A Parting and a Finding
18th of November 2006 A.D.
As he looked upon the scene before him, the figure of Molly shimmering as though with the heat of midsummer in the middle of November Michael followed Harry out of the van, he did not know what his friend saw, but it was probably a lot more impressive. He was used to that. Some knights had been scholars, some warrior poets, but Michael Carpenter was just a warrior, and a man of his hands. Not for the first time in the last five months he wished that was not the case, that he could that he could understand what was going on with his little girl. In three steps he had passed Harry.
"Molly, what's going on?" he called, but the words came out strange, compressed and stretched as though the source of them was racing towards and then racing away from his own ears.
Stepping over the edge of the sidewalk Michael closed his eyes and tried to use the one skill he had picked up from Shiro in his misguided youthful attempt to 'learn martial arts', that is pretend he was in a Bruce Lee film: focus on the position of his own body in space, the kinesthetic sense to centre himself.
What he was not expecting was to hear a voice like silver bells and ringing steel behind his temples and
know that it was Amoracchius.
"Apologies for startling you, I know this is unusual, but you are about to step into another realm, one in which I am not permitted to follow for reasons that are too complex to explain. Explaining things to the Sons of Adam and the Daughters of Eve isn't my strong suit I am afraid."
"Molly. I have to..." Michael could not keep the dread out of his tone.
"Oh you are perfectly fine to follow," the voice said in an awkward rush.
"Just set me down on the ground here. I'll be fine, Others will be keeping an eye on me." The word had other words nestled inside of it, ones that were not sounds but concepts symphonic painful to contemplate.
"Sorry, I've only done this three other times, four if you count that time in Antioch where poor Claudius had been drugged to delirium and he did not remember after the fact." Michael was already unhooking the sheath from his belt, feeling more than a little guilty for leaving a Sword literally in the middle of the road, but having faith that it would be watched over while he went wherever Molly was going.
What have you gotten yourself involved in sweetheart? Michael wondered. Even as he heard, faint and far away the voice of Amoracchius explaining how it
really was too complex to get across in three point three seconds remaining the pavement swept up and the sky swirled down swallowing him up falling, or maybe flying towards a single point of light that was Molly in some way he could not put a name to.
In a place at once new and unspeakably ancient the serpent has devoured its tail, the pattern stands complete. What lies within? What voices speak? What have the dreams of man in shadow of lost ages conjured, the Great Work of the Smith who alone among His kind fell under the shadow of death and thus alone could forge a vessel of rebirth?
Hail to the Queen of the Thousand and First Hell
Building the Kingdom
The Infernal has 5 points with which to construct her Kingdom. Some options may give her more points to work with, but most will consume them. In some categories, it's possible to select multiple options so long as they're not mutually contradictory.
Due to its nature as the Thousandth and First Hell granted by the Exaltation's long stay among the palaces of the Yama Kings the Hell is able to automatically raise those who escape its bounds as Jade Court Vampire. The escape must be genuine test in order to forge the Po into the instrument of power which elevates the Vampire above common wraiths and spectres.
Added paragraph to make the implication explicit in case you wish to use the function
Size
Select the option that best describes the Hell's size.
• Tiny (Cost: None; gain 2 points): Welcome to Hell House. The Hell is no larger than a rambling manor house.
• Small (Cost: None; gain 1 point): The farmstead from Hell. The Realm covers a mere handful of acres.
• Average (Cost: None): Welcome to the Demon City. The Realm is about the size of a major city.
• Large (Cost: 1 point): Your own private Idaho. The Realm is about the size of a mid-sized American state or European nation.
• Huge (Cost: 2 points): Your own demon empire. The Realm is about the size of Australia.
• Vast (Cost: 3 points): Welcome to Hell World. The Realm is its own small world, complete with biosphere, diverse regions, seasons, and so on.
Geography
Select the option that best describes the general character of the Hell's geography.
• Difficult Terrain (Cost: None): The Realm is dominated by some manner of imposing and dangerous terrain that makes travel difficult, such as jagged mountains, poisonous swamps, lakes of fire, and so on. On average, the terrain is far harsher than that of Earth.
• Mundane (Cost: None): The Hell mostly has an Earthlike, albeit exotic, landscape.
• Accessible Terrain (Cost: None): The Realm has easily navigable geography, and moving about is convenient thanks to features such as teleportation networks, magical cyclones that carry people from place to place safely, high-speed automated rail systems, and the like.
Climate
Select the option that best describes the prevailing climate of the Hell.
• Unsurvivable (Cost: None; gain 3 points): The Realm will kill anyone not adapted to it or protected against it in short order. It could be a barren icy wasteland, or entirely underwater, or it might have a toxic atmosphere.
• Pockets of Safety (Cost: None; gain 2 points): As Unsurvivable, but with certain limited areas (such as domed cities, seabases, or warded buildings) which offer protection from the Realm's otherwise hostile environment.
• Harsh Climate (Cost: None; gain 1 point): Frequent Survival rolls are necessary to avoid the Hell's dangerous climate. There might be ever-present and incredibly violent storms, roving swarms of flesh-devouring locusts, or eyes which periodically open in the clouds and burn whatever they happen to glimpse.
• Harsh Wilderness (Cost: None): As Harsh Climate, but the Realm has large regions of comparable safety, such as tamed cities or large fortified outposts. Only the wilderness is dangerous.
• Earthly Climate (Cost: None): The Hell has a fairly unthreatening and earthlike (if strange) climate. The clouds may be utterly bizarre in color and shape, but they don't regularly pour down rains of flesh-eating spiders.
• Heavenly (Cost: 2 point): The Kingdom is utopian, with abundant pleasures to be enjoyed simply for being there. The trees are heavy with sweet fruits, and the air revivifies those who breathe it.
Population
Select as many options as apply to describe what sort of native life inhabits the Realm.
• Uninhabited (Cost: None; gain 1 point): The Realm is lifeless.
• Barren (Cost: None): What little life the Realm possesses is sparsely scattered across its surface.
• Balanced Ecosystem (Cost: None): The Realm has a reasonable balance of space, population, and resources.
• Overpopulated (Cost: None; gain 1 point): The Hell has too many inhabitants for its ecosystem to support. Space is at a premium, privacy is nonexistent, and violence is probably common.
• Earthly Fauna (Cost: None): The Realm has animals, which may or may not be rather different than Earthly beasts. A few may be dangerous, but most aren't.
• Deadly Beasts (Cost None gain : 1 point): The Realm has animals, most of which are extremely deadly.
Changed for Consistency with the Flora
• Earthly Flora (Cost: None): The Realm has plant life, which may or may not be rather different than Earthly flora, but which are generally no more dangerous than mundane plants – that is to say, it may not always be safe to eat them, but the flowers won't generally explode like a land mine if you step on them.
• Deadly Flora (Cost: None; gain 1 point): The Realm has plant life, most of which is very dangerous to interact with – carnivorous, poisonous, both of the above, or even worse things are all possible and likely.
• Human Populace (Cost: None): The Realm has a native human population, with their own culture and a history that, strangely, significantly predates the creation of the Kingdom.
• Resident Devils (Cost: 1 point): The Realm has a significant population of superhuman beings such as Spirit Invested Mortals and dark animistic spirits.
Changed to use more generic language
Social Structures
Ignore this category if the Kingdom possesses no sentient inhabitants. Otherwise, select the option that best describes the social structures of the Realm's inhabitants.
• Chaos (Cost: None): The Realm's operates by the "law" of might makes right.
• Archaic (Cost: None): The Realm's inhabitants have simple laws, social taboos, and rudimentary politics.
• Modern (Cost: None): The Realm's inhabitants have a highly developed social system, with intricate
politics and a robust body of law.
• Advanced (Cost: None): The inhabitants of the Kingdom have highly intricate and well-developed art, philosophy, social infrastructure, and possibly also technology.
Technology
Select the option that best describes the Realm's level of technological development.
• Savage (Cost: None): The Realm is entirely wild and untamed. At most, there may be simple tools of stone and bone.
• Archaic (Cost: None): The Realm is pre-modern, which might mean it occupies anything from the Bronze Age to the early Renaissance, or perhaps an anachronistic mix of various time periods.
• Modern (Cost: 1 point): The Realm may or may not have any industry to speak of, but its general development
level is roughly Earth-contemporary.
• Advanced (Cost: 2 points): The Realm runs on either advanced technology or highly-developed magic. It's possible for a Hell to be both heavily technological and uninhabited, in the case of machine-Realms.
Loyalty
Ignore this category if the Kingdom possesses no sentient inhabitants. Otherwise, select the options that best describe the Realm's relationship with the Infernal.
• Hostile (Cost: None; gain 2 points): The inhabitants of your Hell despise you, and would strike you
down if they could.
• Indifferent (Cost: None): The inhabitants of your Realm don't recognize you as anyone special, and will treat you as circumstances dictate.
• Loyal (Cost: 1 point): The majority of the inhabitants of the Realm recognize you as their ruler and serve you as they would any sovereign – that is to say, dutifully but without any particular enthusiasm for the most part, in the hopes of avoiding censure.
• Committed (Cost: 2 points): The inhabitants of the Realm treat you as an object of worship and will endure great hardship on your behalf.
• Fanatical (Cost: 3 points): The inhabitants of the Realm will die for you.
• Resistance Movement (Cost: None; gain 1 point): A minority of the Realm's inhabitants fervently hate and resent you, and seek your overthrow or demise. You may only select this option if your Hell is Loyal, Committed, or Fanatical.
Features
Select as many of these features for your Realm as you like.
The Cauls have been removed due to not really fitting the world-building of the setting (and probably not being something you guys want anyway)
• Bottleneck (Cost: 1 point): Your Hell doesn't have natural boundaries which can be used to leave the Realm. Perhaps it's a sphere, or perhaps it is an island floating in a sea of infinite flames. The Realm has only one exit, in the form of a fairly obvious and prominent portal of some sort.
• Dangerously Alien (Cost: None): The Hell has certain earthly features, but it definitely isn't Earth. Visitors without a guide will need to make Survival rolls to avoid endangering themselves in some way. Those familiar with the Realm have no such difficulties.
• Endless Suffering (Cost: 1 point): Those who meet their ends according to certain criteria (such as being devoured by the Realm's native devils, or being melted in its acid seas, or even perishing for any reason at all – very simple and very complicated rules are both possible) are eventually reconstituted by the Realm that they might be tormented to destruction again.
• Eternal Night (Cost: 1 point): The Hell has no sun, and is near-lightless. Any being that needs light to see by must bring or create its own.
• Exclusive Transportation (Cost: 1 point): The Realm contains speedy transportation of some kind, such as high-speed vehicles or magical portals, and these are only accessible by you and your most favored servants.
• Fruits of Hell (Cost: 2 point): The food within your Hell contains some mystical property which affects those who partake of it. Chose one:
∘ Every three Hellish meals eaten builds a growing loyalty to the Infernal, exactly as with a vampiric blood bond. Nine meals in total creates an artificial but abiding love.
∘ Each Hellish meal eaten corrupts the flesh and spirit. A week spent dining on the fruits of Hell transforms the one who partakes into a bakemono.
• Gaols (Cost: 1 point): The Hell contains prison facilities whose wardens (or whose very architecture) are cooperative with your wishes, or otherwise has daunting Hell-wide security.
• Grand Grimoire (Cost: 1 point): The Hell contains a great repository of mystical lore, as well as extensive ritual spaces. The difficulty of all ancient sorcery rolls within these spaces is reduced by two, and the Essence cost by 1. Other ritual magic in line with the style and theme of the Hell also enjoys a –1 difficulty reduction.
• Indoors (Cost: None): The entire Hell is located under one roof. There's no weather or cycle of day and night.
• Lord of the Land (Cost: 1 point): The Hell's natural phenomena obey your will. You can make the winds blow as you wish, calm boiling seas or bid them part, and call down lightning during a raging storm. This can obviously be used to harm invaders should the hell ever suffer such as well as any escaped prisoners
• Narcotics (Cost: 1 point): The suffering of sinners within the Realm can be refined into a number of strange and powerfully addictive drugs.
• Non-Euclidean (Cost: 1 point): The Hell doesn't conform to the normal rules of three-dimensional space. It may be structured like a vast Escher painting, or may be even more confusing yet. Newcomers must make an extended Intelligence + Occult roll against difficulty 8 each day they spend trying to navigate the Realm. Once they accumulate 20 successes, they have acclimated to the Hell's strange laws. Until then, all attempts at getting much of anything done are hopeless without a guide.
• Slave-Realm (Cost: 1 point): The majority of the Hell's population exists as an oppressed (or outright tortured) underclass with no power to call their own, ruled over by an elite and favored few, who are likely monstrous beings if your Hell has Resident Devils, and which are likely loyal to you and carry out their torments on your behalf if your Realm is Loyal.
• Time Differential (Cost: 2 points): Time passes at a different rate within the Realm than outside – up to either twice as quickly or at half speed.
OOC: And we are off to the races. Good luck guys