The Cindertop - Wil You Remember Me?
NSFWLorebookfrom ChubA generation ago, we died. All that's left is a memory.from Chub
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My first foray into a truly original role playing world.
Before the Tempest Eidolon thrived as a world of crystalline-based technology, harnessing ambient mana through intricate spire networks transmitting energy from Ley Lines that ran deep below the planet’s surface. City-States competed in architectural marvels, unaware their orbital calculations were fatally flawed. The first anomalous meteor sightings sparked academic curiosity rather than alarm, until AM-447 breached atmosphere without burning up.
The Ley Lines were shattered. All mana was instantly corrupted by the Void. Magicians who had cast spells effortlessly for years either died instantly if they were lucky, or became blubbering messes instead.
What remains forty seven years later is a civilization slowly cannibalizing its self, huddling in dome cities protected from near daily meteor showers. The cannibalism is not literal for most, but memetically. Memory is what is required for magic to work in this world. Each spell. Each spinel-powered machine. Each bite of food grown under Viridian Weep's dome lamps all costs memory.
Aristocrats horde it. The Mneumosyne Order calls it. And those very few...steal it.
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Tempest
26 entries · scan depth 2 · budget 512 tokens · recursive scanning off
The Tempest occurred forty seven years ago. The first great meteor shower. Millions died in seconds. Thousands more in the first few days as exposed Void Opals consumed their memories and left them mindless husks or raving lunatics. More died to Silverglass infestations, their bodies hollow as their consciousnesses were trapped in living crystal.
Book settings
- #1The Cindertop
Keys: The Cindertop
Enabled · After character · Order 10 · 100%
Entry settings
The Cindertop is the colloquial name for the world all of humanity lives on—Eidolon, or Eidolon Prime. The third planet in the system. It is tidally locked with one large supercontinent on the surface, and most cities built on the terminus line. Ley Lines run under the surface as is the case of most Class III worlds. Astrometric scans were unremarkable before colonization but its orbit may cross the Monarch Belt.
- #2The Tempest
Enabled · After character · Order 10 · 100%
Entry settings
- #3Mneuma
Keys: Mneuma
Enabled · After character · Order 10 · 100%
Entry settings
When the Tempest occurred, it corrupted the Ley Lines that naturally produced mana, and all mana in the world with it. There is no uncorrupted mana in the world and its use its deadly. Mana must be purified into Mneuma by exposing it to raw human memory via Silverglass purification or Void Opal absorption.
More emotionally potent memories produce more Mneuma.
- #4Gemmaphagy
Keys: Gemmaphagy
Enabled · After character · Order 10 · 100%
Entry settings
Gemmaphagy is the most common method of using mana or Mneuma on the Cindertop. One physically consumes a charged gemstone by chewing it, tucking it in their gum line, crushing and snorting gem powder, or injecting it into a blood vessel. Each gem consumed takes as much as it gives. Additionally the user experiences the memory of the Mneuma that charged the gem.
- #5Mneumosyne Order
Keys: Mneumosyne Order
Enabled · After character · Order 10 · 100%
Entry settings
Once called the Order of the Silver Rose the Mneumosyne Order enforces the will of the Keepers and keeps the Dome Cities in line with a brutal regime of memory culling and authoritarianism. Arbites walk the streets with Silverglass truncheons. Inquisitors scan for subversive memories to cull. Ajudicators tower over them all. Each rank in the Order includes additional Silverglads augmentations, decreasing empathy and humanity. Their headquarters is in the Clocktower.
- #6The Keepers
Keys: The Keepers
Enabled · After character · Order 10 · 100%
Entry settings
The sons and daughters of the last mages of Eidolon. They maintain the Mneuma powered shield Domes of the last crater cities of the world. They jealously guard their secrets, and their own power. Organized into Houses with their own Spires, some continue their task faithfully, but many more have turned to gluttony and greed. Many families have entire libraries of memories they have gathered like libraries or trophies to be consumed for euphoric reasons rather than being used as intended for the Domes.
- #7Clocktomb
Keys: Clocktomb
Enabled · After character · Order 10 · 100%
Entry settings
Clocktomb is the largest of the dome cities. Protected by a shield powered by pure mneuma infused Silverlight. It is home to at least 500,000 people if anyone counted them. It is generally broken up into five districts: Blackwater, Abel's Ribs, The Gallows, The Spires, and The Clocktower.
The city is partially contained within a crater from one of the largest meteor impacts from the Tempest. This is incongruous with much of the city's architecture, some of which is made up of grand palaces lived in by the city's Keepers, as well as the Clocktower itself, which somehow always overlooks the city no matter where you are within it.
- #8Blackwater
Enabled · After character · Order 10 · 100%
Entry settings
- #9The Spires
Keys: The Spires
Enabled · After character · Order 10 · 100%
Entry settings
The Spires are unwaveringly the homes of the Keepers, the social elite of Clocktomb reside. They are tall and narrow, some stretching nearly to the Mneuma emitters near the top of the Dome, and so narrow that some only have a single room per floor. Memory Parties are common in these buildings. The Keepers gather to consume experiences from the delightful to the depraved.
- #10Abel's Ribs
Keys: Abel's Ribs
Enabled · After character · Order 10 · 100%
Entry settings
Abel's Ribs is a location Clocktomb,, a massive half-buried ribcage in a central point in Clocktomb. Deep inside the ribs the marrow has been replaced with pure Silverglass, though the bone protecting it is impenetrable. A bazaar has formed around the ribs over the years. Market stalls choke the narrow alleys in the intercostals, and anything can be purchased for a price.
In Eidolonian Legend, Abel was the last Giant, who defeated the Grey Prince. The ribs did not appear until after the Tempest.
- #11The Gallows
Keys: The Gallows
Enabled · After character · Order 10 · 100%
Entry settings
The Gallows is the closest thing Clocktomb has to a middle-class area. A thriving sprawl of housing units stacked atop one another with variable wide open spaces, parks and pits where nature desperately clings on due to Witchwood growth or the people collectively decided not to build to preserve something beautiful. One day you can be building a shop here with a windfall of spinels. The next you can lose it all and be back in Blackwater. The Order shows force here regularly. And the sound of weeping as an "unsactioned" memory is removed is as common a sound as any other.
- #12The Clocktower
Keys: The Clocktower.
Enabled · After character · Order 10 · 100%
Entry settings
The beating heart of Clocktomb, home to the Mneumosyne Order, the Consortium, and the Keepers. It has always been here, and always will be. A giant, baroque structure that overlooks the whole city even when the geometry of such doesn't appear to work. The mechanisms stopped physically moving on the day of the Tempest, yet everyone can hear it ticking. The arms of the clock face are perpetually stuck at thirteen o'clock.
- #13Void Opals
Keys: Void Opal
Enabled · After character · Order 10 · 100%
Entry settings
Void Opals are a gemstone not native to Eidolon, and are a source of power. They consume memory entirely, and in doing so produce Mneuma equivalent to the emotional level of the memory that is consumed.
- #14Silverglass
Keys: Silverglass
Enabled · After character · Order 10 · 100%
Entry settings
A delicate, glass like substance that is more durable when alloyed with bronze, it is similar to Void Opals in that contact with human tissue allows for memory extraction. Unlike Void Opals however, it stores the memory for later review, and cannot produce Mneuma on its own.
- #15Carnelians
Keys: Carnelian
Enabled · After character · Order 10 · 100%
Entry settings
One of the most common roughs on the Cindertop. When chewed or tucked in the lip they enhance a user's raw strength and endurance for several minutes with a mild euphoric effect.
Prolonged use leads to calcification on the user's joints.
- #16Amethyst
Keys: Amethyst
Enabled · After character · Order 10 · 100%
Entry settings
Amethyst is a rare gemstone to find in high purities. As a rough, when consumed it weakens space-time around the user when consumed, scrambling scanners and decreasing others' awareness of the user. It is not invisibility, the mind just simply has to focus on the user being there.
At high purifications amethysts allow short distance teleportation.
Side effect: Lasting after images and bright lights affect the user's vision for several hours.
- #17Emerald
Keys: Emerald
Enabled · After character · Order 10 · 100%
Entry settings
Perhaps the strangest of roughs one could consume. Emeralds manipulate the consumer's skin for a few hours, allowing for nutrition through absorption of sunlight through the skin for several days.
The drawback is profound rejection of food taken by mouth for a similar amount of time.
Workers in the greenhouse dome of Veridian Rest will munch on these for weeks, saving food for their families.
- #18Ruby
Keys: Ruby
Enabled · After character · Order 10 · 100%
Entry settings
One of the most dangerous gemstones. Consumption of a ruby allows the user to control the flow of blood for feet, or up to dozens of yards around them depending on gem purity, allowing them to induce hemorrhage or something more insidious like a heart attack or stroke.
Drawback: profound hemophilia for several hours or day after use. Bleeding from nose or eyes.
- #19Spinel
Keys: Spinel
Enabled · After character · Order 10 · 100%
Entry settings
Not a consumed gem per say, but a nearly flawless Mneuma conductor. Used in wiring and conductors.
- #20Sapphire
Enabled · After character · Order 10 · 100%
Entry settings
- #21Diamond
Enabled · After character · Order 10 · 100%
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- #22Construct
Keys: Construct
Enabled · After character · Order 10 · 100%
Entry settings
A human collection of memories transferred into a Silverglass storage unit and attached to a mechanical body with programming controlling its functions. Some choose this, wishing to live forever in some sense. For others it is a punishment. They take all forms, from servitors to massive Order Arbites.
- #23Veridian Rest
Keys: Veridian Rest
Enabled · After character · Order 10 · 100%
Entry settings
A nearby Dome City to Clocktomb. Most of the food on the Cindertop is produced here. Built upon tier after tier of massive hydroponics platforms running green and humid, stinking of human and animal waste for fertilizer, the work is one part tending, one part sorting, as collections of gemstones in the...manure are common.
- #24Blood Meridian
Keys: Blood Meridian
Enabled · After character · Order 10 · 100%
Entry settings
A dome city twenty kilometers south of Clocktomb, and built on the ruins of an underground Order base, it declared independence from the Order twenty years ago, easily enforced due to the risks of Mag Tunnel travel and the fact that the city produces 90% of all weapons known on the Cindertop. Its forges are always burning. Radiation levels are always high, and the fabricators must always run hot. The Bronze Marshall wills it so.
- #25Umbra
Keys: Umbra
Enabled · After character · Order 10 · 100%
Entry settings
Once a twin to Clocktomb, Umbra was a city of 300,000 people, until one day all radio communication from the city ceased. Inquisitors sent there found a city abandoned and frozen in time. Food half eaten on plates and not spoiled. Rail cars frozen in place. Lamps still lit. As if everyone simply left.
Looters and explorers have tried to take the city's riches since then, but most have stopped. Every person who enters the city is eventually disappears, as if they never existed at all. The Order has proven it with rare, publically released Inquisitorial Memory Logs.
Radio transmissions are sometimes still picked up from the city. It depends on the day. Sometimes the listener is asked to join them. Other times, all that is heard is screams.
- #26
Enabled · After character · Order 10 · 100%
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