Friday, September 6, 2024

Constellation: Frame Construction

We're building giant robots. Continuing from all the Constellation setting stuff (and rambling).

A frame is a humanoid machine that stands usually about fifteen meters tall on average. The standard models of frame used by Starfall have minor variations, with their constituent nations having their own specialized frames and Constellation fielding their own highly specialized frames called Eidolons.

 

X'cale

Standard frames consist of two legs, two arms, a torso, and a head. 

  • Legs contain specialized armored servos and small ground effect system thrusters to allow smooth movement on the ground.
  • Torsos are a frame's core where everything attaches and where the frame's power plant is housed. 
  • Heads are usually humanoid in appearance or similar to a turret or mounted camera array and carry the majority of sensors that feed into the cockpit as well as communications equipment. 
  • Arms have armored servomotors typically with actuating hands to allow for universal weapons loadout and on the fly swap outs.

The cockpit is a human-sized egg shaped armored metallic sphere housed usually in the head of a frame, though some models allow for installation in the chest which enable more armor for the pilots but make emergency ejections a more time consuming process. Cockpits contain a seat, controls, and a bank of screens tied directly into the frame's computing systems and sensory feeds, with very little room for personalization.

Power plants are micro fusion reactors at the core of the frame and are linked to heat radiators across the frame. Guardian type frames used in city defense typically swap these reactors out for high-density batteries. 

Eddie Mendoza
 

Some frames are specialized with integrated systems and weaponry, but those tend to be reserved for elite units and R&D. Standard frames available to player pilots at the start of a game come 3d printed or nanofabbed and then have their kits installed based on the constraints of economy, mission necessity, and pilot whimsy. These Tabula Rasa or TR frames come in three varieties:

TR-1 Specialist: 2 weapons, 4 systems

TR-2 Balanced: 3 weapons, 3 systems

TR-3 Assault: 4 weapons, 2 systems

Below is a list of some weapons and systems that might be available for installation:

SystemDescription
Survival KitContains flares, a life-raft, and enough food and medical supplies for one week.
MicromanipulatorsHuman sized and smaller tool-tipped arms that can extend from a hand. Used for doing precise work without leaving the cockpit.
Advanced Passive SensorsFull suite of passive sensors providing light spectrum analysis (UV, IR, etc), thermal sensors, EM sensors (detecting electromagnetic radiation from electronics, weapons, shields, etc).
Tracing PackageCan trace communications transmissions, radar emissions, and other active sensors to their source.
Communications JammerCan jam all communications in a 5 mile radius.
Guidance DazzlerReverse-engineered from biological samples, the guidance dazzler allows near perfect protection from beyond visual range guided munitions.
Early Warning RadarA phased array antenna that can detect significant movement within a ten mile radius.
Target UplinkAdvanced analytic subroutines provides tactical data for a pilot analyzing a target and highlighting weapons, compositions, and expressed systems.
Silent RunningInsulation and directed emissions allow a frame to move near silently as long as no other systems are used.
Frictionless SprayCan coat a 20x20 meter area in a spray that reduces friction, causing slippage.
Goo SprayA sticky spray that coats a 20x20 area and makes movement more challenging.
TurbochargerAllows 10 seconds of enhanced performance for all weapons, propulsion, shields, etc. Hinders performance of all systems afterwards until repairs can be made.
Active CamouflageProvides a limited cloaking system that works against the mark 1 human eyeball but not much else. Lasts until another system is used.
Albatross DroneA remotely operated reconnaissance drone that can scout out areas as long as it's within line of sight of the operator.
Heat ShuntHuge coils that can be deployed to rapidly vent heat while stationary.
Ground Effect SystemSmall propulsors and thrusters to allow hovering over terrain and dramatically increase speed.
ThrustersLarge thrusters that allow for subsonic flight.
"Woodpecker" BeaconCan fire a small drone that attaches to a target, allowing finite tracking of the target's location as well as enhancing attacks against it.
Sunburst FlareHigh powered flare drone that acts as a miniature, stationary sun for a time.
EMP HardeningHardens systems against EMP and electrical attacks.
Impact PlatingAdditional staged armor plating to protect against kinetic attacks.
Directed JammerJams sensory data for frames when aimed at them.
Smoke ChamberTriggerable smoke that can obscure your position.
Escape ThrusterLimited use thrusters that allow a frame to boost quickly out of imminent danger.
Nuisance DronesSix hummingbird drones designed to seek a painted target's sensors and harass them with directed light, sonic emissions, and suicide dives. Programmable and highly configurable.
BoosterLimited booster allows high speed movement in short bursts.
Grapple LocksDeployable latches that help adhere the user to a target they're touching.
Belt FeederMotorized belt feeders rapidly replenish ammunition for projectile weapons.
Precision ControlsEnable last minute recovery from risky situations or sudden attacks for skilled pilots.
Bastion EmplacementSeries of deployable plates and ground anchors stick the frame in place and provide additional protection from incoming fire.
Patch FoamEmergency deployable hardening foam that can patch damaged armor and protect vital components. Usable on self or other frames.
Spotter RadarProvides targeting information for other weapons to enhance their attacks. Can be fed to allied frames.
Shock AbsorbersRubberized kinetic absorbers diminish damage dealt by ramming, impacts with obstacles, or falling.
Point Defense GunsShort range guns designed to counter missile swarms and nearby drones.

WeaponDescription
HarpoonGas powered harpoon that can be electrified or reeled in.
Cutter AxeRotating bladed metallic plates that can rip through tissue and deal heavy damage to metal.
Foam GunSprays globs of fat solidifying metallic foam that can obstruct weapons, seal ports, jam thrusters, and restrict movement.
Demolisher BladeHuge hunk of metal with a sharpened edge just as likely to smash as to slice. Slow.
Shock-WhipLong barbed whip which can deliver an abrupt electric shock.
ChainsawRotating chain blade for chewing through tissue and light metal objects.
LanceArmor-Piercing lance, prone to breaking off in targets.
Anti-Material RifleLong range rifle designed to counter heavy armor. Slow.
FlamethrowerClose range weapon that can set targets on fire.
Shredder GunClose range shotgun that fires metallic flechettes that chew apart their targets.
Battle RifleStandard medium range and reliable projectile weapon.
Thermal BladeHeavy blade that combusts targets and overheats systems. Hot.
Short Range MissilesShort range missiles with line of sight targeting to track evasive targets.
Long Range RocketsBlanketing long range rockets that can suppress and harass hardened targets. Slow.
Caustic SprayerClose range sprayer filled with caustic acid.
Rocket LauncherStandard high powered two-handed rocket launcher for explosive medium range effects. Slow.
Directed Microwave EmitterHeats liquids in biological material. Ineffective against metallic objects. Highly effective medium range anti-personnel weapon. Hot.
Electromagnetic Pulse GunPrecision EMP gun effective at medium range that can disrupt electric systems. Hot.
RailgunHigh power armor piercing projectile launcher. Hot. Slow.
Ablative ShieldThick shield comprised of layers of ablative metal.
Pile BunkerMelee weapon that fires a spike forward with a chemical charge for maximal armor-piercing. Slow.
Paintball GunRifle that fires balls of ink that shatter on contact with a target. Commonly used in training, can also be used to blind sensors, eyes, and can be laced with biological or chemical agents.
Catapult LauncherSimple scoop launcher designed to load anything that can fit in it and accelerate it at a target. Commonly used for junk, boulders, cobbled together explosives, etc.
Power PunchRockets embedded into fists provide for high impact power punches.
Rending ClawsHigh heat sharp claws designed to shred armor.
ChaingunRotating medium range projectile weapon highly effective at suppressing fire.
Beam CannonPrecision energy weapon. Hot. Slow.
"Loiter" Drone MortarFires an arcing drone high above the battlefield. The drone can loiters in the air for a time and can be propelled at a target at any time.
Concussion RocketsConcussive rockets that can disrupt targets. Highly effective on unarmored targets.
"Swarmbat" MissilesDrone launcher that fires a large missile drone that deploys its own micro-missile swarm after a target.

Some exotic systems and weaponry may be available from benefactors, discovered in abandoned laboratories, or recovered from wrecked adversaries. Here are some examples:

SystemDescription
Active CloakingAdvanced active cloaking that protects from most average sensors, passive and active- though reconnaissance specialized sensors might still pick you up. Lasts until another system is used.
Gravity LensAdvanced sensor that can convert gravitational waves into sensory data, allowing trained users to see around obstacles within visual range.
"Wallhack" RadarProvides a limited view of objects through solid walls. With the right tuning, this can allow a user to see frames or other large metallic objects through solid matter by emitting an extremely high frequency pulse.
Panoply FieldDisperses a field of nanobots that provide sensory data, allowing a scan of everything exposed to airflow within 1 mile given time.
SIMS SnifferMeasures paracausal perturbations to detect SIMS use and manifestations, provides a heads up if they're targeted at the pilot.
Refractor ShieldsGenerates a shaped EM field that can refract light, hinders beam weapon attacks from anything beyond close range.
Hard Light ShieldsExotic technology that produces a heavy shield around the frame, reducing projectile impact, refracting light, and dampening explosions.
Shadow ImagerA combination of holo-projectors and directional jamming produces the illusion of multiple copies of the frame. Most effective on light frames.
SynchronizerDevice that enables SIMS users to operate their frames as though through a brain-machine-interface and dramatically enhances their SIMS abilities. Requires significant training to use effectively.
Kinetic DynamoAbsorbent plates and materials allow the frame to absorb kinetic attacks and translate them directly into increased power.
Oracle SystemBattle AI that monitors a target. With enough combat data, can provide limited projections of what a target would do given the pilot's actions.
Thalia AttractorAbnormal instrument that can turn certain death into a slight comedic mishap. Not guaranteed to work past the first time. Highly experimental.
Immortan SystemSwarms of nanomachines can be deployed to repair damage and even replace limbs.
WeaponDescription
Destroyer's PalmCoats the frame's hand in gleaming nanomachines that dissolve whatever the hand touches. Heat.
Beam SaberPrototype melee energy weapon that can melt armor.
Vacuum ProjectorMicro-annihilator that can create temporary spheres of vacuum space, interfering with projectiles and disrupting emplacements and movement.
Chest CannonExtremely high power energy weapon fed directly from the frame's core. Heat. Exposes core.
Rust MissileMissile with a payload of metal-dissolving nanomachines. Limited life, but shreds through metal quickly.
Thermite SlimeMedium range slime-launcher. The slime is a sticky mixture of chemicals and nanobots that slowly gum up their target and then heat up a thermite reaction. Highly effective against armor unless scraped off.
Interference BeamExtremely high power directed beam weapon that deals no direct damage but interferes with a frame's power plant, forcing a full restart. Slow. Heat.
Lightning CannonBall lightning projector. Medium range. Heat.
Heat DumpMelee weapon that drives a spike into a target and dumps all heat from the user into the target. Slow.
Calliope's MirrorAdvanced sonic weapon that cancels sound waves by listening to their input and outputting directed sonic energy back at the emitter.
Balloon SpearExperimental spear gun with questionable application. The Balloon Spear fires spears designed to grapple onto/into targets and then explosively inflates a helium balloon at their end.
Rail CannonThe big brother of a railgun, the rail cannon is a spinal mounted magnetic accelerator that fires a 3 meter rod across great distances. Can pierce meter thick armored plates. Heat. Slow. Set up.
Drill Crab Rocket propelled drone that attaches to a target and begins drilling into its core. Programmable and configurable.
AE RifleConstellation designed Anti-Eidolon rifle with limited ammunition. Projectiles designed to counter manifested materials.
AE SpearConstellation designed Anti-Eidolon spear designed to easily pierce manifested materials.
CryospikerSpike thrower that freezes an area on impact.
Nuclear BazookaTactical nuclear warhead delivery system.

Kagami Moto

Specialized Frames

While TRs are the most easily accessed frames, there are many many variants employed by different factions across the planet. Doing favors or missions for them (or capturing them in battle) can give access to some of these specialized frames.

Starfall:

TR frames are the bread and butter for Starfall forces, with some elite units using altered frames.

SE-1 Hektor: 3 weapons and 3 systems with a built in shoulder mounted spear.

SE-2 Cybele: 2 weapons and 4 systems. Specialized drone printer allows rapid reproduction of lost drones.

SE-3 Thisbe:  4 weapons and 2 systems with a built in active camouflage system.

TR-4 Proteus: Extremely variable, 6 universal mounts with a basic weapons-lathe allowing printing of weapons on the fly.

Germania:

Germania's elite frames specialize in kinetic feeds, emphasizing bulk application of projectile weapons. 

GA-06 Messenger: 3 weapons and 3 systems with a built in belt feeder.

GA-99 Herald: 2 weapons and 4 systems with a built in rocket-hammer.

GA-57 Judgement: 3 weapons and 3 systems with a built in rail cannon.

ALR:

Thanks to the environment they are usually fielded in,  the ALR uses high heat weaponry and systems with a specialization in beam weaponry.

Hellion: 3 weapons and 3 systems with a built in advanced turbocharger with 2 uses before needing repair.

Snowbird: 4 weapons and 2 systems with built in thrusters and GES.

Classique:  4 weapons and 2 systems with a built in charge bank enabling rapid fire of energy weapons.

Bharin Empire:

The Bharin frames tend to specialize in melee combat thanks to their use mostly as city-defense frames and police action units. 

Wu Wei: 3 weapons and 3 systems, equipped with a built-in panoply field and precision controls.

Tigerstripe: 2 weapons and 4 systems, built-in rending claws.

Elephant Shark: 4 weapons and 2 systems, built-in bastion-emplacement.

New Alexandria:

NA mostly uses the Starfall frames, but has two elites of their own. 

NA-04 Apollo: 3 weapons and 3 systems, Apollo has modified Sunburst Flare drone designed to attach to a target and overheat them.

NA-14 Artemis: 3 weapons and 3 systems, the Artemis is equipped with a resolution amplifier that allows increased range for most weapons.

UADP:

UADP frames all come with additional reinforcement or armor of some kind as a way of surviving their highly dangerous wilds. 

Grizzly: 4 weapons 2 systems with built in impact plating.

Jaguar: 3 weapons and 3 systems with built in shock absorbers and escape thruster.

Bison: 4 weapons and 2 systems with a built in early warning radar.

Nomad:

Nomads field just about anything that works and can be highly experimental. With plenty of TRs of their own taken from compromised printers, expect to see cobbled together machines when fighting with or against the nomads.

Dozer: 3 weapons and 3 systems, the Dozer has in-built boosters and shock absorbers and tends to rely on ramming.

Cobra: 2 weapons and 3 systems, has a built-in shock whip.

Midnight Sun:

Midnight Sun tends to field unique frames for all of their missions as well as hijacking target frames for surprise.

Joker: 2 weapons and 3 systems, kitted with built in advanced spoofing equipment to imitate friendly frames.

Gunhazard: 4 weapons and 2 systems, equipped with a built in holoprojector for setting up ambushes.

Volkharev Initiative:

The VI doesn't usually field traditional frames, instead fielding modified demons or frames with demonic components.

Alkahest:

Most Alkahest frames are unique to the user in every way- many of them being TR frames with salvaged Constellation synchronizers and manifested equipment and weaponry- making their function and form unpredictable.

Constellation:

Eidolons are a divergent branch of mechanized armor evolution. Being more humanoid in shape but with longer arms and agile movements. Their cockpits are armored synchronizers and most Eidolons use a combination of manifested attacks and equipment to augment their loadout with more training and efficiency than the paramilitary Alkahest frames. With a trained operator these are extremely lethal to unprepared pilots.

Mk 1 Eidolon: 3 weapons and 3 systems with an in-built synchronizer. 

Frame Improvement

Gavin Manners
With enough resources and time, a pilot can work with a frame they're familiar with to make modifications to it. This could be building in equipment, improving performance, or just specializing the paint job.

These alterations though are tied to that specific frame and have to be maintained. If that frame gets fragged during combat then all of the alterations made to it are lost too and the pilot has to begin with a fresh frame. 

Sunday, September 1, 2024

Coffin of Souls

In the Coffin of Souls, death is only temporary. The world is made of metal and filled with flesh. Scholars in the Living Library attest that within the Coffin are only 1,111,111 souls, no more and no less.

 

Adam Burn
At the heart of the world are the four wombs, guarded by the sharp metal Angels of Phant. Everyone is born from these wombs fully formed and ushered out into the world, or if born imperfectly recycled mercifully back into the wombs. Wherever they may go after being birthed, whatever sights they may see, when they die they are born again from the wombs. 

Some people claim to remember how this all came to be, but after many deaths memories can get befuddled and mixed up until they look as far back as they can and can only remember the Coffin of Souls. Rarely, people are reborn with great chunks of their most recent life missing- which can be a blessing for some. It is not uncommon for people to seek the services of a warlock and have their memories erased.

The Body Is A Vessel

A. Shipwright
The body is a container shaped of flesh and filled with a soul. With each new body, a unique birthmark is always carried over- even if you don't remember your past that does not mean others will not recognize you. Each body is born with something different, changed. All flesh recognizes other flesh. Limbs can be swapped or reattached, bone plates reinforced, venomous tails attached, organs swallowed and integrated neatly: it's just a matter of how much the soul can handle. Too much flesh corrupts. 

A. Shipwright
Whenever you are reborn, roll below to see what mutation your body carries.

d100Mutation
1Beast jaws for an arm
2Chameleon skin
3Tentacular hair
4Reverse joint legs
5Gills
6Removable eye-growth that continues to function off the body for 10 minutes
7Vicious claws
8Sticky digits, allows sticking to walls
9Memorizer, can imprint something you've seen onto skin (yours or others)
10Spine javelins, bone spears that regrow over time
11Monkey's tail
12Clay fingers, can shape your fingers into any shape
13Split arms, can separate each of your arms into two arms
14Bone plates cover your body
15Venomous bite
16Paralytic skin secretions
17Unicorn horn
18Two eyes in the back of your head
19Enhanced homeostatic organ, never affected by temperature when not starving
20Feathers, dealer's choice in colors
21Vanta black skin, invisible in dark areas but light burns
22Brainworm, you can spit a worm into someone's ear that will temporarily control their body
23Coagulant saliva, your saliva can rapidly close wounds
24Slug eyes, your eyes can extend out of your skull on slug-like stalks
25Bone Jaw, your jaw is made of thick bone and reinforced muscle that allow powerful bites
26Vulture Stomach, you can eat rotten, poisonous, or uncooked food with no issues
27Inner Compass, you always know which direction the center of the world is
28Ink Spit, you can spit a sticky black ink
29Translucent Skin
30Mesmer Eyes, your swirling eyes can stop one person making eye contact in their tracks
31Mimic Chords, you can mimic any sound that you have heard before
32Viscous, you can become a puddle of flesh with great effort
33Acid blood, your blood burns attackers
34Tentacle arms
35Petrification, you can turn your body to stone for up to an hour
36Knife arm, one of your arms ends in a sharp bone knife instead of a hand
37Bloodwine, your blood is naturally alcholic
38Heat Exchanger, by touching two objects you can transfer heat from one into another
39Eye Lights, your eyes can act as flashlights
40Hound Nose, you have an exceptional sense of smell and can track based on scent
41You can change your sex at will
42Scorpion Tail
43Size regulator, with effort you can shrink down to 3 feet tall
44Wings
45Thumb Lighter, you can create a small flame from your thumb
46Flesh bombs, apple sized explosive growths on your back
47Sharp beak
48Clawed avian feet
49Bone Grow, your bones can regrow at an unnaturally fast pace
50Stomach Rat, a rat companion lives in your stomach. You can see through their eyes but they can only leave your stomach for an hour at a time
51Banshee Wail, once per day you can emit a stunning sonic screech
52Chainsaw Limb, one of your limbs can become a bone chainsaw
53Changeling, you can change your body over time to resemble anyone that you have seen
54Insulated, you do not conduct electricity
55Deer horns
56Quadupedal, like a wolf or dog
57Rib Trap, your chest cavity is a mouth and you can extend your ribs out and snap them shut
58Stench, the smell of your sweat is nauseating
59Hammer Fist, you can morph one of your hands into a bone hammer
60Sticky, you can stick things to your skin where they harden in place
61Inverted, you have a thick bone exoskeleton
62Fins, you have fins that extend in water
63Smoke chamber, you can fill a room with obfuscating smoke
64Spinal Cannon, your spine can extend and fire objects. Requires stabilization and ammunition
65Plagued, you can absorb a disease from someone else and safely incubate it in your own body
66Mood lamp, your skin is faintly bioluminescent and glows different colors with your mood
67Snake tail, your legs are replaced with a fleshy snake body
68Scales
69Inflammable, your body cannot catch fire
70Scissor Arms, you can combine your arms into a pair of sharp, large bone scissors
71Hibernation, when near death or at will you can put your body into a hibernation state for up to 10 years
72Teeth, you grow teeth from all over your body
73Chlorophyllic, you are tinged green and must be exposed to light for at least six hours a day
74Camel back, large sacks in your back can be filled with liquid
75Tracker, you always know the direction of one person you've touched before
76Internal Dowsing Rod, you always know the direction to the nearest body of water
77Harp Strings, thin fleshy tendrils lead from your body to your arm and can be played like a harp
78Thunder Fang, your bite carries an electric shock
79Bonesense, you can sense bones within a 60 foot radius
80Mind Meld, with time you can share your memories with another, or view theirs
81Sentry, you sleep with your eyes open and wake up when your eyes see movement
82Slippery, your body is covered in grotesque tear ducts that can make you slippery at will
83Reach, you can extend a limb up to two feet past its normal length
84Blood Leech, you can heal wounds by leeching blood
85Crab arm, one of your arms is a powerful crab-like pincer
86You can extrude webs like a spider, allowing a web spray once per day
87Fire belly, you can breathe fire like a dragon once per day
88Heartsense, you can sense heartbeats within a sixty foot radius
89False Life, you can perfectly feign death for up to an hour
90Reflective, you can turn your skin reflective for up to an hour
91Powercell, you can store electricity in your body and use it as sustenance or to power a device
92Rollerblades, your feet can extend bone rollerblades
93Hypersense, you can elevate your heart rate and predict what's about to happen, functionally allowing you to rewind time by ten seconds once per day
94Bodymolder, you can suppress any other abilities and reveal them at will
95Scytheblades, you have hidden bone scythes in your arms
96Cancerous Touch, you can implant tumors into flesh you touch that you can trigger to explosively grow at will
97Pyrokinesis, by focusing, you can set something you see on fire
98Rotfiend, by focusing on anything organic you can cause it to rot. Continuing to focus makes it rot faster
99Telepathy, if you focus you can hear surface level thoughts
100Telekinesis, you can move objects you can see as long as you could move or lift them with your own physical strength

Mutations not tied to a specific limb are granted by an organ somewhere within the body. You can attach/integrate new organs and limbs as long as the source body hasn't been dead for more than an hour. Most abilities are stressful to use and can cause harm if used too much in a short period. Integrating more of the same or similar abilities strengthen them. Each body carries a unique, identifying birthmark tied to the soul as well. Players should describe what their birthmark is. 

Being reborn can be a traumatic experience. The Angels of Phant allow an hour of acclimation before they usher people out of the wombs. There's no telling which of the four wombs you will get reborn into. The halls outside could be empty, or they could hide a group of reapers looking for easy prey with parts to harvest, a slave-hunter eager for new stock, or a hungry Madness. 

In the more civilized areas, people can pay insurance for a team to locate and rescue them when they are reborn, but for everyone else their best bets are a mad dash away from the wombs and out towards their homes- if they still remember them. 

Leaving the Womb

huleeb
The skeleton of the world is metal. There are three kinds of known metal:

  • Schipt: Dark grey and near indestructible, it makes up the skeleton of the world.
  • Wyre: A variety of different metals, anything that can conduct electricity is called Wyre.
  • Chime: The rarest kind of metal, it carries a pale pearlescent sheen. Chimeworkers can sing to this metal and change its shape to their whim, creating all varieties of special machinery, art, and weapons.

Long long ago, the world was strung with lights and splashed with color. People lived all around the wombs and everyone ate and drank freely, spending their days molding the world, studying the sciences, and creating art. Those days are long past now, and even those with the clearest of memories can barely recall it. Now the world is dangerous, and the fires of safety and civilization dwindle in fortified halls where power still sings in wyre and people are afforded dignity. 

Some halls still have working power sources that provide heat and light, and some have running water provided directly out of outlets in the surrounding schipt. Small polities dot the halls and increasingly groups keep to themselves as the threats of roving reavers and Madness grow every day. 

As common as schipt is moss, fleshy growth that creeps along the walls and ceiling of much of the world. Textured like flesh and growing almost everywhere, moss is farmed for thin, tasteless meat and bone used to create the majority of crafts for civilization.

Some major groups around the wombs:

Eduardo Pena

Soggrhal: The free city of Soggrhal is a collection of traders and adventurers that has ebbed and flowed for many decades. Now it is the last major free city and its merchant princes pay handsomely for expeditions out into the world to bring back valuables and artifacts of the lost worlds that came before. A town of legends and stories of the distant reaches of the world, Soggrhal's citizens have many wondrous artifacts.

Market: One of the most longstanding cities, Market has occupied a central position in the world since its creation. Market itself is ruled by the Dragon, an enigmatic warrior king who enforces a peace across Market with an iron fist. Anything and everything can be found at Market, from food to slaves to chimeworks and warlocks. Life for the average peasant in Market is typically brutish and short, but the promise of making it big and attaining a higher position among the merchant houses is always lingering.

Far Ocean: Clinging to the walls of the Algic Mer, Far Ocean is the main producer of algae, fish, oil, and general foodstuffs for the world. Its whaleships are the only source of oil in the world and it is always looking for those willing to brave the Algic Mer on whaling expeditions.

Divine Kingdom: The only city still built around a womb, the Divine Kingdom maintains a strict hierarchy of titles, grants, and nobility running off of labor from serfs. In exchange for safety directly after rebirth, the Divine Kingdom extracts labor for one year- guaranteeing the right of citizenship for ten years for anyone who completes a year of service. 

At the top of the food chain, houses of hedonistic nobles play a cloak and dagger game of intrigue around titles, territory, and resources. The Divine King themself rules absolute, but has fallen into a cycle of negligence and hedonism that has seen the kingdom dwindle over time.

Dreamers of the Quiet Night: A sect of religious zealots, they offer the peace of temporary death to all who come to them. In exchange for resources or time, Tenders will induce a dreaming coma for dreamers and keep them alive as far as their donation will take them.

Reavers: Any of the wild bands of raving mad men on the verge of becoming a Madness themselves, they hunt the halls for prey and take sadistic pleasure in inflicting pain.

Circlebreakers: This secretive order is reviled across much of the world for their attempts to break the circle of death and rebirth, spitting in the face of the gifts of Phant. Rumored to possess all sorts of terrible weapons and knowledge, known Circlebreakers are blacklisted from most polities. 

Further out from the wombs are stranger and stranger sights, halls long abandoned and scraps of civilization ripe for the taking. Dangerous creatures now roam these halls, ranging from mossborne insects, ancient metal angels, and Madness. 

Lautrec Attilius

A Madness is what happens when a body is filled with too much flesh and its soul is twisted, becoming a slavering hateful monster of flesh warped around a tortured soul. Unknown numbers of Madness stalk the halls of the world and each is unique in its flesh and function. Killing a Madness is usually seen as a kindness, as the soul is then freed for rebirth- but many tales tell of soul-devouring Madness that cage their victims in their flesh- torturing them endlessly. 

Play in the Coffin of Souls

Player characters are various mutants with long histories and patchwork memory. The halls of the near world around the wombs are rife with civilization, hungry and violent and the halls further out hold lost treasures, still living civilizations, and perhaps even answers. Most equipment is made of bone with the rare pieces of schipt or chime going for high prices. 

Death is cheap around the Coffin of Souls, the only bonds that matter are social ones built with the various factions and groups. Though rebirth is near instant, people still fear the act of death as, well, it's painful and risks memory loss- with memory being the one thing aside from the schipt skeleton of the world that lasts. 

Player characters are troubleshooters and explorers in this world beyond death, finding their goals and purpose out in the wide moss webbed halls of the world, exploring the dread wrecks along the Algal Ocean, the spore-ridden Violet Wastes, the Ruined City of Mirrors, the Forest of Shades, and perhaps even reaching the Edge of the World.

True death is impossible in the Coffin of Souls, capture by a band of Reavers or being eaten by a Madness is a terrible fate- but death will eventually see one reborn again and again.