Saturday, December 27, 2025

Gender in Senes: a modest proposal

 Inspired by interesting setting details for Meg's River Kingdom and Matthias's Vrivmiya, here is a proof of concept for a perfectly normal way of slicing the classic RPG pie, with gender-as-race and (Conan-style) race-as-class.

Race

In the culture group of Senes, they recognize three genders: the feminine Chena, the masculine Phersun (or boundary-crossing Trintos), and the child Phalakros (and the abberant Canavar).

Chena

Marked out by their ability to bear children, diligence and insight, sexual aggressiveness, and long life. Cannot initiate violence, and cannot harm another chena under any circumstance. Her alignment is owed to a group--- political or social. It is proper for her to understand foreign languages, but not to speak them. She can marry a phersun, Trintos, or Canavar, and own land, but not have sex outside of marriage or lead in politics.

 

Phersun

Marked out by their ability to sire children, long hair, indolence and endurance, airy-fairy airs, and short life. Can initiate violence, deadly or non-, but can never harm a Canavar, for that is to turn violence on itself. He owes his alignment to an ideal, abstract and unchanginger. He can read a foreign language without shame, but not speak one. He marries a Chena or Canavar, has extramarital sex, and leads polities, but cannot own land.

 

Trintos

Marked out by their ability to sire children, insular sexuality and language, divine mandate, and long life. Can initiate violence, but only to kill-- never to enforce or teach. Cannot kill a Phalakros. Like the Phersum he is aligned to an ideal. He can read and listen to foreign languages without shame. He can't marry or lead but he can own land and have sex, and isn't that what life is all about?

 

Phalakros

Includes all children, but notably many other people. The stereotypical Phalakros is eight, but the second-most stereotypical Phalakros is eighty. Marked out by hairlessness, whimsy, and a constant drive to learn. Can initiate non-lethal force, but never harm a Phersun. Their alignment is to a group, and they cannot properly understand languages from outside that group. They do not marry, have sex, own land, or lead.


Canavar

Marked out by strange proportions, jagged, artificial punctures, bilateral fecundity, and agelessness. Can initiate non-lethal force, but never harm the divine Trintos. Aligned with appetites, literal and figurative. It can listen to foreign speech, but not read it. It may marry and lead to gain a connection to society, but not have sex out of wedlock and certainly not own land.

 

Class

Promachian
Wears a single woolen chiton, undyed or in cool colors, a wide-brimmed hat, and metal fingernails. Cosmetics are disdained, and jewelry or other adornments are supposed to be understated.
A: Citizenry- cannot use cosmetics, potions, or gaudy adornments. When charging a foe with deadly intent, you and any ally doing the same deal double damage. When wrestling a foe with subduing intent, take half damage from them. +2 reaction with spirits, gods, and non-carnivorous monsters.
B: Uprightness- you are an excellent judge of character; traditionally, you prefer the company of stuck-up pricks.
C: Prominence- you are an excellent rhetor, and your speeches cannot be ignored. When taking up the cudgel for a settlement to do something, you always find local friends willing to help you. You get to pay taxes when in your homeland, which for some reason thrills you.
D: Philosopher- those who work for you or owe fealty to you cannot be bribed and those you lead personally will not flee as long as you perform your gender without fail. Philosophers of any gender can initiate deadly violence; speak, read, and listen to any language; have an alignment of ideals; and lead.

Lykan
Wears tight studded leather, sometimes with a fiery scarf or more intricate cloak, one of a number of status-indicating circlets, tightly-bound hair, and comfortable sandals. Never covers their shins.
A: Hardness- +4 HP, and you can wear armor and throw boomerangs regardless of your walk of life.
B: Specialization- your society is properly ordered, and you get a specialization based on gender. See below.
C: Spare- no penalty for resting in miserable conditions or eating meager rations. You can perform feats of strength without tools as well as a normal person with tools.
D: Duogarchy- It's considered socially acceptable for you to challenge someone to a fight for their leadership positions, and they'll lose face if they say no unless you're not performing your gender accepting would go against their gender.

Specialization
Phalakros: you have to be a slave ; (
Chena: +1 MD and two of the following spells: Light, ESP, Hold Portal. Can spend HP as MD.
Phersun: +1 attack
Trintos: +1 MD and two of the following spells: Disguise Self, Thunderbolt, Reflect Spell. Can spend HP as MD.
Canavar: track scents as a bloodhound, and become expert in the crafting of poisons.

Theban
Wears a single-colored and very emotive mask, a two-piece chiton with flowy sleeves, boots, artificially darkened hair, and scandalous pants (if Chena or Trintos). Hats are taboo for Thebans, and they paint their helmets black in war because they're embarrassed of them.
A: Libation Bearer- ghosts love and fear you and will never impede you. Gods are fond of you, at least initially. +1 MD and one of the following spells: Comprehend Languages, Invisibility, Notes of Noy
B: Obligation- +1 MD and if you promise to do something, you'll never renege, even if it destroys you. People assume this is true of all Thebans, but it's only true of the ones at B template and up. When unarmored, you cannot be fully killed if you were at full health ten seconds ago. HP damage leaves you with 1 HP remaining, and failed saves vs death give you a crazy nosebleed, unconsciousness, and horror dreams.
C: God Stone- +1 MD when covered in blood, and two of the following spells: detect lies, augury, heal wounds.
D: Emptiness- +1 MD when wearing your mask. The most prominent Thebans are not better off for it. You can listen to languages, marry, and have sex regardless of gender. Who cares? You can casually do any of the following once ever, as long as no one thinks you're trying to show off: return a dead body to life, receive a true prophecy, summon a horrific monster, bring on a plague, make a guy explode.

Draconian
Wears performatively ragged clothing with a castellated neckline, short hair, and gaudy ornamentation whenever possible. Those who go barefoot show off their wealth.
A: Pronunciation- when speaking in a loud and clear voice, you inspire fear in Phalakrosi and Canavaroi. +1 MD and two of the following spells: detect magic, magic missile, magic mouth.
B: Beard- when wearing a stylized false beard called a Ravdos, get +1 MD. Learn one of the following spells: charm person, light, or sleep.
C: Condemnation- everyone is a criminal, some just haven't committed any crimes yet. Get +1 MD and two of the following spells: summon daemon, neutralize poison, poisonize neutral, phantasmal force
D: Law- when you pronounce a restriction on a space you own or have just been in for at least an hour, you remotely spy when someone breaks that restriction and can cast remote spells on them.Get +1 MD and the following spells: fireball, magic jar, teleport.

Nilean
Wears loose skins, a wide hooded coat, a dense cloud of fuzzy hair, and intricately-tied sandals. Weapons are worn openly or not at all.
A: Price- entering adulthood from Phalakrosy, you must give up an organ associated with your gender; a breast for Chenae, the right pointer finger for Phersunoi, an eye for Trintosi, or part of the genitals for Canavaroi. You can swim like a fish, climb like a monkey, and carry like a mule (+5 inventory), and kick like another mule (1d6 damage)
B: Boldness- you can initiate lethal or subduing violence; attack; and have sex regardless of gender. When your attack kills someone, go ahead and attack someone else right away.
C: Points- Chenae and Trintosi of Nileon are renowned for the use of the bow, while Phalakrosi, Phersunoi, and Canavaroi instead use darts when called on to fight. When using this weapon, +1 attack and you can attempt improbable ranged maneuvers like pinning, disarming, exc.
D: 1/year, you may meld with a creature you're riding, becoming as the centaur if you're riding a horse. If it's a human this is called either a rençper or a kamparntína, depending on configuration. This lasts until you decide to end it. 

Klymenean
Wears a Plutonian chiton (draped in a way that resembles a poncho, two-and-a-half pieces, often docked to go tits out or expose midriff) pierced with pins and gold ornaments, a cunning nightcap-shaped cap, pronounced cosmetics, and automatic tattoos (in the sense of automatic writing).
A: Coldness- you act with perfect matter-of-fact calmness which is better than stealth. When skulking around, listening at doorways, or similarly acting roguishly, there is a 3-in-6 chance someone who happens upon you will just assume you're supposed to be doing that, or perhaps that you're puckishly passing the time waiting for them to notice you. The first wound you inflict on someone deals double damage.
B: Balancing Scales- you are an expert in appraising value and workmanship. When someone deals damage to you, you can suddenly appear right behind them.
C: Snakes- +2 reaction rolls with snakes, tortoises, and other neptunian creatures. +1 MD and learn the spell Summon Snakes.
D: Privilege- like all who are wealthy in spirit, you are allowed certain leniencies. You can appear as anyone who has ever died, counterfeit coins and art objects fade away at your touch, and you do not need to pay property taxes above-ground.

Akh: a Thought Cabinet in Fantasy RPGs

If I post this and three other articles, I'll have posted an average of one blogpost a week, which would hearten me a bit.


 When Disco Elysium came out in 2019, it was broadly admired and, as though it were a Fromsoft game, many OSR bloggers tried to adapt its marquis mechanics to ttrpg form. In imitation of the game's "thought cabinet", you see games with psyche slots, mental inventory, and similar schemes. These attempts contend with natural obstacles posed by the difference of the medium. In D&D, you aren't choosing from a menu of options but forging your own way, and there's nothing stopping you from deciding to be a communist or a racist or sad about your wife leaving you. Fantasy games also often struggle to portray ideologies that are as compelling or intricate as real-world viewpoints, and your improvised table game is not (and should not) be as tightly-written as one of most respected games of the past ten years.

I recently upgraded from a chromebook to a laptop that's allowed to run steam, so I'm playing through Disco Elysium for the first time, and like a chump I've fallen down the same rabbit hole as all those other hapless bloggers. But this time it will go well. It will be sleek and unobtrusive, and if the DM forgets to keep inventing new thoughts for the cabinet, that will be okay.

Procedure
When a PC comes into contact with an Akh, a living thought, they may process (or must save vs processing) it. The Akh might be a conviction, a troubling fact, a piece of a god or hero's mythic cycle that can be relived and re-experienced, or anything of that ilk. Akhs are non-material but can be shared through discussion, or picked up off a dead man. While processing it, you normally have a penalty to endure. After you gain 1000 XP (by whatever normal means), you finish processing the thought, and gain a bonus (and/or maybe a penalty). Rude Akhs can make you save with favor or succumb to some impulse, but this should be rare. They're mostly problematic treasures, not over-complicated penalties. Getting rid of an Akh should be tricky.

d12 Akhs
Name: penalty/bonus/notes
1. The Sun is Dead: Take double damage while in sunlight/Eating fresh corpse meat restores 1 HP/-1 reaction with Saver Heol and his children. An Akh enjoyed by giant hounds.
2. Past Lives: -2 initiative/Gain the skills of a masterful shepherd/patient and appreciative.
3. Time's Arrow: save with favor to kill a person or destroy something valuable/sacrifice this Akh to undo an action within your sight/cannot undo the deeds of Saver Heol or Ptamose/decisive but thoughtful
4. Ism: -2 reaction/+1 reaction with officials of your nation, and the Ism Akh will butt in frequently to nudge you towards institutional success/forget all foreign or subnational languages. Bold and proud.
5. Slaves Never: cannot flee/learn to use the bow. If you can already use the bow, gain the Ironmonger class's Blood Eyes./Humble and proud.
6. Setizour: Fail all saves with magical amulets/+1 MD and learn the spell Cloak of Shadows./This Akh butts in a lot and is a coward.
7. The Piercing of Gael: -2 to ranged attacks/if you can use a bow, you can fire with air time. If not, the next time an arrow would reduce you to 0 or fewer HP, you ignore all damage from it./When you pass through a hive's main gate, eight small wounds in your chest open, which the devout find charming. Apprehensive and awestruck.
8. Broadmindedness: -4 charisma/you may speak with gibbering plants and get +1 reaction with them/gibbering plants are not very informative.
9. Geomancy: Cannot see anything not touching the ground/Attain knowledge of kastromancy/upon internalizing, save or immediately begin processing the Ten Slaves Akh. Matter-of-fact
10. Orb Quest: -4 to all handful acts if not holding an orb in your offhand/+1 MD when holding an orb in your offhand. Calculating and strident.
11. Ten Slaves: Deaf to everything more than 15' away/The tap of your foot can detect if something is a trap/There is a vague sense that you owe these slaves an awful lot if you find them. Tense and eerie.
12. Ye Mighty: Take double damage/Gain prima vedex for all extinct cultures./Decent but sanctimonious.

d20 Personal Dungeon Stakes

 At Hilander's suggestion, here are examples of a great cheap trick to make normal D&D events feel more connected to the characters while still being very play-focused. "You are the ex-wife of the master of the nearest dungeon" are very efficient words. In our tradition, we tend to plug rootless PCs into adventure situations. But it really adds a lot imo to change "a sword" to "your rightful sword" and "an apocalypse" to "your apocalypse"

See also Louis's magnum opus.

d20
1. you are the local dungeon master's ex-wife
2. you are the confessor or loyal of one particular humanoid on the dungeon's random encounter table
3. your cousin is a bandit on the overland encounter table
4. Your son is an evil knight
5. your father was justly usurped from the throne of this land
6. you legally own the ruin the dungeon is built under
7. the immortal lich is your ancestor, and she really wants you to make something of yourself
8. You and the local cat burglar are rivals with overwhelming sexual tension
9. The master of the dungeon learned it all from you
10. You opened the forbidden scroll that caused this whole mess
11. Your sister opened the forbidden scroll that caused this whole mess
12. Legally, it's your responsibility to protect these people
13. You own a house within half a mile of where all this is going down, and you have good memories there.
14. The magic sword in the dungeon is your family's sword
15. Everyone in the evil zone wants you to be someone you're not, and they're threatening a nice old man who likes you for you
16. A specific lieutenant of the dungeon master killed your sister
17. 1-in-6 random encounters are actually demons in disguise, sent to punish you for how you live your life.
18. Your crush admires the evil dungeon people because they're attacking a third party who traumatized your crush with villainy
19. Your mentor is being judged by a council of snobbish wizards based on what you do, and if you fail she's out of a job and really sad.
20. the master of the dungeon is dating your ex-wife. 

Monday, December 22, 2025

Deserts of Vo Tables

Generators for my own purposes. Glory as ever to Spwack.









Saturday, December 20, 2025

Hive Delving (Deserts of Vo)

 Where other culture groups build towns and cities as a collection of dozens or hundreds of free-standing structures, Vo cultures usually construct hives, labyrinthine complexes of adobe or brick in which homes, public infrastructure, businesses, and hallway-roads all share walls and roofs. Exploring an abandoned hive is sort of like journeying through an above-ground anthill or an excavated dungeon. By virtue of their construction, hives have the following features:

  • Many entrances, each individually defensible. Many hives are designed to be accessed by ladder only, except perhaps for a stable dock built isolated from the rest of the hive.
  • Tough but penetrable walls. Hive structures are resilient against sandstorms and harsh winds, but a sledge and enough time can create new access points.
  • Winding paths with many dead-ends and barred doors. Many large hives are laid out to intentionally confuse outsiders and invaders.
  • Flat roofs, easily traversed unless designed for defense.
  • Wind towers to create cross breezes and circulation.

Chan Chan, capital of the Chimor Empire

Exploration Procedure

Unless otherwise noted, assume things follow the way of your favorite dungeon game procedure.


Labyrinths

Unlike a dungeon, many areas won't be represented by a floorplannable chamber. We'll call them labyrinths, and they differ in the following ways:

It takes one Turn to pass through a labyrinth if you are very familiar with it; two Turns if you've been through it only a couple times before; two Turns to find a random exit; or three Turns to fully inspect the labyrinth.

If you mark your path with chalk, thread, or some other means, you can backtrack quickly, taking only one Turn. However, denizens of the hive can follow your path right to you— +1-in-6 chance of encountering wandering monsters.

Most labyrinths have side rooms (former apartments, storage magazines, exc.) that can be barricaded and camped in. Depending on the labyrinth, this either involves breaking down a barred door (standard old school procedure for that), or building a sufficient barricade at an open portal with whatever jetsam you encounter, which takes three Turns for an average-sized party.

The strange layout of a labyrinth is good for sneaking through— +1-in-6 chance of surprise for all encounters where you would roll that, and solitary characters sneaking around in good sneakin' clothes have a default 3-in-6 chance of doing so successfully.

Just as with all other facets of an adventure game, particular labyrinth areas will be subject to intense variety. Some will offer special hazard, strange forms of traversal, or hidden treasure.


Breaking Through Walls

Hive walls have hit points. Spending a Turn hitting a section of wall with an appropriate tool, like a sledgehammer or pickaxe, allows a character to make an Open Doors roll to deal 1 damage to a section of wall, ceiling, or floor. The average adobe wall has two hit points, and two characters trading off strikes can work together to strike a wall in the same Turn.

When a section is destroyed, there is a 0-in-6 chance of collapse, +1 per level of structure directly above it. A collapse causes the roof and adjoining walls to break apart and fill in the gap, a save vs 2d6 damage for the breakers, and trigger a collapse check for the structure above it. Some structures, like freestanding towers and vaults above a basement level, are specifically reinforced to prevent collapse, ignoring the first collapse check that would be made for them.

Example: a party of explorers is trying to access a treasure vault three levels deep in a hive, and has found its way to the area directly below it on the fourth level down. Two characters tear at a ceiling supporting the vault above with heavy hammers, and get lucky in their Open Door rolls, demolishing it after only a single Turn. Normally this would trigger a collapse check (3-in-6 because the vault is in the third basement), but ingenious quoins have been built into it and the vault structure holds. The characters give each other boosts and climb into the hole in the ceiling, discovering what is in the chamber above.


Estimating Distance

As in the above example, it may happen that characters want to judge what space on one level is directly above or below another, and if this involves an abstract space like a labyrinth rather than a strict floorplan, the DM will have to assess how accurate the guess is.

As a rule of thumb, if the PCs slow to half speed and count their paces, walking the entire route, they can always find the right spot on the first try. If not, they're always off by at least a hundred feet, unless the hive is really quite small. Hive denizens are always accurate in estimating distances of places they must have been a hundred times before.

Cliff Palace, Mesa Verde National Park

Archaeological Cues

When exploring an abandoned or fallen hive, it can be useful to learn about the culture that constructed it, to understand the recurring landmarks that can be used to orient oneself as one explores. The older hives may even show cultural strata, with newer archaeological cues repurposing and building onto old cues.

A hive may not have all of the cues associated with its current culture, but it would be weird if it lacked half of them. As it's common for one hive to be rebuilt or redeveloped over time, the signs of earlier cultural cues may be apparent, though the earlier infrastructure may have been subsumed by later constructions, repurposed, or walled off.

Roman atrium

Yarfu Empire Cues

1. Solarium well. A shaft open to the sun that falls upon a drinking well and communal space, decorated with religious scenes. Therefore connects the roof to a low level with nothing below it in that space.

2. Barrack-temple. Stockpile of relics and many apartments. Great firepit with bronze mirrors. Near to the main entrance, and to the procession circuit.

3. Procession circuit.  Grand basement-level procession hall that loops back on itself, with civic murals.

4. Dare-tower. Thin, gaudily decorated tower jutting from the center of the roof or close to the main entrance. More martially ready hives have more prominent and provocative towers, daring foes to try their defenses. Usually directly above the throne chamber, even if multiple floors intervene.

5. Basement throne chamber. Relatively shallow stone seat built into the back wall. Directly under the dare-tower.

6. Slave arcade. Straight, smooth-walled pit overlooked from at least two sides by open arched bays. While infamous today for their slavery, imperial accounts considered their captivity liberal and permissive, and it was not uncommon for the slave caste of large hives to operate and maintain huts, communal art objects, and closed worship, affording some degree of internal autonomy.

7. Puck field. Circular or rectangular pitches built on flat sections of hive roofs. While not considered civic functions, hockey and other puck sports were nearly ubiquitous in the times of the empire. They were always kept well away from the homes of the wealthy and the temples.

8. Rooftop birthing fonts. Bathing pools in small numbers, within view of the sun. Mosaic tile makes the bottom of each pool resemble a sun itself, to bless those born at night. A definite path usually leads from the well to the fonts, even when they're at a great remove. 

Saranac Lake

Ice-Brick Culture Cues

1. Blood Well. A fissure in the earth from which warm air escapes, melting ice for the hive's population to drink. Unworked, the fissure eventually stopped releasing this warm air, at which point the residents poured blood into it— either the contributions of many or the sacrifice of one person— and the heat resumed. By necessity, found rising from the base of the hive and open penetrates to the surface. Sometimes the main entrance of the hive.

2. Detrital Walls. Due to the cold climate that prevents the natural decay of some substances, external walls are sometimes mingled with refuse or sentimental keepsakes as a form of disposal. If a hive expands, it leaves rows of formerly-exterior walls emanating through it, so moving through a detrital gate is a good navigational landmark.

3. Savouriezh Komz. A many-portalled hall or district whose doors are carved and painted to form bulging, expressive faces, fierce animals, or other images. Here youths on the cusp of adulthood live, moving to different apartments as suits them. No authorities governed them in this area. After two years, they were allowed to leave the Savouriezh Komz and live as adults. Often found in the raised space below the akropolis.

4. Den Quarries. Cutting blocks of permafrost from the depths of the hive in this part of the world tended to release air trapped in minute pockets, imparting an airy dissociation on those who lingered in these quarries, creating an area of both construction and mirth. Ventilated by cryptoportici.

5. Cryptoporticus. Enclosed passages with windows, often given a view of many public areas while allowing no obvious egress into them. Often feed into the vicinity of the postern.

6. Akropolis. A raised roof district with a grand stair that contains the homes of superior citizens and a grand temple. Built over the Savouriezh Komz with no direct connection between them.

7. Postern. A remote and well-hidden shaft that served as a secret exit in the event of a siege. Traditionally, all killing that was to be done in the hive was performed in the antechamber of the postern to create a psychic barrier or staff the area with ghosts. Executioners and butchers found their businesses close to these posterns for that fact.

8. Mirror Shaft. One or more north-facing angled shafts of packed ice, intended to reflect light from the sun into the depths of the hive. Traditionally trapped in some novel way to discouraged their use as an entry by invaders. Often mirrors the akropolis, by default.

Knossos Palace, Crete

Mansion-Flooding Culture Cues

1. Courtyards. Small and privately owned, they were supposed to be constantly guarded by the wealthy citizens who owned them. Found in nice districts away from the grand dome and the peret.

2. Hemarastell. A civil arrangement in which slaughter-houses are situated in the hive's stable dock over grates, so that animal blood is allowed to seep down onto the graves of the dead. These grave fields usually acted as a flood channel, and bodies where exhumed and disintegrated with relative frequency. Raised halls connecting the hemarastell graves to the rest of the hive were frequently clogged, especially after active habitation ended.

3. Clerestory Temple. Resembling a wide, squat tower with high, slitted windows to allow in natural light. Priests were said to study the handling of light here, and mastery of spells. Kept apart from the Bright Fruit Tower, and often adorned the Grand Dome.

4. Drowning chamber. A bare oubliette with a barred ceiling and narrow windows facing the sea, used for execution and sacrifice.

5. Bright Fruit Tower. Narrow windows illuminating murals decorated with delicate juice-based dyes, serving as a place to record art and historical details that might otherwise be damaged by water. Typically forward, near to the stable dock.

6. Enclos Rekhyt. A public square situated directly under the grand dome, marked with lapwings in flight and rock pythons. By near-universal custom, almost anything said in the Enclos is permitted, but if it is considered false, the utterer is to be fed to snakes.

7. Grand Dome. Large, perfectly hemispherical protrusion from the roof of the hive, usually formed from locally-quarried stone. In the summer, site of spiral races that tested athletes' balance as well as their speed. It was said the best spiral racers would be skilled warriors, and the culture's soldiers were said to be capable of performing deep lunging thrusts with a spear that would have unfooted other fighters.

8. Peret. A complex within the hive of mixed use as a granary, a place of deliberation for hive leaders, and a site of auspicious births. Usually within a brisk walk of the Enclos Rekhyt, the work of measurers was conducted publicly, and this association with abundance and fidelity brought both leaders and expectant parents.

Talpiot Ossuaries, Israel Museum

Proto-Imperial Culture Cues

1. Elevator Platform. Showing the precision engineering and cogwork of this culture, wide platforms that sunk and rose were common. Usually operated by the wheel channel (and accessed by a secret panel).

2. Darken Holy. Windowless and taboo sanctum near the center and the bottom of the hive. Always has a kinked antechamber to prevent light from ever touching the holy. Every year during the winter solstice, it was the responsibility of an unranked priest to enter the holy and challenge the God Who Wants to Eat the World, imagined as accessible by this ever-dark chamber. There's something to this, as this is a duty with a measurable casualty rate. Accessible via the ossuary.

3. Ossuary. Usually spilling to the size of a neighborhood, the apportionment of which apartment one would be interred in was apparently a common cause for social friction. Often visited but never inhabited by the living. The ossuary either encompasses or adjoins the darken holy.

4. Quarry rows. Stone from the ground beneath the hive was desirable even if it was of low quality generally, both because quarrying it necessarily expanded the hive's tunnels and to display the stone as a point of civic pride.

5. Kaleidic Temple. Built high along the eastern wall of the city, the temple's main feature was a spinning, many-colored plate. It was intended that as the sun rose, a dark curtain would be torn from the window, causing a beam of light to suddenly illuminate the plate. The sight of this, after meditation in the dark, brought on visions or great powers.

6. Triumphal. The pillar or pillars running through gates into the neighborhood of slaves, typically war hostages taken by that hive or purchased from an allied hive. It was expected that such captives would be freed after a period of time spent in labor and displacement, and they were allowed to correspond with their own people when convenient, but were otherwise treated in draconian ways. These neighborhoods were universally kept on the opposite side of the hive from the ossuary.

7. Arsenical Chimney. Narrow chute connecting the roof to a redsmith's forge, used in the creation of bronze and the powering of engines. In the culture's time, smithing was considered a holy profession, associated with the sacrifice of health and long life, and as such forges were often intricately decorated.

8. Wheel Channel. A passage of interlocking metal wheels meant to transfer mechanical power. Usually connected the arsenical chimney and elevator platform.

A woman, one of two moieties in Darem Tunnel Culture

Darem Tunnel Culture Cues

1. Excavated Temple. A cultic complex built in a large, multi-story chamber with many tunnels branching off from it. Often at the approximate center of the hive, sometimes enforced by increasing rents for those a certain walking distance from the temple.

2. Tiarmaez. A fortified, orthogonally gridded district. Formed a main gate and bulwark from which the tunnels of the ground spread. Kept separate from the rooftop grove and ventilation shaft.

3. Serdabs. Closed chamber containing religious or civic statues, accessed by a small slit or window for offering and prayers. Traditionally constructed halfway between basement and ground level, they also retained warm air that circulated after nightfall, resulting in the belief that the breath of the dead is hot. Built near to the cartouche for the swapping of statues.

4. Rooftop Grove. Useful fruit trees were cultivated in regular rows here. Good soil was often gradually and painstakingly added to ever-deeper tree-pans as roots grew. In addition to produce and relaxation, the groves were said to draw good souls to be reincarnated in those born in the hive, and they were the shaded site of such births whenever possible. Later cultures building over such groves either allowed them to remain as courtyards below the level of the roof, or convert them into hypostyle halls.

5. Solar Stairway. Oversized steps rising from the edge of the hive into thin air. Meant to be the avenue for the hive's ruler to ascend to the sky to converse with the sun. Pointing directly away from the cartouche.

6. Ventilation Shaft. Thin channel running from the hive roof down to the deepest basements to aid in air circulation. Often defended by a fortified tower at its top. Set as near as possible to the deepest section of the hive.

7. Cartouche. Fortified manse built into the western wall of the hive. Contained the hive's chief, whose most important legitimating ritual included being the first to enter new excavations to test their structural integrity. The chief also named every child born in the hive, and the cartouche is traditionally decorated with statuettes of boar-headed figures, handsome individuals, and other images taken to represent common names found in that hive. Serdabs are always found near to the cartouche.

8. Gynaon. A grand hall and district exclusive to women, the center of civic life. Usually on the opposite side of the hive from the Tiarmaez.

Pharaonic Mastaba

Heoline Culture Cues

1. Racing Court. This long yard, open to the air, was where the ruler of the city engaged in periodic races to demonstrate and renew his divine mandate to rule. Often decorated with murals of dangerous animals and skulls, symbols of what the ruler outraces with good policy. Found near the center of the hive.

2. War Temple. Built directly over a smithy, fumes and smoke rise directly into the temple and up through a skylight. Marked out with gilded flames. Adjoins the solarium well.

3. Mastabas. Flat-roofed, slope-walled tombs that surrounded the hive and could be found on the roofs. Has false doors for spirits to enter and exit, and the tombs of prominent heroes formed the site of fighting associations, sometimes sanctioned, sometimes illicit.

4. Ti Amun. Typically a select location in a residential district, the Ti Amun was a gathering place for a closed society whose barriers for entry were that one must be invited to join and one must be a mother. Discerned by murals depicting the sun being birthed from the horizon, and remembered by later civilizations as being a breeding ground for apostates and conspirators.

5. Ostalery. A worked tunnel running under the area surrounding the hive to directly connect two areas, or acting as an intermediary space between the stable dock and the hive proper. Decorated with murals, businesses often eventually adorned these tunnels, usually tavern-brothels and food vendors.

6. Klochdi. A tower with a large suspended bell, rising from near the center of the hive. Chime patterns unique to the hive signalled the arrival of news, quarantines, hews and cry, and religious events.

7. Solarium well. A shaft open to the sun that falls upon a drinking well and communal space, decorated with natural scenes. Therefore connects the roof to a low level with nothing below it in that space.

8. Peace Temple. Built directly under klochdi, where junior hereditary priests performed rites for slaves on condition of good conduct. The heoline culture practiced a form of chattel slavery otherwise uncommon in Yarfu, and the peace temple was the center of the practice.

Other cultures in Yarfu predate the empire, but they did not build hives, or they did not have architectural touchstones, or there are no extant ruins from which their touchstones could be reconstructed.