Showing posts with label osr. Show all posts
Showing posts with label osr. Show all posts

Tuesday, December 3, 2024

Very, Very Late — Secret Santicorn 2023: Domain Play

This is a bit later than I would have liked it to be originally, but life got in the way. Regardless, it's here now for dianerds over at the OSR discord server. I was specifically asked to come up with "Systems for homesteading, for letting players sow and reap the land in a variety of ways, for building strongholds and for watching communities grow." 

Now this is very, very late. Sorry about that. BUT, without further ado...

Homesteading

Maybe your PCs want to settle down and retire, have been gifted land for their deeds, or are moving into an abandoned structure. They WILL want to improve it, by some measure.



"Local Bonuses" Applies to Saving Throws made within the domain of a Homestead.

Here's a brief description of each of the Homestead qualities:
  • Destitute - Little more than a camp, or roofless ruin. The surrounding area is entirely wild or inhospitable. There's no agriculture, trade, or services available here.
  • Poor - A single small house or farmstead. Subsistence farming, with just enough to squirrel some money and resources away. No true services, but resource collection is possible.
  • Fair - Small farming community or trading post. Infrequent travelers and traders. One or two specialized services such as a blacksmith or stable. Produces or trades enough resources to maintain a comfortable larder.
  • Good - As Fair, but has walls and dedicated security. Active, frequent trade routes with potentially dozens of non-permanent residents.
  • Flourishing - As Good, but growing into a fully-fledged town. Numerous permanent structures, businesses, and housing. This will attract attention, whether good, or bad.

Roll on the "Monthly Event" Table each month to determine what happens to the Homestead. This event doesn't need to take place immediately, just over the course of the month.



For the random encounters, I suggest something like the "Wilderness Hexes" by d4caltrops. It provides a good set of hooks for the area surrounding the Homestead. There are a ton of resources available for this and I always find it's a good opportunity to crack open one of the books I have sitting on my shelf.

  • Squatters - Unwanted, potentially belligerent beings have moved into the camp. 1-in-6 they are hostile, 2-in-6 they flee while trying to steal from the camp. They will be back multiple times and seem willing to negotiate.
  • Animal Attack - A predatory, or perhaps just territorial creature has made its presence known. If left alone, it will eat food or accidentally destroy equipment. 1-in-6 chance each encounter it is violent. Maybe there's some way to help it.
  • Expansion Proposal - 1-6 chance for an investor to offer 75% of the funds needed to Advance in exchange for a favor at a later date (50% chance they're a devil in disguise). 2-in-6 chance of a quest worth 25% the necessary funds to Advance upon completion. 3-in-6 chance of discovering a new resource to exploit, such as minerals, crops, fur, rare herbs, marble, or timber.
  • Tax Collector - Somehow, the tax collectors have found out you exist. They will present legitimate documents demanding 10% of what it cost to advance to that tier, minimum of 10 gold. 25% chance any given tax collector is open to bribery. Failure to pay taxes in money or goods may result in attempted arrest.
  • Wandering Trader - Roll on a random treasure table 5 times. 4 items are 110% base price, and the 5th is marked down to 80% base price. No haggling, trades accepted.
  • Unusual Harvest - 2-in-6 chance the harvest of a random natural resource is tripled. 2-in-6 chance it is halved. 2-in-6 chance it is stolen or otherwise hindered from being collected.
  • Notable Resident - Either a high-level fighter, cleric, magic user, or craftsperson, nobility, or infamous criminal moves in. 1-6 chance for each.
  • Raid! - A fighting force with 1d6 times as many combatants as the Homestead (including the party) attempts to raid the Homestead. They will not fight to the death and will not harm anyone who surrenders, but will harm or kill those who resist. Their goal is to steal and ransack as much as they can in 1d6 x 10 minutes before fleeing back to where they came. If their leader is captured or killed, they will retreat. If enough damage is done, the GM may decide that the Homestead becomes Good (or worse) rather than Flourishing.

Wednesday, March 8, 2023

d12 Weird Woods

  1. Phoenixwood. A dark hardwood that smells of sulfur and ash. Each night, it bursts into flames. Each dawn it extinguishes itself. Its tree is most often found on high mountain peaks and are sometimes mistaken for bonfires or communities.
  2. Bindwood.  Ranges in color from off-white to parchment yellow. Bindwood is named after its tendency to grow in knotted patterns. It is cheap and fast growing, even when cut. If not constantly worn down, it will grow in length at a rate of 1 inch per day. It grows in temperate climates with lots of sunlight.
  3. Bloodwood. This hardwood tree is the color of dark chocolate with sienna sap. It metabolizes iron to form layers of flakey bark. 50 pounds of this bark can be melted down into 1 pound of iron. Bloodwood normally grows near areas where creatures die with great frequency such as battlefields.
  4. Gripwood. Excessively sappy, this light green wood supplements its metabolism by catching and dissolving insects. It is prized in the ship-making industry, and applications where shifting cargo are a concern. Outwardly, it looks like and grows in the same locations as an oak tree.
  5. Entwood. Harvested, almost always illegally, from the sleeping, living bodies of an Ent. Fae creatures will despise anyone who visibly associates with any Entwood not willingly given. Any wooden product made from it is waterproof, fireproof, and will never rot.
  6. Goblinwood. Somehow a goblin has become a part of this wood. It is unclear even to it how this has happened, but they cannot leave and will die if separated from the wood. Use this in conjunction with any other kind of wood.
  7. Lodewood. This shrubby, leafless plant grows exclusively underground on iron veins. iron left in contact with it for prolonged periods of times will slowly be absorbed, and non-iron metals are lightly repelled from it.
  8. Lushwood. This mangrove does not photosynthesize, but instead ferments captured insects, fish, and small mammals into strong alcohol. Every 10 pounds of animal biomass is converted into 1 pint of alcohol over the course of a week. It grows best in salty waters.
  9. Muskwood. Prized as a source of perfuming agents and sometimes burnt to achieve a mild hallucigenic effect. It requires extremely specific soil, water, and light conditions in order to achieve desirable aromas. Otherwise, the smoke is incredibly nauseating. Low-quality muskwood is often processed and turned into lantern oil.
  10. Wanderwood. A vined, migratory plant that travels in groves up to hundreds of acres in size. It behaves in a manner similar to herbivorous pack animals but is not sentient. Any objects made of Wanderwood will naturally attempt to join the nearest grove if left unattended.
  11. Spongewood. A subspecies of tumbleweed native to areas of high altitude and low humidity. It can absorb and store up to 100 times its dry weight in water for months at a time. It is popular among people trekking into harsh climates and fetches a high price for live plants.
  12. Bonewood. Stark white and hard as bone. It is exceptionally light and strong. It is an expensive, but popular, choice for the construction of wagons, furniture, and siege engines. Bonewood trees have no limbs and stick out of the ground in clusters of 5 or 6. Common superstition holds they are the fingerbones of long-dead giants.

Wednesday, January 11, 2023

The Order of the Knights Mercurial

In ages long since past, the first wellspring of mercury breached the surface of the world. Living metal, flowing like water, ended its secret vigil in the bones of the earth. The first Knight Mercurial discovered this wellspring and was enraptured by its unworldly beauty. The shimmering, silver surface called to him, a man true of heart and purpose. It called for him to submerge himself, and join in the chorus of the world. He drowned. His lungs flooded with slippery metal. His flesh and bones dissolved, replaced with quicksilver. His mind left him, lost in the overwhelming symphony he knew now to exist in the bowels of the earth. It returned just as fast, filled with a new vigor and sense of purpose and belonging. He rose out of the pool, baptized by the blood of stones.

Years of meditation followed, unfettered by sleep, food, or desire. Others found him, meditating in the grove, unaware of how much time had truly passed. Most ran and the news quickly spread of this strange creature. Many would try to kill him as a monster. None succeeded. Occasionally, though, a brave, earnest soul would step forward to challenge the Knight. Those came under his tutelage and became apostles of this new knightly order. These Knights traveled here and there, protecting travelers until they found mercurial wellsprings of their own to protect from the selfish and depraved. Centuries passed, and the Knights found themselves in far-flung places around The Continent and beyond. As technology advanced alongside magic, the number of Knights dwindled. Those that remain are the most powerful, the most clever, or the most well hidden. They quest no longer, and instead train alone, in preparation for worthy heirs to take their place so that they may rejoin their brothers and sisters within the bones of the world.


A Knight Mercurial is always found guarding a pool of liquid mercury, filled by a nearby spring that produces the metal. Each is looking for ultimate rest at the hands of someone that they deem worthy to learn from their Order. They will not decline a duel or challenge, but will insist on terms that must be met. Their armor is unique to each Knight, but all bear the heraldry of a caduceus, decorated as they each see fit. Thieves are attacked if seen stealing from the pool. If they are bested in the contest they present, they will impart their teachings to the victor only if they survive the "apotheotic process" of giving themselves over to the mercury.

A handful of these Knights can be found scattered around the Oldwood and have the following (system agnostic) characteristics in common:

Attacks 2x Longsword (1d8)
Initiative +2
AC as Plate
HD 4
Standard Movement

Mercurial Form - The Knight Mercurial can Move through any space at least 1 square inch wide, unhindered. They can escape restraints as an action.

Parry - When damaged, the Knight Mercurial may expend 1 HD and reduce the damage by that amount.

Special Maneuver - Each Knight has their own, specialized technique that they have perfected over countless decades.

from Wikipedia

The Knights

Some Knights are more skilled than others, and thus have more HD.

Sir Argus, the Flowing (5 HD)

Flowing Form -When Sir Argus takes damage, he may choose to spend HD and create an identical clone of himself. He may choose for either the clone or his real body to take the damage. If the clone takes damage, it is destroyed and Sir Argus loses as many hit points as the clone had total. The clones die if Sir Argus dies.

Lady Maya, the Quick

Quicksilver - Lady Maya's base movement speed is increased by 10 units. She has advantage on all Dexterity and Strength related Saves and Checks.

Sir Casmil, Knight Commander (8 HD)

Blood of the World - Sir Casmil appears to be unarmed, but actually wields the content of his mercurial spring. On each of his turns he may chose to do one of the following:
  • Regain 1 HD.
  • Emulate the technique of a living Knight Mercurial until the end of the next round.
  • Impale an adjacent target, dealing 1d4 damage to the target's HD directly if the attack hits.


Knight Totan, the Unmoving (6 HD)

Inertial Bulwark - Knight Totan wields only a tower shield. They decrease their AC by 1 and become immobile each time they take damage, until they willingly move. If hit while immobile, Knight Totan may roll HD. Their shield gains Xd4 damage on the next attack they make each time this ability triggers. 

Lady Prim, the Amalgam

Auric Extraction - When targeted by magic of any kind, Lady Prim may roll HD. If the result is 1-4 then she harmlessly absorbs the spell and retains her HD. If the result is a 5-6, she takes that much damage and suffers no effect from the spell.

Lady Calomel, the Restless

Formless - Lady Calomel has AC as Chain instead of Plate. The first attack that hits her each round instead misses. Once per round, Lady Calomel can transform her longsword into any 1 or 2 handed weapon of her choice as a free action.

Apotheosis

If you fully submerge yourself in a mercurial pool for one hour, make a CON save. If you fail, you die. You are filled with a deep sense of connection to the earth itself, and have a vague understanding of where each mercurial pool is located. Each day for the next 3 days, repeat this save. If you survive, your body becomes silver, malleable and cannot be moved against your will. As an action, you can change your appearance and weight, or sharpen your hand into a bladed weapon. You can squeeze through gaps as small as 1 inch as an action. In order to heal, you must ingest a pint of mercury or avoid heavy activity for 1 week. You only need to eat and drink once a week but failing to do so is lethal.

Sunday, August 28, 2022

Origami Folk

In abandoned libraries, lost ruins, dilapidated wizard towers and disorganized accountants' offices, the latent magic of the written word can reach a terminal mass, causing the paper to animate. Initially, it is nothing more than notes not being where they were last or pages missing from books. Given enough time, or a helping hand, the pages organize themselves into humanoid shapes, giving rise to Origami Folk.

They stand no taller than six inches and cannot speak, but can gesticulate and organize amongst themselves. Most importantly, they are themselves master paper-folders and are capable of building simple machinery with only paper and scraps scavenged from their environment. They can create new Folk, but any paper folded into other shapes will not animate for unknown reasons.

Origami Folk social structure seems to develop naturally according to a combination of their environment, their source material, and outsider influence. The societies they form are, thus far, communal in nature. It appears they have no sense of wealth and instead treasure items that will most benefit their settlement. Their sense of aesthetics is geometric, with intricate cut and folded paper being prized, and interesting baubles are placed on public display. They have no apparent laws, and infighting is rare unless two or more groups are consolidating their numbers together, forcing the collective to adjust their internal nonfictions.

One such enclave of these small wonders was discovered in a toxin-filled chamber of a king, lost to time. A citadel of sorts was suspended above the gas by paper chain links. A rudimentary elevator allowed "expedition teams" to descend into or ascend out of the toxic gas, wearing what appeared to be protective equipment, despite their lack of lungs to poison. This small retinue escorted the adventurers that stumbled upon them through the mists safely, and accepted a matchbook as payment. Reportedly, the same Origami Folk were later seen fighting off a slime, utilizing the gifted matches in a surprising display of tactics.

Another group, in an abandoned abbey library, created a circle of standing books and conducted rituals of great complexity in order to produce cantrip-like effects, usually involving the repair of their fellows or cleverly constructed machinery. Yet another, a hierarchy of knights astride compliant beetles, was witnessed waging war against another similar "kingdom" for resources in a noble's personal library, closed off after their death. it was only discovered after the groundskeeper reported the theft of hedge shears by dozens of insects.

The Origami Folk have an unprecedented resourcefulness and ability to adapt to new situations. Their cultures are as diverse as the books they find and assimilate. Their obviously frail nature leads them to incorporate parchment and leathers into water and fire resistant clothing. When torn, they utilize tar or glues to repair themselves. Generational knowledge is passed on through the transference of text before it fades out of existence. Origami Folk may not look it, but they embody the ideals of the authors that contributed to their texts and are capable of feats of heroism and treachery of incredible scope, relatively speaking. A collection of societies, bound to struggle in a world far to big for them, thrives in the musty, tome-filled places of the world. How long until they learn to write stories of their own?


Both images sourced from here

Boons of the Origami Folk

Should your players find themselves in the same dungeon as an enclave of Origami Folk, it is likely the paper-people are having some sort of trouble with either the local wildlife or some environmental change that jeopardizes their existence. Help them resolve the issue, and they will likely offer some sort of boon as payment.
  1. A needle, sharpened to an invisible point. It can pierce any surface once before breaking.
  2. 1d4 microprint scrolls containing random cantrips.
  3. The answer to any one question about the history of the enclave's home territory.
  4. A retinue of 6 warriors, willing to travel by your side to gain knowledge of the world. Collectively they have the stats of a 1st level Fighter.
  5. A powerful, hour long ritual resulting in a party member recovering 1 HD of damage.
  6. The key to a door, somewhere in the area.
  7. A vial of magic inks, unable to be erased or washed away.
  8. A "feast" in the party's honor. Paper food is prepared but is not consumed, nor is it nutritious. The Origami Folk seem especially thankful.

Thursday, June 23, 2022

GLOG Class: Meteor Swordsman

I saw a video on discord and I had to do something about it; it looked like something that would be fun to play in a game so here we are, presenting my first stab at a GLOG class:

The Meteor Swordsman

You gain +1 Movement and +1 Initiative for every Meteor Swordsman template you possess.
Starting Equipment: Leather Armor, meteorite metal sword, a letter revealing the location of a fallen meteorite, good shoes.
Starting Skill [d3] 1 = Soldier, 2 = Aristocrat, 3 = Hermit

A    Takeoff, Ignition
B    Impact, CON +1
C    Comet, STR +1
D    Momentum, Celestial Body

A. Takeoff

The first round of combat your movement increases by [template].

A. Ignition

You can take 1 fire damage and cause your meteorite sword to erupt in flames. Add +1d4 fire damage to damage rolls made with it. This effect lasts until the weapon is sheathed or the end of your next turn.

B. Impact

Ignition may be used to add 10 feet of knockback to any attack you make and applicable to yourself or your target.

C. Comet

Ignition may be used to jump up to 5 times your normal vertical or horizontal distance.

D. Momentum

You cannot be knocked down or lose your footing against your will, even if you are not in contact with the ground. You can use Ignition to ignore fall damage.

D. Celestial Body

Landing on a target transfers the fall damage you would normally take to the target with a successful attack. If you fall at least 10 feet, you can use Ignition to cause anything within 10 feet except you to take 1d6 fire damage when you land.

Meteorite Metal Sword

Forged from metal fallen from the sky in ominous conflagration, your meteorite sword was created to harness the unstoppable force of the heavens. Should it break, you will need to find and acquire a pound of meteorite iron and find a smith familiar with working it. Each sword is unique in appearance, and influences its wielder in some way for up to a week after being separated from the weapon, despite it being nonmagical.

d6 Sword Quirks

1. Lightly attracted towards iron.
2. Glows as night just enough to see the blade.
3. The blade is uncomfortably hot.
4. When swung, the air around it whistles.
5. The blade turns black when exposed to poisons or water.
6. Can be struck like a tuning fork; dogs dislike this.

d6 Influence on Wielder

1. You carry a salt lick for personal use.
2. Your first idea always seems like the best one.
3. Going indoors or below ground makes you jumpy.
4. You always pour the first bite of food and drink onto your blade at meals.
5. You refuse to turn over your weapon for any reason.
6. You tie a ribbon to the handle after every kill. You resent when someone takes your kill.

Saturday, June 18, 2022

Wagon Accessories

What do American pioneers and adventurers have in common? Not very much space to live while on the road. That is to say, they all have some form of mobile storage that often serves double duty as a place to sleep at night. Wagons are a staple of fantasy and adventure, and I have sadly not played in or ran a game where they were vital to the characters involved. This is changing with my continued playtest of Beyond the Veil (which has changed so much from what's on the blog that I ought to do a whole writeup about that!) reaching the point that soon, the parties involved will need not one, but two wagons to carry their provisions and supplies... not to mention their loot.

I was going to be adding this to the playtest originally, but decided I might as well throw it up for the world to see as well, since I haven't posted in a while and it is about time to get back on the metaphorical horse.

"Raiding the Wagons" by Ryan Pancoast


Onto Business


A person has 10 storage slots. Size 3 carts have 9 storage slots and can be pushed by hand. Size 4 wagons have 16 storage slots and require a mule or similar animal. Size 5 wagons have 25 storage slots and require a pair of workhorses or oxen.

Naturally, these animals require food, which takes up space on the wagon. Given most parties are 3-5 people strong, and that food for one person takes up a whole storage slot (animal feed is 5 days per slot), a five day journey into the wilderness takes 16-26 slots if everyone wants to eat every day, and that is just food! Needless to say, I can foresee my players wanting to solve this logistics issue by  buying a second cart and mule just to haul food, or buying smaller storage items (that hold more than they take up in slots) into wagons, which is fine and dandy. 

But, I ask myself, what if they have something else to tempt themselves with putting on their wagon?

Wagon Addons

Addon

Size Taken

Description

Artillery

6

Shipborne weaponry is just as useful on land. A heavy ballista or cannon securely mounted to the bed of the wagon.

Bunks

3

An integrated straw-filled sleeping pad that folds up in the side of the wagon. Each bed has a thin cloth cover to keep the bugs off at night.

Cargo Cover

1

A framed cover stretched across with canvas to keep the sun and rain off your precious cargo in transit.

Chalkboard

1

A hinged chalkboard mounted to the exterior of the wagon, useful for planning, chores assignment, and leaving cryptic messages.

Chicken Coop

2

Chickens lay an egg every day in the spring and summer, and make for excellent soup or alarms in the colder months. Each coop can house two birds.

Exterior Rack

+1

Extra storage is always in high demand. A wagon can have exterior storage installed up to its Size.

Floats

Size of Wagon

Cork-filled barrels mounted carefully around the exterior of the wagon keep the vessel from sinking in rivers or ponds.

Integrated Chest

+2

A chest beneath the seat of the wagon offers a handy place to keep an emergency blunderbuss. This can only be taken once per wagon.

Kitchen

5

Includes a wash basin, slate countertop, small iron stove, a pot, and a set of knives.

Lantern Sconces

0

Exterior mounted sconces on the sides of the wagon ensure that no grue nor bandit can approach unannounced.

Library

3

Integrated shelving can hold up to 50 tomes, manuals, scrolls or other pieces of literature, protecting them from the elements.

Dovecote

2

A messenger pigeon can be the difference between life and death in the wilderness. This can house three such pigeons.

Pipe Organ

10

Serves as entertainment, a distraction, or attractor.

Prisoner Cage

5

Wrought-iron bars and a heavy-duty lock keep up to three bounty targets safely contained until delivered to the appropriate authorities.

Rainwater Collector

4

Drinkable water can be hard to find in the wilds, let alone enough to slake the thirst of adventurers and their animal companions. A day of rain will fill the barrel, substituting a meal in dire straits.

Religious Altar

1

Whether you worship the sun, the Weaver, or your ancestors, you find solace in this idol.

Secret Compartment

Size of Compartment

Taxes really are the worst. Sneak fine liquors and other things into and out of cities with a false-bottomed wagon. The ruse will be revealed only under prolonged scrutiny.

Shop Stall

7

A series of fold-out benchtops and shutters. Fully walls the wagon off, adds a shingled roof, exterior locking door, and includes a chalkboard.

Silver Inlay

0

Anti-magic engravings integrated into the frame of the wagon keeps your mobile home from being suddenly dissolved, splintered, or otherwise magically altered.

Snow Runners

4

When winter hits and the snow begins to pile high, wheels   become ineffective. Swap them out for runners to avoid delays in travel and keep your wagon above the snowline.

Spare Wheel

1

Sometimes wheels break, it’s always good to have a few spares.

Spring Assist

6

Should a wagon become swamped or otherwise stuck, it can be a deadly endeavor trying to free it. Passively wound using the latest technology, these spring-loaded arms can be discharged to correct your vehicle in a pinch. Recharges after traveling 50 miles.

Stilts

4

Heavy winds, and flash-flooding are excellent examples of scenarios where one might wish their wagon was bolted to the ground. These stilts can be deployed in only one minute and prevent a wagon from being forcibly moved in winds and waters up to a hurricane in strength.

Waterproofing

0

A thick coating of tar and proprietary alchemicals seals all the holes in a wooden vessel, enabling it to serve as an emergency raft or lean-to.

Winch

2

Thick rope wrapped around a spindle with a hook on one end and a crank on the other allows creative folks to surmount any obstacle they may come across.


The thought of a party having a wagon dedicated to playing the "1812 Overture", complete with live cannon fire is a powerful one in my mind.

Wednesday, May 11, 2022

Jackalope Round 2 - The Bronze Men of Arcosa

"Write about the Bronze Men, a species of mysterious, mechanical humanoids. Live in the bronze core of the world, too busy keeping the planet spinning to stop any adventurers from looting their ancient halls." (CatDragon#9540)

Deep beneath the verdant hills and cerulean seas of the surface world, there are caves. Arterial pathways through the bedrock connecting the surface world to dark underworld. Deeper still, penetrated by the lost kingdoms of the dwarves, magma churns, moving the continents on glacial timescales only the longest lived peoples can appreciate. This is the domain of elemental forces of fire and earth, but even they are not the core of things. Beneath this sea of magma is a great bronze egg, spinning at tremendous speed through the viscous muck of the world's guts. At this egg's top and bottom, man-sized portholes offer a means of ingress to a truly colossal work. 

The interior of the egg is fixed on a cyclopean gyroscope, built around the pulsing heart of the planet, the Heart of Arcosa, burning as brightly as a star. Everything is built in relation to this molten ball, encircling its intense gravity. The egg itself is 120 miles tall, and and half as wide. At first inspection, Arcosa is abandoned. Eight-foot tall humanoid statues litter every courtyard, and every street corner; art deco sentinels of a dead city, watching downwards towards the second sun in the center of the metropolis.

Closer to the Heart of Arcosa, where the city becomes unbearably hot and gravity is twice as strong, the statues move unimpeded. They travel closer to the core, or back from it, with their surfaces burnished and steaming. They are oblivious to any interlopers, even if attacked or impeded. They swat at interlopers like one would a horsefly. Some of the bronze men lay in disrepair, unable to continue working due to melted bodies. Precious relics of a long-lost civilization are more common here, protected from thieves by sweltering heat.

Nearest the core, Arcosa steals the moisture and burns the flesh of any living thing that dare treads here unaided. Paper browns and carbonizes after an hour, and open water evaporates in minutes. The light from the Heart of Arcosa beats travelers back from below like an enraged dancer, spinning loudly. The bronze men march down into the light with the vigor of a farmhand. Peering between slats in the floor, the truth of their purpose is illuminated by the sunspots they cast against the Heart of the world.

Four rods, each a mile in length, have been inserted into the near-molten core of the planet, and thousands of these bronze men march in lock-step to push these rods and spin the core. Some machination of the machine they operate turns this force into rotation, and that rotation is captured by pillars spanning from the Heart to the exterior of the shell, spinning it with enough velocity to melt rock. That rock then churns silica butter, and heats the surface world indirectly. The rods lie abandoned in large stretches where no bronze men have taken their obvious places.

Who knows what consequences might be faced when these constructs finally give out for good?