La Calle Roja | The Passage Palanquinium | UT queant laxis |
La Caraterra Anaranjada | The Alley | REsonare fibris |
El Camino Amarillo | The Echoway | MIra gestorum |
La Via Verde | The Heroute | FAmuli tuorum |
La Avenida Azul | The Cleanduit | SOlve polluti |
El Sendero Morado | The Brain Bridge | LAbii reatum |
La Rada Perdida | ??? | S'ancte Iohannes |
There are seven
paths out of the Ciudead. Each is a frequency as much as a road :
if you (or at least one of your companions - range varies wildly)
vibrates in the correct manner, you will pass through what is
otherwise solid stone. Their physical features are things out of a
dream : real enough to drift away pitter patter, but lose the tune
and the walls will close back in and crush you
(1). The hope is that the shrieking dead harmonize themselves
around the strongest voice of the pack: they will be able pass by one
road only, and so, even hotly pursued, upon reaching a junction, you
can escape.
One way is lost
already - the way by water : La Rada Perdida. The Sinquisition mines
the Bloom for that ONE revenant who possesses some vestigial memory
of the pure tone which will open the gate - who can be coerced into
passing on the secret. They have found a number with a weak
intonation, a suggestion of the song, but none who can open it yet.
There are certain
characteristics that the Sinquisition looks for, while sorting. It's
not an exact science. The Sinquistion being who they are, it's not a
science at all. It's re-li-djinn. But on the off chance they get a
lead on that elusive SI tone, they'll keep trying (2).
Well, not really THAT off chance. 0 .5%, so 1 out of 200. That's
what the Sinquisition is counting on. If only they could stop
killing people while interrogating them. Very regrettable.
La Calle Roja : The Passage Palanquinium
Shotei, Takahashi (1871-1945) |
La Calle Roja : The Passage Palanquinium
Toxic environment
: must be traversed in caravans carried by Cyclops type giants or
other native and immune creatures. They tilt and stumble : dumb
brutes, ferociously strong, some carry platforms with dozens of
occupants. Occasional accident but mostly just close calls. Smaller
creatures carry one or two : faster, but out of control most of the
time, capering about on two stork legs or flightless hop wings.
Characteristics :
Artificial, Fizzy
La Caraterra
Anaranjada : The Alley
Barely a road at
all. Dead-ends all over the place, or "basalt bridges" :
fissures that need to be wriggled through : easily taken by bandits
and held to ransom. Garbage is strewn about : strange, indomitable,
almost worthless, almost priceless junk : plastic drink containers
and circuit boards. This is the most cavern-like of the Roads
Solfeo: although there are some concessions for its artifice :
gemstones that glitter a dull amber light. Prying them out is a bad
idea : the walls are brittle and prone to collapse : but then, they
were already anyway. However, in succeeding you have acquired a
worthless little dull thing that neither sparkles nor casts anything
but darkness.
Characteristics :
Gritty, Agitated
El Gran Camino
Amarillo : The Echoway
Huge : rounded
stone : built for some ancient race of giants? The scale will drive
you bonkers. There are all sorts of overhangs and elegant
ornamentation, although plenty have been pried loose for the raw
materials, for the copper in the piping. Several famous graffitiests
do complicated murals. Some are magic. Some are protected by
guardian creatures, although the most protective element is that to
go far off the central path makes you visible for a long way and
other travelers are bound to wonder what you're up to and interfere
with your life.
Characteristics :
Hollow and Nasal.
La Via
Verde : The Heroute
The path of
adventure. Your basic dungeon hex crawl type operation. There are
torches in the wall, burning constantly, until maybe they don't.
Curves and labyrinths around - whispers to itself in a low thrum,
come hither sailor. Every room has a secret door, a trap, and a
treasure. Often they are all one and the same.
Characteristics :
Brooding, tortured artist. Imagine Beowulf in Grendel,
mumbling to himself, covered in blood and ghosts.
La Avenida
Azul : The Cleanduit
Living but
infected bone. Ghostly scarved ladies constant cleaning who polish
everything as the fuzz will otherwise return and clog the works. You
may be compelled to clean it too. A hand may reach out to grab you,
to digest or help you find it's fingers. Were these to wake : other
than finding themselves brittle fossils entombed by time, there would
be some shaking going on. "That's not a cave, it's a mouth!"
kind of thing.
It's important to
note that these critters are NOT undead per se : they have no part in
the great tree of unlife, they can neither be raised or turned.
Think of them more as some kind of microbiome in soil, turning the
deadspace into something that the quick can crawl through. And were
the soil to sort itself into thought and instict, well.
El Sendero
Morado : The Brain Bridge
Elevated over
infinite chasms. The bridge is of strong gossamer, but easy enough
to fall off of. Built and maintained by spiders, who skitter
underneath, it's for hunting and for transport, but the things they
are after are spindly and half-formed. If the bridge catches one, a
whole lot of activity happens real quick, but mostly they have been
hunted to extinction.
Occasionally you
might run into a spider, neither side paying attention to anything
but their work: "Oh, sorry, are you just doing road repairs?
Carry on". A big ask perhaps for a murderhobo, so used to being
bit and biting in return, but there's bound to be more of them than
you.
Characteristics :
Wooly, hairy.
La Rada Perdida
Who can say? It's
lost, innit?
Characteristics
(alleged) : Flabby, dense.
TABLE A-1 : Under which
Tone are you (un) Born?
The
amplitude of the number is how well you can pass. A 6 could allow a
caravan to pass, a 1 won't even allow you through alone without some
sort of amplification (be it by spell, device, chorus, or high
crisis) but it shows some sort of potential.
Freq:
Rnge:
|
1
UT
|
2
RE
|
3
MI
|
4
FA
|
5
SO
|
6
LA
|
1
|
See
Table A-2 |
UT 1
RE 5
|
RE 2
MI 4
|
RE 1
MI 2
FA 3
|
MI 2
FA 2
SO 2
|
UT 1
RE 1
MI 1
FA 1
SO 1
LA 1
|
2
|
UT 5
RE 1
|
See Table
A-2 |
RE 1
MI 5
|
MI 2
FA 4
|
MI 1
FA 2
SO 3
|
FA 2
SO 2
LA 2
|
3
|
UT 4
RE 2
|
RE 5
MI 1
|
See Table
A-2 |
MI 1
FA 5
|
FA 2
SO 4
|
FA 1
SO 2
LA 3
|
4
|
UT 3
RE 2
MI 1
|
RE 4
MI 2
|
MI 5
FA 1
|
See Table
A-2 |
FA 1
SO 5
|
SO 2
LA 4
|
5
|
UT 2
RE 2
MI 2
|
RE 3
MI 2
FA 1
|
MI 4
FA 2
|
FA 5
SO 1
|
See Table
A-2 |
SO 1
LA 5
|
6
|
UT 1
RE 1
MI 1
FA 1
SO 1
LA 1
|
RE 2
MI 2
FA 2
|
MI 3
FA 2
SO 1
|
FA 4
SO 2
|
SO 5
LA 1
|
See
Table A-2 |
Table
A-2 : On doubles, roll a third die :
Original Dice
|
1 -1
|
2 - 2
|
3 - 3
|
4 - 4
|
5 - 5
|
6 -6
|
3rd Matches
|
UT 5
SI 1
|
RE 5
SI 1
|
MI 5
SI 1
|
FA 5
SI 1
|
SO 5
SI 1
|
LA 4
SI 2
|
Any other #
|
UT 6
|
RE 6
|
MI 6
|
FA 6
|
SO 6
|
LA 6
|
Footnote 1 This
obviously begs the question : what happens when the "key"
to that particular corridor you are passing dies : from misadventure
or deliberate murder or disease. If killed by the inhabitants of the
road, then you might need to kidnap one of them, being creatures of
the tunnel itself, they'll keep it open. Redundancy is always
encouraged : perhaps another member, even if they don't quite have a
handle on the frequency, vibrates with something close : so the way
will become THIN and perilous but not quite cease altogether.
Footnote 2 There
are of course successes, but those who reveal such abilities are
generally so brutalized by the techniques used to release it (dunking
in water, cold-torture, finger-screws) that they are unable to
properly cultivate their gift : or else if they do, manage to escape
as the Watery Rada Perdida rescues them its own self.
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