walk places. They are often educated in teleportation magic, gravitomancy and chronomancy alongside telekinesis, although some do dabble in elemental schools too. 1 dice: Flick a switch at the other end of the room; levitate a pencil. 2 die: Push a foe off their feet (making them prone). 3 die: Lift small, abandoned spacecraft from the bottom of a lake.

Teleportation Magic

in divination, nullifcation, nature magic and entropic magic to boot. 1 dice: No vermin (insects or small rodents) may get closer than a few cm (inches) to the caster for a few hours. 2 die: No undead may cross an invisible barrier several metres (yards) in length. 3 die: The caster summons a physical brick wall a few metres (yards) in length. To round off this discussion, we note that many mages will carry items on their person to help them with their spellcasting. These may be wands, staves or foci of various types and shapes. In general, such objects grant a +1 to any selected die rolled to activate an effect. Only one such item may be in use at any one time (i.e. the maximum benefit, ever, is +1). Hence an archmage of fire who requires a 2+ to activate a 1 dice spell will always succeed if she is carrying her quarterstaff of spell focusing.

The best of the teleportation magi are able to literally be in several places at once bouncing around at will so fast that the observer doesn’t even notice. They are [ Characters ] usually schooled in telekinesis alongside We finish off the book with what is arguably their main discipline, but can be found with one of the most important discussions: character creation. This has been left until almost any other secondary magic schools. 1 dice: Blink out of existence and back in the end so that the reader can already have again (avoiding a blow perhaps – use as an a guage of the kinds of adventures that are possible within Astulae, and the style of “interrupt” to ordinary play even). 2 die: Disappear and reappear anywhere gaming group they have in mind. Astulae is a huge arena with player within sight. 3 die: Teleport to a very distant location characters potentially hailing from one of an almost infinite ensemble of alternate worlds known to the mage. and realities. In general, we have found it beneficial to have all player characters and NPCs within Astulae be human just for Warding the simple reason to limit the scope a little. The act of warding is to create a magical Clearly having elves, dwarves, cat-people, (and often invisible) barrier that things the and other denizens is perfectly acceptable caster doesn’t like cannot cross. But to if the playing group wishes this and has prevent a sentient being from crossing a reason for doing so. But throughout this line, they have to employ a physical barrier tome, every NPC has been assumed to be that only the most trained warders are able human for this reason. Moreover, it gives a to bring forth. Additionally, they are also common theme between the Astula – if one good at setting alarms (both literal, and is possible. sometimes as subtle as making a floorboard Creating characters for Astulae advensqueaky) to detect people that cross certain tures can be as complex or as simple as thresholds. They are usually also well-versed the playing group requires. Experience,

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however, suggests that most of the PCs should come from the same home plane, have common cause, and at most: one or two of them can join on to the main “core” at the first encounter (e.g. perhaps an escapee from Home running from a Hunter is aided and subsequently befriended by the group). To create suitable characters for Astulae adventures, we recommend answering three base questions:

(i) What plane or world (and period in history) is your character from?; (ii) What does your character excel at?; (iii) Why (and/or How) did your character enter the Astulae?

In terms of importance, the last one is probably the most significant –- at least in terms of how they interact and perceive the Astulae and the other PCs or NPCs. Below, we give a selection of possible answers to these questions.

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What world is your character from? Earth: The character is from the planet Earth that we know. They might be from a different time period though, perhaps the modern era, late 1900’s, early 1900’s, late 1800’s, or even the future. Alternate Earth’s: If the character is from an alternate Earth, then the player should describe to the GM and other players what this world is like. It might be a steam punk inspired 1800’s / 1900’s, totalitarian state, a dystopia, a utopia, or one with rampant magic. The Mandated Cabal hails from such an alternate and deliberately seeks out superior technology for reverse engineering or sale.

once per year when portals spontaneously appear at its poles. Unfortunately, one year on Hollimner is about 78 hours on Earth due to its rapid orbit. Every time it connects, quakes rattle the planet. And they are progressively becoming more violent. The Monarchs of Hollimner have connected the two events together and are sending some of their best in to the Astulae on (effectively) suicidal missions to sever the connection between Hollimner and the Astulae.

The Rhorralitic Plane (a specific Doomed World): This is a flat, planar world with wrapping at its edges, just like many Astula possess. The natives of this plane recall a time when the world was supposedly spherical and believe that their deities changed this arrangement to punish Arcogala (a specific Alternate Earth): them. Their deities regularly make such A high magic world that the Hightower changes, they believe. They are fearful of candidates hail from. These candidates more punishments (which is actually their enter the Astulae to seek out the Great plane connecting to Astulae) making more Library and then exit as a form of test. Only severe punishments. Therefore they conthen will they be admitted to the Hightower. jure forth portals to send away sinners to avert further punishments from the deities. Home (a specific Alternate Earth): Unfortunately, this exile in to the beyond Home is a high technology plane with is not only getting rid of their sinners, but significant prison population and far right also conjuring a connection to Astulae. This politics. Runners from Home regularly enter serves only to accelerate their problems. the Astulae searching for a better life, and Hunters are charged with returning escaped criminals back to Home alive.

What does your character excel at? Doomed Worlds: These are alternate Earths that have connected too strongly to the Astulae. They are all doomed by the inherent instabilities brought to their worlds through connection to Astulae. Whether this be through ice ages, global warming running rampant or other means is left open for discussion. Player characters coming to Astulae from one of these worlds might be attempting to save their homes, or even migrating to find a better life having heard rumours of New Haven. Hollimner (a specific Doomed World): The world of Hollimner connects to Astulae

The answer to this question will tell you what kind of success roll is required for any task that is opposed or performed under pressure. And there are a plethora of potential answers and ability levels to pick between. Maybe the PC has a Ph.D. in French, following the above example, and therefore has a 2+ success rate in anything associated with that language. As a by-product, they are probably going to be reasonable to translating certain other European languages that share a common root (3+ for Italian, Spanish, and so forth). The player must therefore think carefully about the background of the character and

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write down anything that seems pertinent. Are they highly athletic and capable of winning track and field events against good competition? Do they have in-depth knowledge about a certain field of science? Would they know how to spot a counterfeit gold coin due to working in a police force for years? The player might like to have a look at the Piquancy tables for some inspiration here, or think about their own backgrounds and evaluate what they are good at to get a sense of how to develop their character. In every case, we recommend at minimum writing down at least a couple of bullet points of things that your character excels at. Allied fields (following the example of the French expert) can then be employed or argued about as and when the need arises. At the other end of the scales, a thorough written up background can provide the GM and the playing group an excellent resource to refer back to and pick up character-arc ideas from.

make our new home in there. Somewhere quiet preferably. With nice views. Plant evidence / Espionage: Make it look like the Strikers are responsible for the explorer’s death. Portal destruction volunteer: The planet is doomed unless someone goes in to the Astulae and severs the portal to the home plane behind them. This is a one-way trip to save the world. Sample collection: Those greenberries have medicinal properties not available on my home planet. If I can obtain a decent sample of themI might be able to arrest the plague’s progression. Search and destroy rogue agents: Members of the Cabal that were your colleagues have gone rogue and set up their own operation. They must be stopped for the good of the Cabal. Search and recover: The maguffin of glory is inside the Astulae! And it is probably worth a lot of gold coins. Search and rescue: A loved one, or CEO of an organization entered Astulae a while ago and has not returned. They need to be found. Seeking New Haven: Having heard rumours of a trans-planar paradise, the PC actively seeks it within Astulae. Seeking the Great Library: Either a Hightower candidate, or someone who really needs to find something out, the Great Library is the object of their quest. And getting out again. Treasure hunting: The only thing they’re interested in is profit. And lots of it. If they could, they’d strip mine the Astulae. Voluntary explorer: Map the Astulae. And get back out to tell the tale. In all cases, this choice will not only shape the character’s initial forays in to the Astulae, but it will also evolve over time as plotlines advance, change, or become resolved.

Why did your character enter the Astulae? The final driving factor behind the character - and how they relate to the setting - is the reason that they entered the Astulae in the first place. A small number of ideas are indicated below which could be expanded upon by the players concerned. Accident: The PC fell through a hole in the ground by accident which contained a flickering portal to Astulae. Adventure: That portal at the back of the wardrobe must lead somewhere exciting! Let’s go explore. Escape: Maybe their home plane is doomed, or they’re a runner from home. Exiled: Cast out from their home and sent to the Astulae as an alternative to being killed, they’re here for the long term. Knowledge: There’s knowledge to be discovered in there. If we could recover one of those high tech devices, we could reverse engineer it and profit by it! Migration: That’s it - we’ve had enough. We’re prepared to enter the Astulae and 199

character who wants to use cell phones / walkie-talkies to coordinate with Below is a collection of quick-fire questions other PCs in different Astula. How that arose during playtesting. We duplicate does that work? A: There are no transmitter towers in Astuthem here in the Appendix for reference. lae. Hence regular cell phones will not Q: How should psychic powers be function outside their home plane. A paired treated in suppressed magic or tech- set of walkie-talkies, however, will work, but with limitations. The transmission nology Astula? A: For simplification purposes, the GM may between them is assumed to be radio-wave either lump psychic powers with magical based. Given that they are not operated powers, or create three new categories of within technology null Astula, they can (for psychic levels in each Astula: normal, sup- simplicities sake) transmit and receive in pressed and null, in the same manner as a straight line, including through portals. magic and technology are treated. In this Should any portal not be in a straight line, work, we assume psychic powers are treated then the transmission is attenuated. This the same as magic. The only exception is may mean nothing is possible, or a great the Red Telepath, whose psychic powers are deal of static is involved and only garbled messages come through. so great as to ignore nullification.

[ F.A.Q. ]

Q: If the PCs tie a rope around them- Q: Is the Enigma a deity? selves such that they are all connected, A: Yes. And no. She is set up such that can they feel a “tug” through a portal? she could be if the GM wishes it – cf. the Or in other words: what is the physics Pilgrimage Astula. And perhaps she is within that and a few other Astula from of the portals? A: Firstly, transitions between portals are that reality. Or perhaps she is simply an considered instantaneous. The GM may oddity wholly contained with Astulae. change that if required to add to the tension of a situation (as indicated in the dressings Q: From a meta-physical point of view, above). Notwithstanding that, forces will are the altered laws of physics caused also be transmitted through the portals as by Astulae itself (i.e. what the Red per the physics that operates in both Astula Telepath thinks is happening), or are they the result of the planes of reality across which the rope is strung. that the Astulae interconnects? Q: Concerning that rope again that A: Both. The First. The Second. Neither. goes through a portal. Will it stay like It confuses the hell out of me and I wrote this thing. Choose one explanation and be that? A: Very unlikely. If anything causes a portal happy with it. Or confuse your PCs with it to re-rout (which can happen through mag- and let them make up their own minds. And ical and technological means, or at random then given them the opposite of what they by the Astula just re-ordering themselves, originally thought just to mess with their as they are prone to do from time to time), minds. then the rope will be cleanly cut in half. The GM can assume the rope will last a Q: Come on: choose an option to maximum of a few months in situ before answer that last question with. Or being cut like this; frequently much, much the PCs will do nasty things to the Crossers! less. A: Okay! The Red Telepath’s explanation Q: I have a technologically capable is the right one. The Astulae is destroying

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everything it touches.

then it goes there. In the event of a tie, flip a coin to decide.

Q: If an Astula has some weird physics or oddity going on inside it, does this Q: I want to create a new Astula. Do extend to the entire “home plane” that you have any guidlines for that? that Astula belongs to? For example, A: Not especially. But here are a few rules of if an Astula with the meteorite shower thumb. Firstly, keep the Astula contained is explored, does this connect to a - make sure it has defined boundaries and planet whose entire surface suffers have those boundaries coincide with walls or from meteorite showers? other hard physical boundaries if possible. A: In general, yes. But this can also be left Secondly, the smaller the Astula, the more to the GM’s discretion. likely it is to have special rules of physics Q: The PC party is made up of people or oddities in play. Finally, think about the from multiple home planets. They are kinds of actions that the PCs and NPCs on-board the lifeboat dinghy. Where might undertake in this location. And give them a twist or a mystery. does the dinghy go? A: To the modal home planet. That is to say: if most of them are from Hollimner,

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C redits The exclusive author, designer and typesetter of this work is K.A.Pimbblet. As the above statement implies, the writing and production of Astulae has been a bit of a labour of love - doubly so given that I’ve undertaken it in my spare time, such that it is. It is also my debut roleplaying game publication! I sincerely hope that others gain enjoyment through the contents of the book, as I have. In preparing the book, I have used images from mutliple sources, many of which are not my own. In some cases, they have been used under a Creative Commons licence, as retrieved and evidenced, or linked to, within Flickr. Under the terms of the licence (which can be found here: https://creativecommons.org/licenses/by/2.0/ and include a clause such that they cannot be revoked), I have freely modified the images from their original forms in to the forms you see presented within this work, but this does not mean the licensor endorses any use I’ve made of them in the slightest. What the licences do mean are that I am free to use them, even for commercial gain, but I am also compelled to cite my sources. So here are my sources, arranged page by page. Front Cover: space by Sweetie187. Page 10: Caitlyn Stephanie by Hypnotica Studios Infinite. Page 12: Necromancer’s Robe and Skeleton Staff by Macro Hazard. Page 13: Binoculars by Edith Soto. Page 16: Sword Fight by Ed Schipul. Page 17: Battle Rifle by The U.S. Army. Page 19: Sweet Vampire by Sabrina Campagna. Page 21: Apollonas Temple’s Gate, Greece by bisonlux. Page 23: MM-TrackStare by Oscar Rethwill. Page 32: Signpost by Matt Brown. Page 37: The Crypt at Lastingham by deargdoom57. Page 39: Good Old Ludwig by Curran Kelleher. Page 45: spider’s lair by Joelle Nebbe-Mornod. Page 47: P3240031 by Web Jan. Page 49: Giant Turtle by Iain A Wanless. Page 52: .45 by sedaton. Page 53: Signature at MGM Grand - lift by Mark Hillary. Page 58: Perspective: Lecture hall by Taqi. Page 59: DSCN6448 by Hunter Desportes. Page 61: Overtime Sports Cafe_new_video_wall-011 by Myrtle Beach TheDigitel. Page 63: desert living by Christopher Michel. Page 68: Glorious Zeppelin by Steve Jurvetson. Page 71: A Knight and his Horse by SPT Photographe.

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Page 73: Bonfire in Opfikon by Vasile Cotovanu. Page 75: plenty good room by fusion-of-horizons. Page 77: Fog 5 by Tim Green. Page 81: Spiral Staircase by J D Mack. Page 82: Stable Mates by Neil McIntosh. Page 84: Stonehenge From Inside 5 by Danny Sullivan. Page 86: Windmill by Zdenko Zivkovic. Page 90: Boulder Fields by Nick Mealey. Page 92: Thurs/Fri campsite tents by bmente. Page 95: Portal (aka Spoonful of Nature) by tinyfroglet. Page 98: LONGLEAT MAZE by fribbleblib. Page 100: Yoyogi Sword Fighting 9-4-2005 3-19-20 PM by Colin McMillen. Page 104: rainForest by jsawkins. Page 108: 20120630 crystal by schizoform. Page 110: close family members by Arend. Page 115: Petite Robe Noire by loic darbon. Page 119: Medieval (Explore!) by Juanedc. Page 120: Large Carpark In Malaysia (With A Hit & Run) by Jason Thien Zie Yung. Page 122: DLR Clothing & Accessories by gingerbydesign. Page 124: M6, Cheshire, England, 1969 by Phillip Capper. Page 128: dancing legs by audiolucistore. Page 130: Melbourne Cricket Ground panoramic by Lokesh Dhakar. Page 132: DSC00358 by Tom Page. Page 137: Lazy Days by Brad Edwards. Page 138: Marshall Islands by Christopher Michel. Page 140: Black and white lighthouse against stormy sky by MsSaraKelly. Page 142: Boscombe Beach Pier by Ben Cremin. Page 145: Shipwreck by scottydelmonte. Page 148: Gollum’s Pool by Nick Bramhall. Page 151: single paper cube by Jared Tarbell. Page 153: Library Photography Competition 2011 entry by loughboroughuniversitylibrary / Rich Grundy. Page 163: Albion_Svante_Medieval_Sword_1 by Søren Niedziella. Page 166: Vintage Computers by Marie Mosley. Page 182: dsf by Fernando Mafra. Page 188: Feira Medieval de Castro Marim / ugo (59) by hugo esteves. Page 192: Fly away by martinak15. Back Cover: Free Texture- stone leaves by Eddi van W. / spiritual_marketplace. The following images are creative pieces of work by the author of the present work, K.A.Pimbblet, and therefore I am free to use them as I see fit. I exert my moral rights over these image, and they may not be used unless by prior licence agreement with the author or, after his death, his inheritors. Pages 6, 26, 28, 42, 56, 66, 94, 106, 126, 158, 177, 197, & greyscale background on all of the main text pages.

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The following image is considered to be in the public domain, as explicitly noted by the owners. Page 89: Giants causeway closeup by Matthew Mayer. Retrieved via wikipedia. The banner at the start of each chapter comes from http://www.freephotoshop.org/2011/06/grunge-banners-brushes-png-vectors-andpictures/ and is licensed under a Creative Commons Attribution 3.0 Unported License (http://creativecommons.org/licenses/by/3.0/).

[ On Authoring Astulae from the Author ] K.A.Pimbblet is a professional astrophysicist by day, and a keen gamer in his spare time. His life, family and career has taken him to a number of different countries and many academic institutes over the years. These experiences and inspirations have been woven with his appreciation of science to create his novel, debut campaign setting: Astulae. As much speculative science-fiction as high fantasy roleplaying adventure, Astulae has been written in the author’s (highly limited!) spare time once his young children were successfully asleep in bed, ...and before he dropped asleep on the table.

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A campaign setting in a twisting megadungeon of alternate realities. Imagine that your dungeon is not a series of rooms connected together with cobweb-ridden corridors deep underground, but instead, each “room” in Astulae is a splinter of reality taken from across a grand ensemble of possible parallel realities. Every Astula (a room) can have its own laws of physics, its own peculiarities, and sometimes: its own denizens – some benign, some deadly, and some incomprehensible. In some Astula, magic and technology can coexist side-by-side, and in others both are strongly suppressed. But many Astula appear to be in a state of decay: slow, or otherwise. In turn, the Astulae are connected to one-another via portals that ultimately creates a large ensemble of realities to explore and navigate between – a mega-dungeon in many respects, but certainly not in a traditional sense. The configuration is not stable. Portals can be re-routed to other Astula. And new Astulae are added to the ensemble over time to create entirely new pathways and loops through. Will you enter and find a way to profit?

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