A system neutral, self-contained adventure setting in a wizard’s theme park realm inside a plain cloak. Populated with hired staff and refugee sorcerous couturiers, and left to its own devices for 50 odd years, since its creator, Riblerim the Unsure, Master Diviner, mysteriously disappeared.

Welcome to RIP—Riblerim’s Interesting Place. Marvel at its countless wonders, navigate its would-be rulers and their cunning schemes, escape the Unraveling, and run from its deadly dangers.

This is the art-light version of the lavishly illustrated (including all major NPCs and garments) hardcover Capes and Cloaks and Cowls and a Park, which can be purchased from us directly, from Exalted Funeral, and other great shops.

How to Use this Book

Capes and Cloaks and Cowls and a Park is a whimsical adventure setting with many distinct locations and several mapped locations. Use it with Hypertellurians or your favorite fantasy (or fantasy-adjacent) roleplaying game.

As a self-contained setting, it can be either dropped into an ongoing campaign, or used stand-alone.

System Neutral

This book doesn’t contain rules or statistics, only ideas and adventure. This requires a little bit of improvisation or preparation on the part of the GM (game machinator, or game mistress or master or mediator), but it also means that none of its contents are tied to a particular rule system. It might even be fun to play it with radically different ones.

Stat Blocks

While there are no numbers attached to the characters and creatures described in this book, they are nevertheless presented in some detail, using the HAWK (Has, Acts, Wants, Knows) structure.

HAS outlines items the character possesses, but sometimes also traits or ideas they might “own”.

ACTS describes their general demeanor, and their strategy in conflicts and combat.

WANTS is the motivation of the character or creature, their raison d’être, and as such, ideas for how to use them.

KNOWS represents the information and secrets that the player characters might gain from the character.

Should it come to a vicious conflict with one of these characters, it is recommended the GM take statistics for a similar creature from their rulesystem of choice, and adjust or augment it to match the powers and items outlined herein. This is also known as reskinning.

Ready-made stat blocks for several systems can be found on our website.


This book is a whimsical, self-contained, system neutral adventure setting in a quirky, vanished wizard's theme park, now inhabited by witchy seamstresses, ensorceling tailors, and things that have... unraveled.

It describes 6 themed islands and a floating tower, each with 3–4 adventure locations, several with maps, many characters and creatures with their own agendas. It includes numerous interesting and story-driving items, and of course a whole slew of capes, cloaks, and cowls.

There is no one campaign governing this setting. Instead, it's a sandbox realm with a variety of power players with their own agendas, and more generally, a wondrous place to explore, with many unusual, surprising, or perhaps dangerous areas and happenings to discover. A number of adventure hooks are provided below, and throughout more suggestions are made.

Old wizard with a benevolent, if eccentric, look.


Riblerim the Unsure, Master Diviner, is a shy person, but what he lacks in social skills he makes up for in on-again, off-again eldritch prowess. He created a secret wizard’s demesne in an ultradimensional plane of his own devising, tucked away in his unassuming cloak. A place to study in private, or perhaps a private theme park to impress visitors with. Numerous topical islands float in an arcane sea of gold, interconnected with wondrous means of locomotion. He called this place simply Riblerim's Interesting Place (RIP).

Touching any of the embroidered island patches in his cloak and uttering the magical pass phrase teleports all touching into it. To the Welcominarium, in theory, but the Unraveling has been having other plans of late.

During Riblerim the Unsure, Master Diviner’s time came the Great Needle Pusher Purge. Seamstresses and tailors, long suspected of sorcery, one and all, were persecuted and driven away. Predictably, the Great Needle Pusher Purge was followed by the Great Wearing of Nothing but Rags. Unwilling to idly stand by, Riblerim created the Costumiers with Latent Arcane Magicks Refuge Initiative & Motivation Scheme (CLAMRIMS, for short), seeking out freethinking clothiers and modistes, and sheltering them in his wondrous realm. The practical outcome of this was a fashion and decor renaissance for the park.

But no one has heard of Riblerim the Unsure, Master Diviner, for about 50 years now, nor seen his famed cloak. Has he lost interest in the world of his making? Or mayhap it’s the inverse? Can he no longer stand the mundane world? Perhaps he’s in trouble? Or married one of the dressmakers and retired?

Perhaps the story of Riblerim the theme park inventor and fashion aficionado is consigned to myths and legends.

But that would be no fun, so our adventure starts when the mechanical Cambros appears on the scene, with a special plea for our characters.


Formerly a large, mechanical machine of war, housing a pilot and up to 4 crew in a cramped, but protected cockpit. It resembles a giant, stocky, and broad knight in plated armor with an oversized helmet. Laying dormant in an ancient field of battle for aeons, the automaton slowly acquired sentience, perhaps through the tormented ghosts of the fallen, perhaps due to ultracosmic chance. Cambros was eventually discovered, restored, and named, by the wizard Riblerim, and became his friend. After he—Cambros decided to identify as male—aided in CLAMRIMS, he took an interest in fashion, such that nowadays, Cambros accessorizes his look and wraps himself in an oversized sari.

Cambros's Plea

As one of Riblerim's most steadfast friends, Cambros was entrusted with the cloak that contains RIP, and the knowledge to come and go from it. He keeps it safe still, even as he searches for his missing friend. As both a patient and proud being, Cambros has been searching by himself, but now he has finally come to the conclusion that he needs help.

Thus, Cambros approaches the player characters, asking for their help in locating the missing wizard. He offers wondrous, unique adventure in RIP, as well as a portion of treasures from this magical land, if land you can call it. At any rate, Cambros is convinced that Riblerim is still within the cloak. Somewhere.

Why the player characters? Perhaps one of the witches divined that they would be the chosen ones. Perhaps Cambros discovered one of Riblerim's prophecies saying so. Perhaps they're the first people he saw when he last emerged from RIP.

Alternative Hooks

If searching for a missing wizard at the request of an ancient war machine turned fashionista seems too pedestrian to you, here are some alternative ways to use the self-contained setting.

  • The characters discover the ancient, dead remains of Cambros, together with the still intact cloak, and the pass phrase. Maybe also a barely legible map to entice them to investigate.
  • The characters have seen this strange walking machine of war appear in various places in the land, and taking with it (or abducting) other adventuring parties. Maybe it’s time to lay in wait for it, overpower it and go in search of the missing people.
  • Rumor has it that there is magical place full of treasures, created and abandoned by a mighty wizard. Here’s the map. And apparently this strange, bulky automaton popping about once in a while knows the way. Time to get a-lootin’.
  • Some soldiers of fortune band together to take over a fortress, clear out the lair of a dangerous creature, or otherwise put down roots in a defensible home. Well, how about a whole ultradimensional realm? It just needs clearing out of its current dangers, rulers, inhabitants, or whatever might get in your way.
  • RIP is a large place with many adventure sites, and many notable persons, any number of which have desires and quests for capable characters. Thus it's also a great site for shorter, even one-shot adventures, tied to a particular landmark in a given island, for example.
  • Of course, the characters might themselves be native witchy couturiers (or their offspring), and either seek to unify the islands under their rule, or else have pledged their allegiance to one of the rulers, beholden to further their agenda.
  • The characters wake up in a cell in the castle on Avalon, the Plastic Gauntlet, or any other dangerous place, with no memory of how they got there, and try to puzzle together their predicament (and escape) all the while trying to stay alive. Perhaps they were part of an automated memory-erasing eldritch fail-safe that Riblerim put in place, which finally got activated?

Play Practices

Capes and Cloaks and Cowls and a Park is a world of levity, darkness, mystery, and delight. While your group explores its islands and secrets, there are tools and practices to put in place to ensure the content is entertaining for everyone at the table. The goal of Capes and Cloaks and Cowls and a Park is to ensure that everyone has a positive experience. Play practices help ensure this happens.

It is important to note that no one gets left behind during play. These practices help ensure people have a way to stay active during play, to advocate when something is working, and to create a better experience. If one person isn’t having a good time, it’s time to stop, see what they need to join the game again, and adjust to help them.

These practices should be read before you play the game, and before you make characters. They’ll help you navigate what topics are on and off the table. Go through them together, decide which ones work for you, and make sure everyone has a voice at the table as you talk about these practices.


While this setting explores several high impact, dark, and sometimes intense themes, we’ve provided a shortlist of some of those major themes and what can be done if these themes aren’t playable by everyone at the table.

Before each game, name any content that may be upsetting or uncomfortable. Be explicit without giving excessive detail. This allows everyone to be on the same page about what’s coming, and ask for modifications if needed.

Read out the content warnings for Capes and Cloaks and Cowls and a Park so everyone is aware of what content you’ll be playing with for the game. This setting specifically has the following content warnings: Slavery, enslaved beings, body shaming, beauty standards, sexism, animal death and suffering, mental health ableism and “madness” tropes, torture, gore, sex, humiliation, classism, buried alive, body horror, spiders, witches, mind control, cannibalism, and demonic summoning.

At the beginning of each area, specific Content Warnings are listed for ease. Check them against your unplayable lists (Lines & Veils below) and modify what is needed before play. Read them out before you play that area at the beginning of play. Modify anything needed.

Some topics are negotiable, while some are heavily baked into the setting. Here are some subjects above that can be changed or removed from the game with relative ease.

Spiders: The witchy couturiers in Ye Olde Gift Shoppe on Welcominarium are all about spiders and spider magic, with spindly, hairy, legs, sudden movements, and all. Replace with an insect of choice, or with a mammal of choice, or skeletal creature.

Demonic summonings: The word satanism is never used, but the Summoning Circle on the Island of Special Interests, and the demons that can be summoned there, are heavily inspired by the popular depiction of satanic rituals in media. Consider a creature-dispensing machine instead, and reskin the summoned creatures as whimsical ones.

Cannibalism: The Lions—the gang occupying the Love Tunnel on Adult Island—have the look of post-apocalyptic Regency characters about them, but also love the taste of sentient flesh, in an epicurean sort of way. If this is unpalatable, simply skip over this penchant.

Mind control: The guests at Château «La Maîtresse» on Adult Island are kept there under false pretenses, but are also being dominated, or at least charmed, by the vampires in that place. If the topic of altering the mind and agency of others impairs your fun, remove it, and just assume that all guests remain because of the fear of the animatronic bears that besiege the place.


Tone talks about what the game feels like, and what players can expect from the game. The tone of Capes and Cloaks and Cowls and a Park is jovial, yet it can and does go darker. It’s whimsical, silly, and phantasmagorical. How dark, gonzo, or somewhere in between the game is will depend on the tone you as a group want from the game. Discuss what tone you are all envisioning to help understand the goals of playing together.

Lines & Veils

This practice is used to determine what content is playable and unplayable. This is unique to each group, so it’s imperative this is done in your character creation session, whenever a new player joins, and updated regularly.

A Line is anything completely unwelcome in the game. This content will not appear in the game, be discussed at the table, or even happen in jokes or conversation.

Examples: Sexual assault, spiders, the name Linda, racism.

A Veil is anything that is welcome in the game but isn’t role played. This content will be discussed but never in detail, will not be roleplayed out, and will often fade to black in the scene. Examples: sex, torture, harm to children or animals, tight spaces.

Give each player an index card and ask them to write their lines and veils on it, indicating which is which. If they have nothing to add, ask them to write “no issues” on the card. Once done, the cards are handed back to the GM who compiles them on a master list for the table. The GM should include their own on the master list.

Lines & Veils was created by Ron Edward.


This practice is a real-time content calibration tool. It allows anyone at the table, including the GM, to stop play, change the fiction, or end the scene if something isn’t working for them.

An X is drawn on a piece of paper or index card and set where everyone can reach it. If at any time something is causing discomfort, ruining the fun, or triggering someone, they can touch the X-Card to stop the game, change the content, call for a break, or end the scene.

Once the card is activated, the person using it states what content they need to be removed or edited, and they never need to explain why. If the content needs to be removed, it is removed and the fiction is changed, then the content is added to the Lines & Veils document. If it needs to be altered, change the content and continue playing. Take a break or end the scene as is appropriate.

The X-Card was created by John Stavropoulus.

Not all play practices here will work for every person. Take what you like and leave what doesn’t work. There are a wealth of other practices online in the TTRPG Safety Tool Kit (mottokrosh.com/safety-toolkit) in case you need to change these out for ones that work better for your group.

Map of the realm showing floating whimsicial islands.

Features of the Realm

Content warning: animal death and suffering.

Without horizon there is no distinction between the sky and the land or sea, but Riblerim was cogent enough to stick to a single “up” direction for all his islands. They float at various heights in a glowing, golden continuum, dimmable from the wizard’s control tower. There is breathable air throughout, albeit laden with Riblerim’s favorite sweet and pleasant smells. Gravity largely follows expected paths, excepting Bouncy Island, and in places, the Monoriver.

Falling off an island is eminently possible, but there is no gravity outside an island's bounds, and the air extends to the very edges of the realm, but that's where Riblerim's reality starts to unravel, along with anything going near it.

The Unraveling

Riblerim’s Interesting Place (RIP) was woven from the primordial stuffs of the cosmos, and without regular magical maintenance from Riblerim, the strands are slowly coming apart. At present this is subtle, and manifests in small irregularities, like visitors arriving on random islands instead of the Welcominarium, or some of the Giant Flying Galapagos Turtles having contracted a wasting disease.

Ultimately the whole place will come apart, but in the meantime use the Unraveling to throw a little chaos, unpredictability, and extra danger into the islands. For example, blame it on the Unraveling when suddenly a monster appears to liven the situation up, a player can't make a session so their character unravels but next session ravels back into existence, or it would be epic if a giant turtle dropped onto the current location.


Unless you’re a wizard yourself, you likely want to avail yourself of a provided mode of locomotion for exploring the islands. The two prominent ones being the Giant Flying Galapagos Turtles, and the Monoriver, neither of which is without issues.

Giant Flying Galapagos Turtles

In principle these are great—docile, sedate creatures, happily obeying a pilot’s gentle directional prods, conveying the passengers in style, and with breathtaking views. Sadly, a necrotic disease or curse has befallen many of them. The affliction isn’t always obvious to the casual observer, and often they will still happily fly along. Sometimes though, they will thirst for blood, or their shell will develop a sinkhole, stranding passengers in vile, necrotic innards out for strangulation. And blood.

The turtles lazily float across the realm on their own accord, and sometimes hover in the grass on an island. Populate them across the realm as necessary for the current narrative pace. Characters can call a floating turtle down with an appropriate call, noise, or spell, and pilot them with a suitable check.

Diseased Giant Flying Galapagos Turtle Indistinguishable from its healthy brethren at first glance, but closer inspection reveals brittle, ashen skin, and sunken eyes. HAS a collapsing shell, with 4 distinct organs inside that act as discrete creatures, each with a 10% chance of a random item. ACTS by venting foul air from its diseased lungs, entangling creatures with its intestines, engulfing and searing people with its stomach, spewing humors with its necrotic liver. WANTS nothing, it only obeys Aubree (and possibly other necromancers). KNOWS how to fly, how to be steered with precise tugs at its pulmonary trunk.


A network of narrow, floating canals connects most islands, as seen on the map. Each island has Monoriver docks, with a number of themed boats for the travelers, most sitting two people, such as the horsey, the rocking pony, the seahorsey, the unipiggie, the pegaswan, and of course the teacup. Sadly, the Monoriver has fallen into major disrepair, terminally leaking into the golden void in multiple places, so it might need some creative maneuvering occasionally.

Pushing a boat from the docks into the river causes it to gently glide in the direction it's pointing, irreverently ignorant of any current. The rivers themselves hang in the air as if running through invisible river beds, making punting useless, but at least careful paddling works. Paddles are not provided.


As a man of the sciences, natural or otherwise, Riblerim has sown many real seeds over his creation, resulting in a healthy flora throughout. Much of what grows here is edible, much has side-effects, but very little causes lasting damage. Similarly, the wizard has introduced a host of small wildlife, in part exotic, but he has divined its interplay through several generations to ensure peaceful cohabitation. Before getting bored and declaring them "probably safe enough".

Effects of Eating this Plant

# Effect
1 Instant headache. Take some mental damage.
2 Tummy trouble. You get the "runs" at the worst possible times for the session.
3 Patches of green. Facial discoloration.
4 Bloating. 1) Feet, 2) hands, 3) ears, or 4) cheeks, for the session.
5 Malaise. Pernicious feeling of melancholia for the next hour.
6 Copper temples. The skin around your temple hardens and turns heavy, for a scene.
7 The giggles. Uncontrollable giggles for a scene.
8 Lustful. Instant crush on or deep interest in someone nearby.
9 Tongue oil. You gain a measure of glibness for the session.
10 Steroidal. Gain a decent bonus to your strength for the session.
11 Eureka. Gain a decent bonus to your mind for the session.
12 Bliss. Gain a modest bonus to all your saves for the session.
13 Negative vision. Light and colors perceived are reversed for a scene.
14 Arboreal aspect. Develop a tree-like feature: bark skin, leaf hair, etc, for a few days.
15 Hunger killer. Feel no hunger (but still presumably have the need for sustenance) for a few days.
16 Catatonia. Plagued by dreams of 1) terror, 2) humiliation, 3) lust, or 4) solitude. Injury required to wake up.
17 Burgeoning light. Queasy a scene, then—unless there's been retching—glow from rosy cheeks for the day.
18 Honey trap. Become irresistible to bees and bears and their ilk, until a suitable encounter with one of them is had.
19 Fire starter. Extremely hot, but if kept down and without dilution, allows you to spew fire for a scene.
20 Savior. For the next hour your sole conviction is "I'm a super hero", and you gain a decent bonus to all your rolls for this period.


We already touched on the fauna, but what about the sorcerous needlewomen and couturiers from CLAMRIMS? With Riblerim missing there have been tensions among these refugees. Factions have formed, with faction leaders laying claim to one or more islands. See the island descriptions for details. Moreover, these evokers have not been idle, and produced further beings, mundane and biological or otherwise.

Before RIP became a haven for the witchy clothiers, Riblerim had already hired a series of actors and staff to play various parts, and maintain the beauty of his creation. For the most part these (or their descendants) are still around, having aligned themselves to one or another faction, continued the parts they've always played, or been subjugated, or indeed have risen to power.

The descriptions of the islands go into more detail, but as a general rule, they're populated with several notable characters and 1 to several dozen minor characters, be they ensorceling costumiers, or erstwhile actors or staff. Plus unexpected monsters and sentient things that probably have no place being sentient.


The map shows the islands and several landmarks in an abstract way and not to scale. Their sizes and proximity are exaggerated for clarity. In reality—such as it is in RIP—the landmarks are spaced out on all the islands, with relevant nature between them. Wide paths connect them, as well as the Monoriver docks, of which there is one on each island too. Some paths are lit with lanterns, others not so much. At least one has rampant animatronic bears.


In Riblerim's time, the trade currency was Aesopian Rupees (AR), a coin dispensed from machines installed throughout the realm, at the docks, and directly at some rides. These coins come in the form of palm-sized silver discs, and are worth their weight in secrets. The AR machines are referred to as gramophone stations, on account of their curled horn shaped sound input arm, whereinto which one whispers one's secret and receives AR discs in return. The number of AR returned is commensurate to the salaciousness of the secret offered (1–10).

Queen Moronoe of Avalon knows how to retrieve these secrets, making her particularly well informed.

Riblerim's Ivory Tower

Content warning: slavery.

Riblerim's real tower, his main research lab and living spaces, is a floating tower of ivy-clad ivory that teleports from island to island along a complex path of arcane calculations. Altogether this sequence continually traces a powerful eldritch rune that is at the heart of keeping the whole of the realm from instantly returning to the primordial potential it was woven from.

The tower is a self-contained and self-sufficient creation, perfected by Riblerim long before he knitted RIP into existence, but the wizard loved it so that he simply transported it here, and used it as a moving anchor.

It appears in the following locations, in a seemingly random order (unless you happen to deduce the rune-tracing), and never stays for more than a few hours: high above the replica tower in the Welcominarium, hidden by synthetic clouds; at the top of the White Pellet Rafting experience on Bouncy Island; coinciding with one of the towers of the great castle on Avalon; as an extra wing to the Venusian Cabaret on Adult Island; and on the Lost Isle.


  • The powerful, aspiring realm ruling, fashionista necromanceress Aubree of the Beyond is the only person who resides here, and has direct access to it. She knows the tower's route's purpose.
  • She has placed some cute but disturbing undead creations of her making throughout, mainly to tend to her whims, but they'll happily attack intruders to the best of their (diminutive and adorable) abilities.
Aubree of the Beyond (she/her) Powerful necromancer seamstress, who created and wears a haunting netted cape, a figure-hugging white dress, and the coldest, deepest stare on her ivory skin. HAS the Aeolian Cape of the Sciomantic Winds, a grudging respect for, and a will they/won't they, relationship with Halethmor. ACTS as an overseer of the realm, flying throughout it, gathering information and assessing threats and potential allies. WANTS to become the supreme ruler of the realm, and to quash or eliminate any threats to her rule, to assemble warriors to her power hungry cause. KNOWS how to teleport to Riblerim's tower, how to operate its controls, how to control the infected flying turtles, how to raise all manner of undead, how to use her cloak to full advantage. Darling Dead Servant Cute and cuddly before undeath, with useful limbs for menial work, surprisingly pleasant to smell and touch for a diminutive, decaying deadite. HAS an implement relevant to its assigned task, like a ladle, cleaver, iron, or duster; a pretty bow, apron, or even dress; size-inappropriate spunk. ACTS studiously at its job, disproportionately aggressive at interruptions or intruders, with the measured languor of the undead. WANTS nothing, the mindless critter. KNOWS how to perform its designated task to acceptable mediocrity.

Places of Note in the Tower

  • Lobby. A very cozy hall around a large fireplace and dual stairwells descending from a balcony. Comfortable reading chairs surround the fireplace, with their backs to the myriad bookshelves the line the walls, stocked with literature mundane, marvelous, and magical.
    • A darling dead servant is dusting behind the reading chair.
  • Bedrooms. Comfortable and cozy, without being ostentatious. The only thing setting the master bedroom apart from the guest ones is Riblerim's collection of soft, plush animals and mermaids. That's mermaid plushies, not real mermaids, although Riblerim did date a mermaid once. They eventually parted ways amicably, as he seemed utterly incapable of learning how to swim, let alone dive.
    • Aubree has appropriated one of the guest bedrooms, the master one is too much for her. A couple of darling dead servants iron and fold clothes here.
  • Baths. More bath houses than bath tubs. Different pools of different temperatures, scents, and relaxation and healing properties. Riblerim loves a good soak.
  • Kitchen. Riblerim is a terrible cook, and early on he foresaw a catastrophe should he attempt to feed himself, so he hired two of the most respected cooks he could locate in all the worlds, the horned Astarte, and the gnome-like Groa. Sadly, the two cannot agree on a single dish.
    • Aubree keeps the cooks around but doesn't trust them. She keeps them on a chain attached to the massive stove.
  • Office. Also known as the divination chamber. Shelves line the walls, crowded with implements of divination, from abacomancy to zygomancy. A crystal ball, as well as a tarot deck lie discarded. A sumptuous chaise-longe stands in the middle, facilitating Riblerim's favorite means of divination: the extended nap.
  • Control room. A padded, rotating and extending stool in the center allows its seatee to reach any and all of the bizarre controls in the room. Instead of regular levers or buttons though, they're goblets part filled with colored, hissing, steaming, or screaming liquids and jellies, miniature musical instruments with avant-garde tunings, living floating poems begging to be recited just so, and stationary, gaping piranhas with dials in their gullets. The machinery allows adjustments, such as:
    • Dim or brighten the glow of the golden background
    • Adjust the smells in the air
    • Mess with gravity
    • Define “up” for individual islands


Content warning: body shaming, beauty standards, slavery.

Before the Unraveling started to mess with the status quo, this used to be the place visitors would arrive at and depart from. The island's main square, finely graveled, features a large orientation map, showing the themed islands, and—in exaggerated fashion—their major landmarks. Everything here is in disrepair, and at least partially grown over.

The island is about a kilometer across, with its landmarks roughly evenly spaced out. The gravel paths linking them are ringed by small, white picket fences, dotted with ankle-level lanterns that would emit a soothing orange glow, were night to ever fall here. Beyond the paths are lush, green fields, bushes, and small cops of trees. The wildlife is generally small, plentiful, and pleasant.


  • Cadoriel the witch and her young disciples are the protectors of the island. They will seek to befriend or drive off newcomers, depending on the latter's intentions.
  • The very dangerous Loom and her Fruits, are roaming the Monoriver harbor, attacking anyone coming near.
  • Mustafo, who sees themselves as master of the tower, seeks entertainment by subjecting visitors to their traps, or getting them to showcase creations on the runway.

Ye Olde Gift Shoppe

A large conical tent, in the shape of a wizard's pointy hat. In its heyday, Riblerim had a young seamstress by the name of Cadoriel run it. Like other payable attractions in the realm, the currency in the Shoppe is secrets, by way of Aesopian Rupees. One such AR dispensing gramophone station is in the Shoppe here, and still works.

Buying a Souvenir

A variety of items are on display, each with a suggested donation amount in aesopian rupees. A basket at the exit has a "Pay Here" sign attached to it, and any rupees tossed into it disappear after a moment with an echoing rustle. Souvenirs include:

  • Grey/brown wizard’s robes. Styled after the expected rather than actual image of a wizard. Still, with a realm full of outfitters, they are well made and possess the sapiential and repellent [insect] tags (Riblerim detests insects). 5AR.
  • Pointy wizard’s hat. In many styles and materials. Choose one tag: cowing (snakes), impermeable, or lithe. 2 AR.
  • Wands of Wisdom. Decorative wands that spew a motivational phrase when swished about, such as "Tomorrow is just a future now", "Beware the man eating chicken", "Find inspiration in cooking your family and friends", and "The vast majority of time travelers here are ecstatic". The enchanter who worked on them neglected to properly account for punctuation. 1 AR.
  • Riblerim’s Magical Brews. A selection of decidedly non-magical teas with fancy names like Arcane Agent, Mulciberian Musk, The Hour of Future Past, and Things Left Unseen. 1 AR each.
  • Scented candles. Essence of Evocation, Whiff of Lychnomancy, and Odor of Delayed Blast Fireball. 1 AR.
  • Miniature scrying orbs. Held in miniature dragon claws, or attached to necklaces. Gazing into them reveals the beholder's favorite experience from RIP, or a crimson smoke if the beholder has never been. 1 AR.
Cadoriel (she/her) Dark-skinned fashion icon elegance, capable of standing perfectly still, then moving with unnatural fluidity and speed. HAS the Book of Liphistii grimoire, a handful of somewhat creepy young spider witch disciples. ACTS as the gatekeeper to the realm, protects by spinning webs, forming arachnid legs from spinnerets with sewing needle points, walking on webs and walls with them, and shooting needles with thread. WANTS to protect the entrance to this realm from evil-doers, to grow her coven from within or without. KNOWS of unfinished or unraveling places in the realm, and that they can be shaped with enough willpower.

Cadoriel and her Coven

Formerly a studious apprentice tailoress in charge of the Shoppe, Cadoriel has since both grown up and graduated. She has taken a small group of would-be witches under her wing. They live in a realm-adjacent nook accessible from the inside top of the Shoppe (and a convenient knotted rope). The nook is a piece of unfinished proto-realm, forgotten by Riblerim, and discovered by Cadoriel. The inside is a plasma of unrealized possibilities, shapeable by studious minds.

Cadoriel and her followers have made it their mission to protect the mundane realm from the various dangerous beasts, plants, scents, and other calamities that have evolved here in RIP. They're friendly with Cambros, wary of intruders, and scared by the Loom.

Monoriver Harbor

A range of animal-shaped boats idly age on the very still waters of the monoriver, a hydrous, floating network connecting (almost) all of the islands. Its harbor is a simple affair: an outcropping on the edge of the island with a wooden pier running its length. The boats follow the free-floating canals in whatever direction they're pushed.

Of particular note in this harbor and its vicinity is the Loom, a malevolent weaving golem, attacking all in sight with no rhyme or reason.

Fruits of the Loom Narrow tapestries, lithe shawls, long scarves, and ghost sheets. HAS unwavering loyalty to the Loom, the potentially nice fabric it's made of. ACTS by floating, strangling, blinding, towel whipping, or gagging. WANTS to hurt and impede the living. KNOWS how to fly, how to be driven by sadism. The Loom Large, terrifying loom golem, with a hatred of all living things. HAS many moving parts, at least a couple of items collected or stuck in its machinery, and a few bits of gore. ACTS by shooting its warp beam at targets who trade limbs with inanimate objects, trapping fingers in its heddles, whipping or smacking targets with its harnesses and shafts, ejecting its shuttle, ecstatic combing with its reed, or mummifying people with its cloth take-up roll. WANTS to playfully and painfully kill all living things, to make more Fruits. KNOWS no mercy, no language, how to catch up with running people by walking menacingly slowly.

Wizard’s Tower Replica

The sanitized, public facing version of what a diviner’s tower might look like. A three-story, round tower with odd angles, a conical tile roof, surrounded by a moat with colorful koi-like fish that only turn left, traversable by a quaint, arched bridge.

The whimsical clockwork couturier Mustafo claims this place as their own, and has trapped the ground floor with tricks designed more to humiliate than harm. But any such contraption is inherently dangerous, and Mustafo's understanding of human physiology is... imperfect.

Mustafo (they/them) Venetian clockwork couturier obsessed with style, colors, and masks. HAS the skills to create amazing garments, even magical ones, a number of dress patterns, sharp implements. ACTS as a possessive recluse in the replica tower, single-mindedly focused on recreating The Baetyllic Thearch's Cape of Office, derisive towards anyone unfashionable. WANTS to create fashion perfection, to become a famous designer, to get all the pieces to finish the cape. KNOWS how to enchant fabrics, how to hurt with words, and how to make an entrance.

Inside the Tower

  • Ground floor. An imitation wizard's tower lobby, with narrow, stained glass windows, and a curved staircase along the wall.
    • Visitors are greeted by a wizard’s apprentice automaton, whose words slur to a halt midway through his sentence.
    • In the center is a big scrying orb, held in a dragon’s claw, whose paint is peeling.
      • Trap: Inside is a swirling emerald mist. The slightest touch breaks the glass and releases this laughing gas.
    • All the walls constitute a fake library, with books that used to be filled with chocolates, but only a few remain. The book titles are gibberish like "Monsicuteus Impercanius", "Among Teeth and Knees", and "A Cure-All for Candy".
      • Trap: When opening a book, roll 1d6 to see what's inside—1) nothing, 2) 1d3 normal chocolates, 3) 1d3 poisoned chocolates (roll on Effects of Eating this Plant), 4) venomous jumping spider, 5) dried and decayed owl remains, 6) a flick knife (1d4 damage, concealable, light).
  • Upstairs. Rose-tinted vision of what a wizard's bedroom might look like.
    • Ornate king-sized "floating" bed, held up by strong, thin, hard to spot wires.
      • Under the bed used to be an animatronic raccoon representing a wizard's familiar. Mustafo has replaced it with a living osquip (a large six-legged rat with teeth like shovels) who nests here and is livid if engaged in any way.
      • A patrol of jermlaine—tiny, shaggy underground humanoids, who have been searching for the osquip, their missing mount, has just made it in here. They're armed with ropes made from human hair they've appropriated, and are setting up an ambush to take revenge.
    • A larger than life dresser contains a selection of robes, pointy hats, and slippers.
      • Clearly unanimously hideous, Mustafo has placed subtle curses on all of the items in it, which flag them to animals as ideal places to defecate on.
    • Convoluted pipes end in a copper bathtub filled with permanently hot and foamy soap water.
      • A wooden duck floats lazily in the tub.
      • Treasure: Lost by Mustafo some time ago, and forgotten in the water, are his magical shears, enchanted to cut through any fabric in perfectly straight lines, and without fraying.
    • A lectern with an open book stands next to the bathtub. It's a book on making holy water, and the only instructions are "boil the hell out of it".
    • Under a mountain of scrolls containing arcane-looking scribbles hides an oak writing desk.
      • Trap: One of the scrolls contains a spell trap that turns its onlooker into a compulsive runway model.
      • Perfectly serviceable writing tools can be found in its drawers.
  • Attic. A conical room with shin-level, round windows, converted into a fashion studio by Mustafo.
    • An asymmetrical web of fairy lights provides illumination.
      • The lights are in fact tiny, glowing sprites that Mustafo has captured and tied to strings
    • A large, heavily scored worktable, covered in a scraps of fabric, scrolls with garment patterns, and clothes maker's tools.
      • Treasure: Two of the patterns stand out: one for the Dwarven War Cloak, and one for its magical successor, the Tower Cloak. With time, skill, and material both could be created from these instructions.
    • A humanoid mannequin wears a gorgeous, near-finished cloak.
      • Treasure: Mustafo is trying to recreate The Baetyllic Thearch's Cape of Office, and is very close. With a few more days' work, and whatever missing item would be the most interesting to send the party to retrieve, they could complete it.
    • Despite the current lack of models, a small runway finishes off the room, complete with a cramped curtained off backstage area.
      • An overwhelming putrid smell emanates from the backstage area, on account of the pile of corpses of failed models—people engaged by Mustafo and found wanting.


Content warning: blood sacrifice, spiders.

The largest of the islands features a fairy-tale castle with knightly tourney grounds, a thick forest lush with game and secretive druids, a misty lake hiding a small island with the tomb of a buried knight, and near the monoriver stop: a closet for dressing the part.

Moronoe, self-proclaimed Queen Benevolent (or Queen Bee), rules this island with an iron fist, her knights constantly vying for her favor in tournaments or jousts. She is unaware of the evil that slumbers in the forest, or indeed the treasure in the tomb—her mind is elsewhere, on how to take over the whole realm.

Avalon is several kilometers across and covered in thick forests. Any paths between landmarks are simple footpaths, in places barely wide and clear enough for a horse to ride through. Around the castle, the land is fairly flat, but deeper in the forest it is particularly hilly and gnarly, with treacherous tree roots eschewing their traditional underground habitats more than they should.


  • Moronoe has knights fighting in tourneys and jousts for her favor, sometimes out of their own volition, but more often out of intimidation. Most of them are hired actors or their descendants, some are costume makers, none of them are particularly good.
  • The wild and dangerous aceldama druids practice constant blood sacrifices, especially among their menhirs, to keep the slumbering evil of the forest from waking.
  • The nereides, limnads, naiades, mermaids, and potamides of the lake chafe under Moronoe's rule but are unable to fight back by themselves, as they're forced to obey her due to her cloak.
  • The tiny island in the Misty Lake is home to the tomb of the Last Knight Chivalrous, a dungeon with many dangers, and many treasures. Queen Moronoe has given up on sending her knights on quests to plunder it—they never return.

Cosplay Closet

Adjoining the monoriver pier is a larger-than-life, walk-in closet in the shape of a fancy armoire on the outside, and a veritable labyrinth of changing rooms and wardrobes on the inside. The wardrobes describe the outfits they harbor, and naturally only open for a suitable donation (1 AR). To ease this, each wardrobe sports a convenient coin slot, and an aesopian rupees gramophone station is situated directly in the entrance. Each wardrobe displays a leaflet detailing outfit and setting appropriate behavior and language: expectations on how to be reacted to and how to behave.

The outfits available include garb for nobility, squires and knights, clerics, monks, and nuns, courtiers, bards, but also rags and buckets of dung for those desiring a more down to earth vassal, serf, or peasant experience. Loin cloth, manacles, and a flogger for administering whip marks can be had for free for those wishing to cosplay as prisoners.

For a little extra coin, a dwarven war cloak (3 AR) or even a tower cloak (5 AR) may be rented, to be returned upon leaving the island. The wardrobes forfending these proudly display plaques that laud their various functionalities and benefits.

Unless Queen Moronoe has demoted a knight to peasant on one of her moods, the place is usually empty.

Cheating the Closet

Would-be thieves and purloiners are warned by large signs that a curse befalls those that would steal from the closet. Indeed, any that do are befallen by the neck-robbing curse, leaving the victims without necks, their heads floating above their bodies, but only when directly above the torso, tumbling to the ground if the victim moves without somehow holding the head in place.


An imposing fairy-tale medieval castle, with many towers (including a crooked, vertiginous wizard's tower, at times coterminous with Riblerim's tower), halls, secret or hidden rooms and passages, nestled in a massive walled courtyard. Within are bustling stables, outhouses, a small marketplace, a raised platform with stocks, and a red carpet running up an opulent stairway, down a gallery hall with life-size paintings of queens, knights, and more, into an awe-inspiring throne room.

Taking up a large part of the courtyard though are the teeming tourney grounds, with an exciting jousting range, and several multi-tiered stands for the queen and her entourage, as well as many spectators. The tournament is in full swing.

The whole place is swarming with nobles, ladies-in-waiting, courtiers, knights on divine quests and their squires, merchants, servants, and even the odd sooth-sayer (witchy couturiers, no doubt). Some are hired actors from Riblerim's time or their offspring, some are folks who found their way here and settled into this fantasy, and still more are eldritch tailors and costumiers who found a new calling.

Ruling above it all, and mingling with the "common folk" only for show or to draw adulation from the knights fighting for her favor, is Queen Moronoe, or Queen Benevolent as she likes to be referred to.

Moronoe "Queen Benevolent" (she/her) Beautiful, young witch ruler of the Island, with cruel but easily distracted eyes, sun shunning bleached complexion, bedecked in the finest of frocks, currently rocking a bespoke wheelchair. HAS Zenobia's Undeginous Cape to control the lake creatures, the Rhinemaidens' Anthelion (+4 armor, magic, attracting and vulnerable to Galatine [see Melusine, the Lady of the Lake]), countless sycophants and admirers ready to defend her honor or herself, a kick-ass wheelchair powered by her sense of self-importance. ACTS as the unobtainable prize of the eternal tournament, as the recuperating survivor of an assassination attempt by a demon- worshipping babysitter (see Summoning Circle on the Island of Special Interests). WANTS to become the supreme ruler of the realm, hear news of the outside world (for later conquering), rid herself of the irksome druids, see people hurt or humiliate themselves for her. KNOWS how to extract secrets from the aesopian rupees-dispensing gramophone stations, and does so regularly; how to extract favors, with these secrets or otherwise.

How to Use the Castle

  • An audience with the queen. Moronoe is one of the most powerful witchy seamstresses in the realm, despite the injury that leaves her chair-bound for now. The characters might have any number of reasons to talk to her, and they will need to follow the correct protocol and etiquette to do so.
  • Negotiating with the queen. Having gained an audience, the characters might wish to bargain with her. Of course it's possible to learn about the queen, her wants and wiles from the folk in and around the castle, but a quicker way to both learn about her and gain her attention might be to participate in the tournament and win. Or at least put up a good show.
  • Gaining favor. Not just with queen, but perhaps with a courtier or someone else close to her. Most people will want something in return to curry favor. The queen, for example, wants the druids gone. The reverse is also true.
  • A comedy encounter with guards. A couple of guards are probably hopelessly outclassed by player characters, but make them mouthy, judgmental, and openly critical of the character's mannerisms, demands, or looks, and you might be surprised how defensive the latter get.
  • Shelter from the storm. It's a big, solid castle with a plethora of comfortable, warm rooms. It might require disguises, bargains, or sneaking through hidden passages, but it could all be worth it for safe lodgings replete with servants who don't ask too many questions.
  • Access to Riblerim's tower. The castle has its own wizard's tower, but it's regularly superimposed with the fabled tower of this realm's creator, and the only way of accessing it without requiring flight.
  • Emptying the royal coffers. Every castle has a treasury and this one's no different. Besides gold it probably has several choice mystical items as well. Naturally it is guarded and trapped. Heist time?
    • The hoard in the treasury might consist of several chest of aesopian rupees, perhaps smaller chests of various denominations from beyond the realm, a few treasures, particularly ornate weapons and ceremonial garb, and the skeletal remains of another party that tried to rob the place and fell victim to a permanently paralyzing gas trap. It resets itself, but it's weakened over time, clinging to the ground now, like dry ice.
  • On behalf of the Lady of the Lake. The water creatures of the Misty Lake are beholden to the queen because of her cloak's enchantment only, and they wish for nothing more than to be free of this bondage. Perhaps the characters could steal her cloak and be rewarded by the water nymphs for handing it over to them?
  • On behalf of the druids. They know intimately the danger the slumbering evil of the forest poses, and do all it takes—including blood sacrifice—to keep it from waking, but the queen refuses to lend aid or even properly acknowledge the danger. The druids would like to see her deposed and her blood feed the forest evil's slumber for decades to come.

King’s Forest

The forest, while bountiful with game and even several exotic species of animal, is home to the reclusive aceldama druids, their standing stones and their strange rites to keep the malevolent, slumbering evil at bay.

Among the woods' joyful sounds is an ever-present low rumble, slowly rising and falling, the evil's ghastly slumber made evident. Furthermore, the scents and forms evidence menacing oddities here and there.

The Evil

The druids' charge and nemesis, the slumbering evil, is left vague and unknowable, and even the druids are unclear about its nature. One thing they all agree on is that it is omnipotent and vile, and that it would corrupt or destroy all life were it to wake.

Forest Encounters

# Encounter
1 Shrunken bear. Half the height of a regular bear, but twice the speed and viciousness.
2 Backwards flying Merlin falcon. Awakens a minion of evil if its endless-slumber sigil tracing flight is interrupted.
3 Rescuable sacrificial victim. In wedding attire, tied to a menhir, drugged. Slowly dripping blood into the soil from precision cuts.
4 Sacrificial victim corpse. As above, but already dead. The area around it is particularly still.
5 Hunting party. From the castle, on horse with dogs or on foot. Perhaps inebriated and mistaking characters for game.
6 Aceldama druid communing with the earth. Sitting cross-legged, vines cradling them. Wild and hostile if interrupted, but with the potential for exposition regarding the reason for their rites. Might talk through a small animal rather than abandon its communing.
Aceldama Druid (any) Wild, dangerous looking human with painted and carved skin, wrapped in a cloak or furs, crowned with antlers. HAS a deep, obedient, fast-growing grabbing vine-like connection to the forest, a wicked dagger whose wounds keep on bleeding, creepy antler/cloak/paint aesthetic. ACTS as protector of the forest, capturing intruders, snatching victims, offering regular blood sacrifices, speaking through animals. WANTS to keep the evil of the forest dormant with sacrifices, at least until it can be controlled, if such a thing is possible. KNOWS the secret language of the woods, how to be unseen in its environs, how to read the behaviors of birds. Minion of Evil Eight barbed spider legs, each as tall as a horse, sprout from the back and carry aloft, a vine-wrapped human body. HAS the body of one of the druids' sacrificial victims, vines replete with caustic and malevolent blood. ACTS by tricking heedless victims into mistaking it for a person in distress, pierces with its sharp legs, rakes with it barbs, swiftly climbs pretty much any surface. WANTS to destroy life and feed its blood to the earth. KNOWS how to lure people by uttering a phrase of its deceased host.

Misty Lake

The King's Forest opens up to a large lake forever shrouded in cold mists. The lake's clear waters are home to and the prison of a multitude of water creatures: nereides, limnads, naiades, mermaids, and potamides, all at the beck and call of Queen Moronoe. Among them Melusine, the Lady of the Lake. And a handful of predatory creatures that are happy to devour all that enter the lake.

The lake harbors another, slight island—Avalonia, a magical islet; orchard above, resting place of the Last Knight Chivalrous below. The fruit of its apple trees, when cut horizontally, reveal a star pattern said to aid the casting of cosmic spells.

Melusine, Lady of the Lake (she/her) Intriguing young woman with moss- colored hair and skin, worried brows, in a dress made of morning dew. HAS many limnad friends in the lake, the legendary sword Galatine that bypasses the Rhinemaidens' Anthelion and makes the wielder near invincible in sunlight if they're worthy of it, or else burns them. ACTS cagey and shy, speaks suspiciously highly of Queen Moronoe. WANTS to break free of her bond to Moronoe, to find a worthy hero to wield Galatine, to figure out how she and her water creatures ended up here. KNOWS how to wake the evil of the forest, if she wanted to—as a very last resort.


A tiny island with a wild orchard on its surface, and a dangerous dungeon, filled with treasures and traps below. It is the final resting place of the Last Knight Chivalrous, who wielded Galatine, the magical blade gifted to them by the Lady of the Lake. Additionally, several grand treasures are rumored to be interred within.

The identity of the Last Knight is unknown. Was it a real person, who for some reason was buried in a wizard-created realm? Is it just part of Riblerim's fantasy of what a heroic feudal society would look like? Here's what the realm's inhabitants suggest, depending on who you ask:

The Real Knight

# Possibility
1 Heroine of the people. A woman of valor and beauty, though without title, who nevertheless fought evil and injustice and once saved Riblerim's life. When he heard she'd fallen in battle, he brought her here and turned her into the Last Knight Chivalrous posthumously.
2 Knight of the Round Table. Dying king of a far-away land brought here by sorcerous sisters. With them gone, the last of the magic left the land. Perhaps he's even still being kept alive, awaiting a time when his land needs him once more.
3 Local color. No fairy-tale island with castle, lake, and lush forest would be complete without a mysterious tomb rumored to be full of treasure. And danger.
4 Ultradimensional favor. Raveling together a realm from raw potential requires more than just arcane power, it requires resources. Riblerim struck a deal with an otherworldly ruler, who hides his treasures safely away here.
Mummified Ensorceling Seamstress (she/her) Translucent, shifting image of woman veritably mummified with straps, clothes, mouth and all. Vengeful demeanor. HAS traumatic memories of being entombed alive that manifest as physical tears and could be weaponized. ACTS by violently lashing out with her prehensile straps that suck the will to speak, move, and eventually breathe. WANTS nothing but unbridled, indiscriminate revenge. KNOWS the location of a grand treasure in the tomb. Daemon of the Divine The ghost of a skeleton of a monk or nun, with tattered, demonic wings. HAS a chance of dropping a physical monk's or nun's habit upon being dispatched. ACTS by tearing and ripping with its bony but sharp claws, gliding through walls for surprise attacks. WANTS to eat souls. KNOWS of the lure of the prophetic pool, and of the real futures it can foretell.
Map of the tomb of the Last Knight Chivalrous.

Map Key

  1. Roving entrance. Hidden by suspiciously thick fog and debris of an ancient structure. The entrance moves to a different spot every dusk.
  2. Password. The swords engraved on the floor animate and attack those not reciting their oath of fealty to the Last Knight Chivalrous. The pillars show bas-reliefs of knights taking the knee in front the Last Knight.
  3. Movement in the dark. The knight statues move ever so slightly to scare intruders and make them paranoid. The visor on the statues open, revealing 1) emptiness, 2) the vengeful, ghostly remains of a mummified ensorceling seamstress entombed alive, 3) a lever to open the secret door, 4) a treasure.
  4. Hungry horse. The stone horse attacks anyone passing by carrying treasure from the tomb, unless they feed it first.
  5. Hungry tomb. Stone tomb full of beetles that will devour any food carried by the characters, and then move on to clothing. The skeleton inside wears the noble bracelet plus another treasure.
  6. Pearly gates. A portal meant to be opened by the Last Knight Chivalrous and take them to the afterworld. Decide if any of the rumors about the knight's origin suit your game and have the portal lead to a relevant destination.
  7. Supporting swords. Characters feel lightly compelled to draw swords from the ground. If 3 of them are pulled up, the floor collapses into a 10 meter deep hole of rubble.
  8. Speak truth. A giant head, presumably in the likeness of the Last Knight Chivalrous. Those that kneel and swear fealty to him will have 1 question answered true.
  9. Guardian knight spirits. They challenge warriors duels. Not to kill anyone, they just want to practice. It’s been a long time.
  10. Eldritch ray portals. To disable the colored rays criss-crossing the portals, one must stand on the like-colored triangle in the floor’s mosaic to interrupt them. Otherwise they cut flesh like butter.
  11. Flame of castigation. The massive flame turns purple and attacks anyone who tells a lie within the room. Or has salacious thoughts. A band on the flame's brazier reads "They who are not truthful or pious shall be purified".
  12. Stalwart guardian. If anyone steps on the double headed serpent bas relief on the floor it animates and attacks anyone not sworn to the Last Knight Chivalrous. Hastily reciting an oath of fealty will probably do the trick.
  13. Rose garden. Pristine and beautiful roses in a crystal case. If opened, they immediately wither and die, exquisite beauty callously killed. Probably for the measly treasure half-buried in the soil. You monster.
  14. Prophetic pool. Clear-water pool that shows the reflection of each onlooker's plausible future. This future concludes with being attacked and ripped apart by Daemons of the Divine—winged, skeletal monk and nun ghosts. First just in the vision in the pool, and moments later for real.
  15. Magic image. A swirling mist that is a channel of communication with Riblerim, or an automated message of his, if he's shuffled off this mortal coil, which is very apologetic for the inconvenience.
  16. Solid chest. Containing a sealed urn imprisoning the essence of an evil ultradimensional entity. Ancient runes or warnings in countless languages lie under a thick layer of dust.
  17. Light work. A sundial that, depending on correctly angled lighting, opens the crypt of one of the 3 guardian companions. Otherwise the passages are blocked by solid stone.
  18. The Guardian of Wisdom, a cantankerous, blind crone crammed into a creaky suit of plate mail, with a single eye in her mouth that keeps on falling. She will test the characters or make them forgetful. Her test is a simple question: "If you were me, what would the test be?" The wise would answer with a test that they know they can complete.
  19. The Guardian of Courage, a hulk of a man, all chin and shoulders but tiny legs, tests the characters or makes them craven. He will dare them to do something they've been putting off, like trying that unlabeled potion, or opening the sealed urn with all the warnings.
  20. The Guardian of Law, an emotionless automaton in armor that's padded with countless writs and decrees, bedecked with a curly wig, will test the characters or make them selfish. Ask the players to anonymously vote for the character that should be judged for a past misdeed. They will have to take the stand, and the others be the jury.
  21. Hazardous passage. Broken pillars make the room very susceptible to a cave in.
  22. Long way. An illusion makes this room appear to be infinitely long.
  23. Resting place. The spirit of the Last Knight Chivalrous judges anyone who enters here and would take its sword Galatine (or a ghostly version thereof should they already have claimed the real sword from Melusine). Those lacking in gossip of the outside world are definitely deemed unworthy.

Island of Special Interests

Content warning: body horror, gore.

It is here that Riblerim proudly displayed his knowledge and skills of the arcane arts, going a long way beyond simple divination. It is a place of treasures and reality-altering danger.

It's also a relatively small island, with all landmarks within eyesight of one another. Instead of vegetation, tiny purple crystals cover the ground, and the paths are black marble with golden veins. They are also galvanically charged, making most people's hair stand on end.

Besides the characters described at the island’s landmarks, it is devoid of native inhabitants and fauna. Even folks from the other islands generally give the place a wide birth, possessed, as it is, of many eldritch dangers. This does in turn make it a potentially safe resting place for the player characters.


  • The museum is left largely untouched by the mystic costumiers and other inhabitants.
  • The Dungeon of Alternative Arts entrance is passionately guarded by the ghost of Elisabeta the Carmine Costumier, to keep its horrifying treasures from escaping or being let out.
  • The Hall of Ultracosmic Mirrors has the power to summon profoundly evil versions of people, and as such is also left alone by those in the know.
  • The Summoning Circle was an attraction designed to give visitors a taste of power in a safe environment, but it is now, of course, without supervision.

Museum of Divination

A multi-story building with many wings, all showcasing the myriad means of divining, both over time and cosmoses. As with most things in RIP, the museum is no longer as safe as it once was. Each room has a name plaque with hints on how to activate its magic.

Place a grand treasure in one of the rooms, and roll for other treasure where appropriate, as and when the characters search for or stumble across it.

The place's inhabitants are few in number: a couple of goblins in giant, grotesque heads, two artful giant spiders, and an otherworldly god—if you count that sort of thing.

Three-story building full of magical disciplines.

Map Key

  1. Foyer of the beholder. With a plaque indicating the many rooms and types of divination in the museum. The giant robotic eye follows the characters' movements eerily.
  2. Amathomancy—by dust. Gently blowing the dust used to form prophetic images or words. Nowadays it just shows nonsensical, border-line rude words, before wafting away and settling in every hole and crevice in visitors' clothes and gear.
  3. Eromancy—by water vessels exposed to air. Random atmospheric events. Roll 1d6 every turn: 1 - calm and sunny; 2 - rainy and slippery; 3 - storm and heavy wind; 4 - lightning storm; 5 - freezing cold and snow; 6 - hurricane.
  4. Apantomancy—by chance encounters with animals. Random, seemingly unconnected animal statues. Dance/trance in front of one and its spirit will bite or claw you, but also gift a vision.
  5. Causimomancy—by burning. Putting something of personal value in the incinerator should reveal a secret via the symbols on the stone pillars. Instead, the item turns into a vengeful, sentient ghost and attacks.
  6. Astrapomancy—by lightning. Spend a round dancing around the lightning to gain an oracular boon (roll a die of your choice, and substitute its result for a future one of the same die type) or be struck by it. 50% chance of each, unless the dancer wears or carries a lot of metal.
  7. Theriomancy—by animal behavior. The spider webs here are full of strange patterns and some form prescient images or past, far-away events. The giant spiders are really proud of them and won’t tolerate any objection, daring any would-be critics to do better.
  8. Cartomancy—by cards. Giant magical floating cards can be turned to alter the fate of others. No one remembers how exactly, though.
  9. Libanomancy—by smoke or ash from incense. Sitting down and inhaling the smoke from the incense was meant to make one dream of the possible outcomes of their dilemmas. While it might still make people dream (or hallucinate), it mostly just gives them a sore throat.
  10. Astragalamancy—by dice. Giant polyhedral dice whose faces have largely worn off. Roll them to retcon a person's past fate, for good, ill, or both.
  11. Cthonic anthropomancy—by human sacrifice to an ultramdimensional entity. Steal a person's fate, life, and power, by offering them to the giant otherworldly entity in the pit, which only accepts sacrifices from people it deems "worthy".
  12. Bumpology—by bumps on the skin. The floor and walls are covered in flesh with unpleasant bumps all over it. One was supposed to rub them for far-away visions, but now it's more likely that will squirt caustic slime.
  13. Oneiroscopy—by dreams. A bed promising the slumberer portending dreams. Slightly unraveled, so the dreams portray the sleeper's happy place. A place so swell, they'll want to stay there forever.
  14. Alveromancy—by sounds. Sounding the silver bowl in the center used to make the grotesque statues sing augural songs. Now, two of the statues are home to gastromantic goblins, producing thunderous waves with their rumbling bellies, and protecting the treasure they stashed in the third.
  15. Lampadomancy—by flame. Wall-embedded nozzle spout dancing flames that entwine into one, whose depths hint at tantalizing vistas that attract unwise fools to their fiery doom.
  16. Astragyromancy—by spinning. Sitting in a chair will make them all spin excessively fast, possibly separating flesh from bones. Survivors will vomit forth great messages from the gods.
  17. Hydrospheromancy—by water and crystal ball. A great dark crystal ball reflects the many possible futures of the many parallel dimensions in the water below. One can change their reality by diving in and separating the veil between them, thus osmosing two or more.

Dungeon of Alternative Arts

The whole building is chained up, with a big padlock. Inside, it’s got libraries dedicated to some of the more dubious (morally and otherwise) arcane disciplines, like vivimancy, Cthonic magic, cheirosciamancy, worm witchery, meat magic, apotropaism, and physiurgy. There are... noises coming from inside, and so far no one has dared to break in. At least not since Elisabeta the Carmine Costumier, nominal caretaker of the place, died trying to keep the things inside in check. She now haunts the place, warning others, even resorting to lethal ghostly force to keep people out (and the current inhabitants in).

Ghost of a woman in a red dress, floating in front of a giant lock.
Elisabeta the Carmine Costumier

Inside the Dungeon

  • A tower turned inside out and upside down. A wide, circular vent stretches downwards, eventually into unraveled primordial stuffs. A narrow stone staircase hugs the bricked walls as it corkscrews down. A dozen or so short landings have doors to rooms showcasing the dangerous magics.
    • Traps: Inbetween each landing are traps—a brick shooting out of the wall and pushing characters off the edge, a crumbling step, the wall coming alive with groping hands—that sort of thing.
  • Criss-crossing the vent, are chains lazily draped hither and tither, sprinkled with hooks and manacles.
    • While designed to look threatening and spooky, they can break a character's fall. At the cost of getting hooked or trapped in cuffs, but it's probably worth it.
  • Sample landings and their rooms.
    • The Alternative Art of Worm Witchery as Popularized by Belinda Blood. A naked, pale worm witch (the titular Belinda Blood) lays here in stasis among large worms lazily undulating across the earthen floor, and slithering around vats or varying sizes. Skittish broomstick worms hover about the room. A painting adorns the otherwise featureless walls.
      • A grimoire about Worm Witchery is buried beneath her.
      • The vats are filled with earth and random worms.
      • The broomstick worms can potentially be tamed and trained, ridden like flying broomsticks, then tucked into a small bag of tasty earth.
      • The painting is of Belinda. Behind it is a treasure.
    • The Deranged Art of Cthonic magic. A ghastly thin, puckered human body on a slab, with an octopus-like creature for a head. An ancient looking book lies discarded at the foot of the slab. The room feels square, but it's impossible to perceive its corners. It feels dark, yet its content can be seen without light source.
      • The book is a living grimoire about chaos, and will attempt to suck people into its pages.
      • The body's original head has been eaten or dissolved, and the parasitic, tentacled creature has attached around the spine protruding from the neck. Perhaps the body belongs to Riblerim or another character that vanished?
      • The creature, if placed on a real head will grant true sight and strength, while slowly eating away at it, unbeknownst to the host (even if presented with evidence), until the host eventually dies, and the creature goes dormant.
Elisabeta the Carmine Costumier (she/her) Wild-haired ghost sorceress in a crimson gown haunting and protecting the entrance to the Dungeon of Alternative Arts. HAS all the expected ghostly powers, a Writ of the Otherworld to summon 1d4 Demon-plagued, Malevolent Orbs or Black Metal Skeletal Guards (once each). ACTS as self-appointed guardian of the Dungeon of Alternative Arts, trying to scare folks away, or calling for otherworldly help. WANTS to keep the monsters and unchecked magics locked safely inside, to stop anyone getting in. KNOWS of all the magical arts contained within and their dangers. Malevolent Orb (any) Hovering, translucent ball of light whose mere presence makes hair stand on end. HAS amazing speed, the power to enter and possess people. ACTS on the commands of the owner of the Writ of the Otherworld, generally aggressively. WANTS to move between this realm and the next. KNOWS no fear or scruples. Demon-Plagued (any) Badly bruised and torn person with black eyes and tears of blood streaming down their face. HAS horns, claws, or fangs to maim with. Limbs that continue on their own if hacked off. ACTS on the commands of the owner of the Writ of the Otherworld, generally aggressively. WANTS to end all life. KNOWS only a limited vocabulary. Black Metal Skeletal Guard (any) A scorched skeleton with corpse paint in blackened scraps of armor with altogether too many spikes. HAS a sword or axe, shield, a vicious bite, grabby hands, no fear, and expected undead traits. ACTS on the commands of the owner of the Writ of the Otherworld, generally aggressively. WANTS nothing. KNOWS unholy symphonies.

Hall of Ultracosmic Mirrors

An elevated, complicated maze of mirrors on articulated, moving arms. They reveal versions of you from other realms or dimensions, generally twisted or purely evil ones. Should a mirror reflecting such a person be broken, they might escape, or switch places with the viewer.

How to Use the Mirror Hall

  • Quick-fix fortune reversal. An injured, disfigured, or wronged character has heard that alternative selves of them from infinite cosms can be glimpsed here, and traded places with.
  • Cursed. A witch cursed a character and now they're trapped in here. The party wants to free them, but first they have to get past the weird and evil versions of them.
  • Classical chase maneuver. The party leads their hunter into the hall, confusion and martial arts ensue.
  • Escape. Leaving RIP can be tricky, or at least involved. Trading places with an alternate self from another ultracosm is way easier.

Summoning Circle

Try your first summoning spell! A book on a podium explains how:

  • Insert an aesopian rupee, clutch this book, and loudly recite one of the 6 incantations.
  • The demon will be summoned, and be safely contained within the circle.
  • Feel free to converse with it. It will offer treasures, knowledge, or services in return for release. Under no circumstances indulge it in this, or release it from the circle.
  • Close the book to send it back whence it came.

In theory the summon circle is perfectly safe, and summoned demons could potentially be commanded with enough willpower. But it's not been maintained in a while, so who knows?


# Demon
1 Alpucka. A mischievous camelid critter resembling a small humanoid llama. Will switch willing people's heads with animal versions if asked to, and demand to be released to switch them back.
2 Bad Cherub. Fat, slovenly, old grump with corpse paint makeup, and tiny, black wings. Swears a lot. Carries a tiny bow that shoots dripping black arrows (exceedingly poorly), and a small harp. Can rock your world on it, musically speaking.
3 Sacrificial virgin. Young, beautiful, bound, in an innocent, white dress.
4 Samara, the Evil Babysitter. Licking the blood of a cleaver. Slightly miffed her current ritual was interrupted, but willing to kill for the right price—a worthy sacrifice to her master, Beheluiel the Thrice-Horned.
5 Preschau of Litvonia. Tortured soul in hell who committed monstrous crimes while alive and is convinced this is his punishment. But no one remembers Preschau, and he could leave at any moment.
6 Max the Shirtless Guy. Satanic worshipper, nearly killed so many times. Vaguely sympathetic, definitely easy on the eye, but still evil. Made into demon upon eventual death. Will act out any shirtless role, violence optional but encouraged.

Bouncy Island

Content warning: body horror, gore.

While this island may appear as a stretch of breathtaking, natural beauty at first glance, it reveals its secret to those setting foot on it: everything on here is bouncy. The grasslands, hills, and trees all have a rubber-like consistency to them. Even the rivers run wild with little white and blue bouncy balls instead of water. The land itself is the safest place in RIP—even from great heights one would be hard-pressed to injure oneself through falling.

Yet, this is the domain of a most capricious ruler, Halethmor the Kind, Aegis of the Pixies and Small Fae Kind, Ruthless Eradicator of Intruders with Impure Intentions, Joyous Host and Narrator of the Plastic Gauntlet, Once and Future Savior of the Little Fae Race, and All Around Nice Guy—until he's not.

The landmarks on this island are laid out vertically: the White Pellet Rafting islands float lazily at the top, the vast Elastilands stretching out below them, and the Plastic Gauntlet and Momentum Battery are underground, blissfully unaware of their proximity.


  • The Elastilands are largely deserted, give or take the odd ductile tumbleweed or free range fae, but underneath them an enormous momentum bomb is close to bursting, unbeknownst to most.
  • Halethmor divides his time between frolicking in the White Pellet Rafting and experimenting with ways to ensure the survival of the fae hidden in his Alva Socage Cloak. Cut off from their home realm and unable to reproduce, they are slowly dying out. Halethmor is trying to transfuse their fae blood into humans—including Adeline Nobilis—to make them suitable mates, with mixed success so far.
  • Anyone seeking an audience with Halethmor, or anyone he discovers on his island, will be asked to prove themselves by surviving the Plastic Gauntlet.

Huge Tracts of Elastilands

A large swath of apparent plains, hills, and small crops of trees, which on closer inspection gradually compress like a sponge. Though the flora here grows and photosynthesizes like regular plant life, it is universally soft and bouncy.

The Elastilands are vast and varied, yet not so large as to get seriously lost in. Their initial conception envisioned them as an enormous bungee net for anyone jumping off the White Pellet Rafting floating islands—one of Riblerim's favorite pastimes.

The Momentum Battery

Unknown to all but Riblerim, any and all bounces here have a tiny speck of their momentum syphoned off into an eldritch battery, buried deep in the island's center. And now, since it has been lain unused for all these years, it's only a hop or two away from bursting like a gargantuan balloon, taking the Elastilands with it, and scattering characters across the whole of the realm.

White Pellet Rafting

Several stacking, floating islands with rivers and waterfalls of rubbery, eye-sized balls, for the ultimate bouncy tumble. Their arrangement is such that a dive over a waterfall from one island most likely lands the adventurer in a pool or wide stretch of river on the island below it. There are 12 such stacked, floating islands, with branching rivers, bridges, underwater passages, jutting stones (bouncy, naturally) dividing the flows, moss beaver dams, speedy narrow canyons, and other obstacles to make for exciting white pellet rafting and tumbling.

The ride begins on the highest floating island, where a number of oiled leather blow-up boats (that magically re-appear here once they leave the bottom most island, with contents or passengers) are heaped besides a tranquil, palm-ringed pool that leads into a choice of accelerating rivers, where the fun begins. Getting up is otherwise up to individuals; the monoriver doesn't come here, but of course a giant flying galapagos turtle could.

Halethmor (he/him/they/them) Tall, lithe, elfin man, wrapped in hair and a cloak that seem to echo his movements a moment after he actually makes them. HAS the Alva Socage Cloak harboring a small army of alva gala pixies, a lot of fun on Bouncy Island. ACTS as the sole and jealously protective ruler of Bouncy Island, which he considers his realm. WANTS to be entertained by seeing other people fall over, be bewildered by tricksy pixies, or flail about in the Plastic Gauntlet, to find a means for his pixies to reproduce. KNOWS where a great deal of things are hidden, Riblerim's tower schedule. Alva Gala Pixie (she/her) Tiny, curvaceous, fair-skinned woman with gossamer wings, a figure- hugging black evening dress with a long slit (up to 1cm) and a low-cut back, a small arsenal of disproportionate weapons, and a fickle attitude. HAS gorgeous hair and makeup, a bitsy purse with a bitty lipstick and such and a spare war knife, a weapon of choice (mace, halberd, and crossbow are all popular), a wee skein of near indestructible and nigh endless wool, your number. ACTS as either the sweetest, cutest little thing, or on a furious, flying rampage, sticking her halberd under fingernails or into ears, or buzzing right up in your face just before kicking you in the nose. WANTS to be loved and cared for, and at the same time conquer worlds, but also to find a means to leave the realm and be safe, or remain within and be able to reproduce. KNOWS a formidable number of lurid and/or lewd comebacks, that she is safe in Halethmor's Alva Socage Cloak, where a treasure is hidden on the floating islands.

The Plastic Gauntlet

A murder dungeon full of traps. Just like the real thing, except bouncy and theoretically mostly harmless. Spikes and swords and such are made of foam and won't impale, but they can still potentially hurt, crush, or perhaps only be part of the real danger of a trap.

Many a hapless soul has been sent into this bouncy death trap, never to return. Naturally, their gear and treasures still languish within, along with their assorted, crushed remains. Roll for a treasure when indicated, or when the characters search at an appropriate location. Place a grand treasure in a place deep within (perhaps the maze?), to give the characters an extra incentive, or ensorcelling costumiers other than Halethmor a reason to send them in.

Insects and a giant sentient spiker ball are the only permanent inhabits of the dungeon.

Map of a dungeon all made of rubber and bouncy materials.

Map Key

  1. Let there be light. Lighting the brazier will make the gargoyles breathe "fire" in the form of glitter. Extra itchy.
  2. Comet! You must rotate the comet so it is shooting towards the hall you want to go or the stars will zap debilitating energy beams at you.
  3. Ziggurat of pain. A great dark pearl lies glued atop a very slick ziggurat that shakes like jelly when one is climbing it.
  4. Pit trap. An empty chest surrounded by hundreds of coins that when opened triggers a trap door to a pit with painfully rigid, rubbery spikes. Within, a treasure or two may be found. Along with the remains of previous gauntlet runners.
  5. The Flattenator. Running through this room will activate the crushing spiked walls. Walking very slowly won’t. The spikes are too pliable to pierce as usual, but the walls will crush a bit.
  6. Zorbtastic. Large, jelly bubble balls, perpetually in chaotic motion, absorb and trap anyone they touch, and make them hella dizzy.
  7. Pool time. The crack in the floor opens suddenly, and at the bottom is a really spicy pepper pool.
  8. Mirrors on the wall. The mirrors show the worst possible reflection of each onlooker, which is super frightening and distracting.
  9. Rolling rock trap. A giant, dense foam ball will flatten anyone in its path into two-dimensional versions, for a time.
  10. Fart attack. Stepping on the floor will release some the worst fetid gases anyone has ever smelled.
  11. Dark pool. Drinking from this dark water pool causes your flesh (or similar outside hull) to shed off and turn you into a wet skeleton.
  12. Dingy pool. Drinking from this pool will just make you sick.
  13. Joust. The statue of the charging knight moves to impale anyone coming close to it. Naturally its lance is foam, but it can catapult you violently back into the wall.
  14. Exit! Magic makes you reappear in the first room every time you open the second room’s last door. Only if the first door of the first room is kept open will the last door lead out of the gauntlet. All doors are self-closing.
  15. Piercings and pendulums. Just your classic room with shooting arrows and swinging blades. The foam on the blades and arrow tips has worn off a little, so, you know, beware.
  16. Secret sauce. Each extremely solid, iron door drops before the last person in the marching order passes under them, slowly splitting the party, and after the last one the rooms floods with strawberry yogurt, and the floating remains of their previous, fleeting occupant.
  17. Hole in one. Giant boxing gloves punch PCs towards the central hole that is filled with delirious, operatic earth worms.
  18. Concave/convex. At the center of every circle lies a gem, but each circle pops up and down randomly, possibly bashing people against the ceiling.
  19. The Multiplier. Loud rotating blades criss-cross the floor at speed. Anyone rammed by one is effectively (and magically) divided in two.
  20. Taurists. A maze with a trapped minotaur who tells bad jokes and wishes they were a majortaur. If characters don’t humor it, it attacks.
  21. Get ahead. The giant demon heads float around trying to eat the characters, claiming the deep rumbling sound in the room is from their stomachs, which they forgot somewhere.
  22. Ball pen. Six energy balls bounce violently, aiming for sounds.
  23. Foam aegis. A giant, sentient spiked ball rolls is the zealous guardian of an enormous pink diamond. It moves with the grace of a panther.

Sunset Island

Content warning: animal cruelty and death, buried alive.

This was Riblerim's favorite island for gentle relaxation, whether it was admiring the technicolor sunsets he mixed, stroking the super cuddly animals at the petting zoo, or marveling at the exotic flowers, bushes, trees, and even vegetables in his Botanicum. But over time, without his supervision and with the encroaching Unraveling, the place has become very dangerous indeed.

Beaches into a few meters of clear sea surround the whole island, while lush, colorful jungle separates the island's major landmarks. Narrow trails meander through the jungle, connecting the docks, the Amphitheater Beach Bay, the Botanicum, and the Petting Zoo.


  • The colored gases at the beach have become sentient and bloodthirsty.
  • The cacti at the Botanicum have evolved into sentient, anthropomorphic humanoids called Succulents, and they're controlling the realm's foremost food production.
  • The kittens at the zoo have become depraved killing machines, kept in check only by the head rubs from the other, oppressed animals.
  • Unknown to all, the underside of the whole island is growing into a giant, fungoid creature. It's connected to all plant life on the island and knows everything that's happening on it.

Amphitheater Beach Bay

A large, round beach of fine, soft sand, rings a large inland bay with a gorgeous eternal sunset. The cycling sunset is made from strange, gaseous colors. They have gone awry and sentient since the Unraveling, and now flow hither and thither, mesmerizing their prey before filling their minds with beauty and their lungs with poison.

Several victims of the gases lie half-buried in the sands, together with their belongings. The locals have long since learnt to give the beach bay a wide berth.

Sentient Colors (any) Beautiful, colored gases formerly displaying beautiful sunsets, now rogue and evil. HAS the unquenchable desire to enter creatures' lungs and veins, a certain evil about it. ACTS by entering orifices to reach lungs or veins and discolor (at best), poison or pervert (at worst). WANTS incomprehensible things. KNOWS how to mesmerize onlookers with beautiful sunsets.

Petting Zoo

A bucolic petting zoo is nestled in a cozy vale on the other end of the island. Just a handful of structures, and once a beautiful place to visit and let go of the troubles of the day by petting cute and furry animals.

Alas, through a combination of time, magic, and the Unraveling, the status quo here has been well and truly upended: the kittens have multiplied, evolved into depraved killing machines, and installed a complex monarchy with them at the head. The other animals also developed sentience, and occasional anthropomorphism, but spend their time playing good vassals and giving their cat monarchs constant head scratchies and other rubs—the only thing keeping them from rampaging and going on killing sprees.

Cat Monarchy

The kittens insist their vassals call them by elaborate honorifics, like "Your Most Excellent Furriness", "She With The Shiniest And The Fullest Coat", "Queen Of The Trough On The Left Side Of The Pen", and so forth.

So long as they are treated with the proper respect and continuously petted, they forget all about tearing living things to shreds. But they're also easily distracted.


  • Pen. The larger animal-people, like goatfolk, piglin and sundry swine persons, minotaur and majortaur (taurists all), but also some chickens that stubbornly refused to evolve, dwell in the pen. They tend to the noble kittens' every whim, who lounge about on troughs, feed sheds, and the occasional prostrated cow maid.
  • Barn. The Quilted Ones—animal people with knitted wooly skin—reside in here, with the gracious permission of their cat regents of course. They puff up easily in the humid outdoors of the isle.
    • The anthropomorphs have built a temple for the kittens in the barn, in the form of large, complex, and utterly beautiful cat towers, with many levels, nooks, crannies, connecting tubes, ladders, and perches. Needless to say, the kittens have so far summarily ignored this architectural wonder.
    • The chickens were not involved.
  • Cottage. A tiny, pastoral thing, homely and snug, barely big enough for 3 people to sit in and be overrun by cute, furry animals. That was the idea at least. Nowadays the kittens use it for executing insubordinate vassals (or anthros they've grown bored of), by forcing them to crawl into it and be assaulted by blood-hungry killer bunnies and chinchillas.
    • Executions require ceremony, which makes noise, which wakes the killer bunnies. A stealthy character who snuck in at other times, would likely find a couple of dozen super cute, furry animals dozing on clean-picked piles of bones on lush, blood-soaked carpets.
  • Pet cemetery. Execution by cottage is considered the kinder form of death in the petting zoo, the other being buried alive in the cemetery behind the barn. Naturally, the small patch of crooked, improvised grave markers, is deeply cursed and haunted by the ghosts of the animal people who died or were interred here.


A verdant plant garden in a huge glass and Art Deco metal bio-dome. Bursting with flora common, exotic, and otherworldly. Also the realm's primary source of food; grown, cultivated, and fiercely rationed and traded by the Succulents—evolved cacti people. Not everyone is happy paying the Succulents' extortionate prices, and stage perilous heists and break-ins into the dome, with varying degrees of success.

The Botanicum is divided into several dominant biomes, and countless smaller ones besides. Apart from the Succulents and the odd, unraveled exception, no other plant or animal life in here is sentient.

The Succulents

Succulent plants are flora with thick and fleshy parts that retain water, like cacti. Here in the realm, cacti evolved over time, sprouting eyes, limbs, and gaining locomotion and sentience. They vary wildly in form and intelligence, and only a lucky few grow into full human forms, but together they decided to call themselves Succulents, and they are the de facto overprotective rulers of this garden.

Their skin is generally rigid, smooth, pierced with many needles, and comes in a variety of colors. They are possessed of multiple ambulatory and manipulatory limbs, not all of them fully developed.

They are led by Succubus and Incubus, perfectly formed twins with Machiavellian minds.

Incubus (he/him) Sentient cactus, evolved into the magnificent form of a man, with indigo skin, and black hair, lips, eyes, and spikes. HAS vicious spikes all over, the loyalty of his twin Succubus and all the Succulents. ACTS as the co-ruler of Sunset Island and all food production, defending by intimidation or seduction, or clawing eyes out or impaling on his spikes. WANTS to remain the only perfectly formed male Succulent, to travel beyond the Botanicum but doesn't want to abandon his twin. KNOWS of several stashes of specialist and magical gear through the biomes, ready in case he does ever leave. Succubus (she/her) Sentient cactus, evolved into the breathtaking form of a woman, with russet skin, and black hair, lips, eyes, and spikes. HAS vicious spikes all over, the loyalty of her twin Incubus and all the Succulents. ACTS as the co-ruler of Sunset Island and all food production, defending by seduction and manipulation, or clawing eyes out or impaling on her spikes. WANTS to grow all Succulents into perfect forms, keep control of food in the realm. KNOWS of most of the attempted attacks and heists and encourages them as the resulting dead bodies produce excellent fertilizer.

Principal Biomes

The Botanicum is bigger on the inside, thus fitting many sprawling biomes, each several kilometers across. Some of them gradually blend into their neighbors, while others abut abruptly.

  • Semi-arid aventurine desert. Sandy or fine-textured soil with loose rocks, salted with gemstones like quartz, hematite, or goethite.
    • Ancestral home and origin story of the Succulents.
    • Seat of the Terracotta Palace of Incubus and Succubus, with a Greenhouse interior courtyard.
  • Bladed grasslands. Tall, sharp grass, more dangerous than paper cuts.
    • Home to grazing girabisons—sedate, towering bovine creatures with slender legs.
    • Sentient, predatory patches.
  • Wuthering tundra. Blistering winds punish this treeless landscape, with small shrubs, mosses, and lichens, often covered in permafrost.
    • The shrubs here resemble carnivores like foxes, wolves, and even bears. They anchor the vengeful specters of real such animals, who were culled by the Succulents.
    • Rare, delicious, and nutritious brassicas hide among the shrubs, targets of many violent campaigns against the Succulents, whose signs and remnants are everywhere, in the form of bones, weapons, and other scraps.
  • Fertile kelplands. Aquatic maze of deep rivers, riverbeds, and underwater caves, flush with algae, lily pads, cuttlefish, and of course the odd kelpie.
    • The heterokont scrag roams these waterways, a thick amalgam of algae and solitude. Queen Moronoe of Avalon is unaware that the scrag is in fact also under her control.
  • Weightless spirals. Ever-turning clumps of floating plants in sweet, meandering breezes. All loses its weight here—gravity is without dominion.
    • Roses of all hues, circled by thorny reefs and halos, protect their precious gemstone hearts.
    • Otherworldly truffles ride the roiling winds, hoping to escape or mislead the eidolic eels, who cannot resist them.
      • The truffles are manifest memories of antediluvian creatures. Eating them temporarily imparts the memory and its inevitably extreme emotion: 1) despair, 2) solitude, 3) glee, 4) pleasure.

Adult Island

Content warning: cannibalism.

It is forever night on Adult Island. The forests are thick, dark, and devoid of life. It is oddly chilly but not truly cold. Unseen eyes appear to watch from the shadows. The crunchy gravel paths connecting the island's landmarks are wide, lit only dimly and sparsely with the odd oil street lamp. The monoriver pier abuts a grassy pen where the Giant Flying Galapagos turtles like to sometimes graze or snooze. A signpost directs visitors to the Love Tunnel or the Venusial Cabaret, but the sign for the Château «La Maîtresse» has been torn through by sharp claws.

Every once in a while, a traveler might step on a crunching bone fragment, a femur with gnaw marks or a shredded clavicle.

The sounds and lights from the landmarks, weak as they are in the island’s private gloom, are like beacons—a promise of shelter, streaked with the excitement of danger.


  • The Love Tunnel is home to Dark Wickham, a post-apocalyptic meets Regency style cannibal, and his gang. They trap, hoard, and taste.
  • Extremely dangerous animatronic bears prowl the woods, especially around the Château. They're under the control of the Château's owner and forever party host, the otherworldly vampire La Maîtresse; with orders to drive people to the Château, and occasionally maim and kill.
  • The benevolent and knowledgable seamstress witch Adeline Nobilis is a prisoner of La Maîtresse in the grand hall of the Château. She was injected with fae blood by Halethmor of Bouncy Island, making her irresistible to vampires.
  • The Venusian Cabaret is actually a flying ship half buried in the soil, unbeknownst to its occupants, the coven of space witches led by the Vaticinal Venus.

Love Tunnel

Riblerim's idea of a love tunnel, now the lair—and bait—for the Lions, a post-apocalyptic-aesthetic gang of Regency folk, led by the charming, but wicked Wickham.

Dark Wickham (he/him) Finger-licking, wooden-leg-walking man of style, charm, and implied danger, with dark and flawless skin. HAS the Concordant Cowl of Teeth, inordinate amounts of confidence, oozing charm, malevolent smirk, vast appetite, and a richly filigreed rapier. ACTS as the leader of the lions, a connoisseur of meat, absent- mindedly fingers his cowl for intimidation, rapier slices across faces, stabs at ribs, cuts down to size. WANTS to be an admired leader and mentor in the arts of war and savoring flesh. KNOWS how to impress his "Lions", but not much beyond. He's from another world. Lion (any) Post-apocalyptic/Regency aesthetic gang member. HAS a stabbing or slicing implement, too many straps, buckles, or studs, a bad attitude. ACTS threateningly, confident in numbers. WANTS to belong, to impress Wickham by eating the disgusting meats he cooks up, pretending it's delicious. KNOWS something's up with Wickham, that the animatronic bears were snatched from the Tunnel by La Maîtresse.

The Tunnel

  • Train of 3 carts, seating 2 people each, on plush velvet.
    • Things that can be found under the seats:
      1. Lollipop wrap. "Face-hugger" brand.
      2. Discarded barbecued ear. Charred and dry.
      3. Set of satin restraints. Comfortable, reliable arm or leg bondage.
      4. Trampled rose. Still soaked in tears of rejection.
  • A big lever to start the train, and the attraction, is reachable from the first cart. Junctions have additional, hidden levers, often operated by the Lions to confuse and trap their prey.
  • The inside is all soft lighting, creaking of a poorly maintained track, soft furnishings, pink and purple drapes, and vines that have grown throughout.
    • One of the vines is killer. A killer.
  • Cute and furry animatronic animals start singing and cuddling.
  • The trains wind slowly around corners, revealing further cute things.
  • People dressed in Regency outfits that have been transformed to look post-apocalyptic hide in the tunnel. The parts of their outfits don't match, they are meant to look scavenged, and are accessorized with many belts, buckles, and sometimes studs. Also, masks.
    • They might join in with the animatronic animal singing, turning it even creepier.
    • Ultimately, they seek to capture baited intruders, tie them up, and prepare, cook and eat them like an exotic banquet.
    • Their sleeping places and large barbecue are behind the scenes in the tunnel.

The following map of the Love Tunnel shows additional locations. These are left to the GM to flesh out at will.

Map of a love tunnel style ride.

Château «La Maîtresse»

The grand manse of the so-called Maîtresse—a powerful vampire from another world—is a constant ball, inviting, and safe from the vicious animatronic bears that besiege the ground's outer walls. Occasionally a soul gets lost on the island and finds themselves chased by such a bear, only to find shelter, and entertainment, in the château.


The unwitting guests of the château are seamstresses and couturiers, proudly wearing their extravagant creations (often with animal masks) at an endless party. Prowling among them are the vampire progeny of La Maîtresse, bewitching, caressing, and generally playing with their largely docile food.

Not so docile or compliant is the prisoner of La Maîtresse, the witch Adeline Nobilis whose half-fae blood is intoxicating to vampires, openly on display in a secure cage under the heel of the giant statue of the host.

The vampire progeny feed on the guests, rarely to excess, a process that is fiercely pleasurable to most victims. And those immune to its pleasures find themselves charmed by the vampires' intense stares, and mind-washed to love it anyways. The mansion's kitchens work overtime to feed the guests with astonishing food and drink, all the better to flavor their blood.

Undoubtedly the odd guest is immune to both the mind enslavement and the gratification of being bitten, but sticks around nevertheless. Maybe they even suspect the bear threat to be manufactured. But who can resist a perpetual party?

Floorplans of a two-story, luxurious villa.
Adeline Nobilis (she/her) Voluptuous vaguely pearlescent, half- fae woman in gem-studded gown, whose blood is intoxicating to vampires. HAS the most expensive gown in the realm, a soulful voice, partly chartered depths of misery. ACTS seethingly submissive to La Maîtresse. WANTS to escape her cage and the realm, to pay her captor back in kind. KNOWS the most about the magical cloaks and capes of anyone in the realm, a handful of powerful spells. Animatronic Bear (any) Loudly clanking, bear-sized automaton with matted fur, unconvincing recorded growls, but very real metal claws. HAS bits of gore stuck in gear works, plus 1 random item per character. ACTS aggressively with jerky movements towards anyone but La Maîtresse or someone wearing the latter's amulets. WANTS to break free of La Maîtresse's domination and return to giving hugs in the Love Tunnel. KNOWS how to return kindness. La Maîtresse (she/her) A stunning vision in white, with porcelain skin, black hair, and ruby lips. Exudes both innocence and domination at the same time. HAS the Connubial Train of the Vernal Czarina, a brood of progeny she can summon, all the vampiry powers you'd expect. ACTS as the perfect host keeping everyone safe and entertained while the bears besiege the grounds, cruelly flogs people with her currently favorite whip, tosses people about with her stupendous strength. WANTS to keep guests (the "food") distracted, to torment and humiliate Adeline Nobilis and sip on her orgasmic blood, play this situation out for a century or two. KNOWS how to dominate people from afar or point blank during intimate encounters, draw blood with a bejewelled glove or claw ring slap, control the animatronic bears.


The opulent two-story house has all the rooms you might imagine: bedrooms and boudoirs, dressing rooms and dress up rooms, a grand ballroom, very private chambers, the occasional more unexpected room, and more.

Of particular note are the many secret doors linking rooms, as well as the vents big enough for a group of rats to squeeze through, and finally the complex plumbing that provides La Maîtresse misty means of entrance and egress. All unmapped.

The house has no cellar, but directly below it is an upside-down, reversed gravity, shadow version of itself, haunted by the tormented spirits of those who died at the hands of the vampires. Only La Maîtresse, and those she chooses to take with her, can enter it.

A great place to find a treasure or two, or a captured character.

Venusian Cabaret

This structure is a cleverly disguised flying ship, a passion project of Riblerim's. The hull itself is buried in the soil, so that only the grandiose structures on deck, with intricate rigging and garish flags are currently visible. What a sight it would be were it to wrestle itself free and fly away.

Wondrous too, would be the means of the ship's propulsion, for its eldritch batteries are powered by heartfelt, moving theatrical performances. Unbeknownst to the actors gracing its stage, they are the heart blood of the vehicle, and its seamstresses and costumiers are barely able to keep up with creating the looks for all its otherworldly plays or its avant-garde sideshows.

Oh, and the cabaret is run by space witches.


As with most places in RIP, those frequenting the cabaret are a mixture of hired actors and the witchy couturier refugees, and to some extent their offspring. Here the space witches rule, with Vaticinal Venus as the head of the coven, and make up the majority of the actors and support staff. The erstwhile actors—ironically—now largely enjoy their time as audience members. In a pinch, most would rally behind the coven, as they enjoy the entertainment and security it brings.

The coven worship a creature known as the Venusian One, an entity they believe to rule and travel in outer space. They all have noble or prophetic titles for names, such as: empress, ascendant, aga, viscount, proregina, rani, padisha, kaiser, baro, or basileus, followed by their rank of succession to the Cosmic Throne.

Vaticinal Venus (she/her) Magna Ducissa, First to the Cosmic Throne. Head of the space witch coven running the cabaret, playwright and judge, clothier and bonne vivante. Voluptious form, dusky skin, piercing eyes. HAS the original Venusial Vantripidy grimoire, a gilded mask that protects against mind control, a red and gold gown. ACTS as leader of the coven in matters cosmic, spiritual, and creative. WANTS to create and perform the perfect play to ascend to the cosmic throne, to lead her coven into the presence of the Venusian One, her cabaret to stay safe from the machinations of the other (lesser) sorcerers. KNOWS all the spells from her grimoire, how to dramatically float for short periods of time, that the captive Adeline Nobilis could unite the realm, that the Maîtresse is a powerful vampire. Aga Antabella (she/her) Third to the Cosmic Throne. Young seamstress and space witch, with long, black hair, dark and stark makeup, pale skin, in a long, black crushed velvet dress, with lizard-like movements. HAS numerous hidden daggers and razorblades. ACTS as the spooky soulmate savant in the lobby sidewing, or creeping up on people unexpectedly. WANTS to please her mother, the Vaticinal Venus, and to be liked in general. KNOWS the Obedient Orbit cantrip and the Falter spell. Kaiser Caleb the White (he/him) Second to the Cosmic Throne. Red robed, dark skinned, with ivory hair, and an aversion to bright light. HAS failed, experimental undead abominations stashed in nooks and crannies of the cabaret. ACTS as the stage manager and director. WANTS to create a flawless undead abomination under his control to use in plays and to defend him. KNOWS the cantrip and all the spells from the Venusial Vantripidy grimoire, an imprecise ritual to create undead abominations. Dream Defalcator (it/its) A slithering, serpentine mass of darkness salted with wilting feathers, growing with each dream it crushes. HAS multiple thin, sticky tendrils that overwhelm people with concentrated bouts of genius. ACTS by patiently sneaking about in search for the most delicious morsels of creative thinking to guzzle. WANTS to live undetected among the Venusian Cabaret's elite and delicious cadre of auteurs. KNOWS the deepest secrets of all its victims. Michaela (she/her/it) Hyper realistic life sized, clockwork doll. Cute, creepy, torn, broken and cracked in several places. Lurches to life (and attacks) if one of the Vaticinal Venus' possessions is touched. HAS a very pretty dress, broken fingernails, a cracked forearm, exposed gears in places, very high heels. ACTS aggressively by slashing or kicking, by squirting oil and then setting it alight with grinding friction (only once, then needs refilling), by magically transposing her clockwork innards with those of her target, which become fused to the ceramic doll exterior (when she severely injures an opponent). This leaves Michaela's gears and spirit draped in probably poorly fitting skin. WANTS to guard her mistress's possessions. KNOWS how to activate the portal, and how to interface with all clockwork in the cabaret.


Ground Floor
  • Lobby. All drapes and soft furnishings, with subdued lighting in red, purple, and pink hues. Includes an aesopian rupee dispensing gramophone station.
  • Lobby wings. Display cases with creepy, miniature animatronic dioramas (violent circus scene, fishing scene with reversed roles, church organ made from dolls). Miscellaneous life-sized automata (one-legged ballerina, boy who eats anything). All cost 1 AR to activate.
    • Replica torture room interrogation chair. Sign above it reads, "Sit and your soulmate shall be revealed". Seat carved into uncomfortable but harmless spikes, back with relief like a screaming victim. Sitting in the chair and slotting in 1 AR activates hand and feet restraints, and causes Aga Arabella to spookily step out from behind a hidden panel in the wall.
    • Aga will ask a series of questions ("What is your favorite color, and which sound do you feel represents it best?", "Is there a name that you identify with more than your own?", "What is your favorite star in the sky, and how do you think it looks up close?") while snaking around and teasing the victim, before concentrating hard, fingers at her temples, before loudly proclaiming the name of a suitable character the players have met before.
  • Grand hall. A play is likely in progress. The audience is as gaudily garbed as the actors on stage.
    • Tables. Each with a hooded light, drinks, and food. Several baroque chairs surround each.
    • Orchestra pit. Passionate musicians in brightly colored alien costumes, evoking heart-rending ethereal sounds on instruments resembling biological clumps of matter.
    • Stage. A generous size, with many layers of backdrops and background props.
  • Bar. Well stocked, with a focus on cocktails.
  • Back stage. Small but busy, cramped with props and costumes.
    • Green room. Locked, with a trapped sentient gas from Sunset Island. Warning sign about this.
    • Make-up. With a treasure trove of products.
    • Wardrobe. Stuffed to the brim, and as a result little used anymore. Chance to find a Binding Cloak here.
  • Balcony. Surrounding and overlooking the grand hall.
  • Boxes. With privacy curtains and little bells to summon a steward or waiter. One of them has a sign that reads “Reserved for the Phantom.”
  • Private rooms. Small but luxuriously ornate. Often with adult toys. Lockable from inside. Oft visited by the Dream Defalcator.
  • Locked tower. A heavy, locked door leads to a narrow tower with a spiral staircase that eventually leads to the bridge of this vessel. The bridge contains piloting instruments and eldritch battery gauges that indicate that they are fully charged dramaturgic energies. After some lackluster attempts to open the heavy door, the inhabitants lost interest, and now proclaim it cursed.
Underground, a.k.a. Below Decks
  • Kitchen. Bustling and bubbling at all times, with servants carting snacks and meals to and from the rest of the lair.
  • Larder. Chilly, largely empty.
  • Wine cellar. Full of large barrels as well as bottles. Suspiciously hull shaped.
  • Blood baths. Steel baths full of blood, in a naturally chilly room. Vaticinal Venus stores them here as part of a deal with La Maîtresse, for a "rainy day" or a weekend escape. The baths are enchanted to keep their contents fresh, and every once in a while La Maîtresse comes and bathes in them. She takes off and hangs up the Connubial Train of the Vernal Czarina to do so, and Vaticinal Venus knows this. Guarded by a witch and a vampire at all times.
  • Cosmic Church. A vaulted room painted to resemble the night sky and its multitudinous stars. Includes a symbolic black, floating throne near the apex, with several stairs leading towards, but not all the way up to it. During masses, or when looking for inspiration, worshippers lay down, bare and exposed on plush blankets, looking up at the vastness of the beyond.
  • Private sanctum of the Vaticinal Venus. Captain's quarters turned bedroom for the leader of the coven, with a magic portal to a permanent Sleep with the Fusions bubble containing the Venusial Vantripidy grimoire. The portal is obvious but requires pitch perfect rendition of the pre-chorus from the Ballerina Cosmonautica. The private sanctum is guarded by what at first glance just looks like a broken, life-sized doll automata, Michaela.

Garments Marvelous and Magical

Beautiful purple silk cloak

The Baetyllic Thearch's Cape of Office

An exceptionally long cape of the thickest and rarest silk, as unique and regal as the divine emissary who wore it when she descended from the heavens in a holy chariot of rock and fire. Flawless in construction, equally prized and priceless.

Tags: living (adulation), magic.

Whereabouts: Unfinished version with Mustafo in the Wizard’s Tower Replica.

Tower Cloak

A magical evolution of the Dwarven War Cloak, conceived by the sorceress Leyaliah the Introvert. Like its predecessor, it is activated by hunkering down, at which point it roots itself into the ground and grows to a 3-story fortified tower.

A safety mechanism woven into the artifact means that if there is not enough space for it to expand, it instead shrinks the wearer proportionally, thus presenting as a delightful miniature fortified tower.

Apparently there is a command word to override this safety feature.

Tags: fortified (stone tower), magic.

Whereabouts: Cosplay Closet on Avalon. Sewing pattern in the Wizard’s Tower Replica attic.

Dwarven War Cloak

The coveted standard issue kit of the Unyielding Polevik Panzer unit (colloquially, "the Immovables"). It's made of thumb-sized iron bars, run through by chains. Standing up, it resembles a cross between chain, and scale or splint mail, but as soon as the wearer hunkers down, the bars interlink and stack perfectly, forming a formidable barrier all around them.

The cloak hangs from a sturdy gorget and pauldrons, and is usually worn with a matching steel helmet.

Tags: fortified (standing: light, hunkered: heavy).

Whereabouts: Cosplay Closet on Avalon. Sewing pattern in the Wizard’s Tower Replica attic.

Aeolian Cape of the Sciomantic Winds

Strands of string, rope, or a spider's web, perpetually moving in an unseen wind. Its wearer can enslave spectral essences, trapping, commanding, or blast them:

  • Ghost Grapnel: Attract nearby shades and haunts or their phantasmal manifestations, and trap them in your cape's sciomantic web.
  • Soul Sirocco: Unleash the trapped specters in one powerful, necrotic burst, blasting them to oblivion, and shredding at the spirits of those in the cone, possibly leaving them an emotionless, soulless husk.
  • Wraith Vassal: Command a trapped soul to perform a duty for you that could be reasonably achieved within a day by an incorporeal entity, then release them from your yoke.

Tags: corrupting, magic, profane.

Whereabouts: Worn by Aubree of the Beyond.

The Anti-Solecist's Demi-Cape

Drawing unnecessary or unwanted attention can be so gauche, especially in polite company. The gentle folds of this velvety demi-cape possess a sound-dampening quality, preventing those vexing clinks and clanks of keys or coins underneath.

Comes with a stylish hood too.

Tags: hesychastic.

Whereabouts: —.

Concordant Cowl of Teeth

Made entirely of teeth of various animals and creatures linked together by fine, silver chains. Most of the time it has an intimidating effect on people and creatures who see their kind of teeth included. Every once in while, the effect is enraging instead.

Tags: cowing (special, see above).

Whereabouts: Dark Wickham.

Alva Socage Cloak

Lithe, translucent, and gossamer mantle. Innumerable, unseen tiny fey creatures shelter underneath it, or move it about.

The fey care for the cloak's wearer, keeping their clothes clean, styling their hair, and gussying them up. In return, the wearer offers them protection.

Woe to the one breaking this compact, lest they awaken the Furious Ultion Faun.

Tags: lithe, living (sun), magic, obfuscate.

Whereabouts: Halethmor.

Zenobia's Undeginous Cape

Queen—and later empress—Zenobia ruled a vast but dry land, where, in many places, water equalled power. When she emerged in public with a long cape that moved in the air as if it were flowing through water, even her closest advisors wondered whence such a wondrous garment had manifested.

They had many theories, such as:

  • It was a gift from, and symbolized the alliance between Queen Mélisande und the undines and Zenobia's people.
  • It was made with undine magic, when Zenobia had defeated them in a challenge of rhetoric.
  • Zenobia's outward appearance of fostering an intellectual and open environment at court was a smoke screen for her sorcerous machinations, like binding water spirits.

Whatever the truth, ultimately the wearer is recognized as a friend of nereides, limnads, naiades, mermaids, potamides, and all other water creatures to this day.

Tags: lithe, magic.

Whereabouts: Moronoe.

Forgotten Focus of the Enlightened Conclave of Ocultists

A somewhat garish cape, latticed with arcane or impenetrable sigils, and frankly, far too many eyes. People versed in such things agree that it was likely the focus or an implement in ancient rituals of particular secret societies. But there is more to that story.

  • With the right command word, the cape's appearance shifts to beautiful plum-colored silk.
  • The cape was the focus in a powerful ritual, giving the wearer immunity from and unwavering loyalty from Ophaniel, Tall Prince of the 6th Heaven, Enemy of Samaël, Magician of the 5th Heaven. Nought but the demon remember this.

Tags: magic.

Whereabouts: Treasures.

Talaric Shroud of the Trans-Spatial Trespassers

A floor or ankle-length veil that marks the wearer as a Chronicler of Sofriel, granting them free passage through—but not to—the lands of the dead.

Tags: hesychastic, lithe.

Whereabouts: —.

The Binding Cloak

Devised to swiftly incapacitate a serf at court, with but a tug on the trailing leash, tightening around the serf's arms, rendering them quickly powerless.

The garment enjoyed a renaissance of sorts, when voluntarily worn by admirers, worshippers, sycophants, or lovers, to symbolize their devotion to a subject. These versions are far more glamorous and less practical.

Tags: constricting.

Whereabouts: Backstage in the Venusian Cabaret.

Vestige of the Lepidopteric Genetrix

For a spell, the sorceress Thessaly became fascinated by the physiology of Lepidoptera and other flying insects. This grew into obsession and culminated in the creation of this shapeshifting cape. It gifts and burdens the wearer with the following powers:

  • Flash Flutter: You spread the cape like wings, and briefly they beat with such a force as to propel you back out of harm's way, or else blow back the danger in front of you.
  • Philomoth: Moths and moth-like beings instinctively treat you as the originator of their species.
  • Volatile Volitation: You can take to the air, cape like wings, but lacking appropriate mechanosensors, the flight is erratic, unpredictable, and ultimately dangerous.
  • Lepidapotheosis: The final gnosis, the irreversible metamorphosis, perhaps ascension, into giant mothhood.

Tags: cowing (Lepidopterae), magic.

Whereabouts: Treasures.

Connubial Train of the Vernal Czarina

Famously worn by noblewoman and vampire Anna Basarab for her betrothal to Mathias Cronqvist, which cemented their rule over the forests of Walachia. How the cape has managed to remain this white over the years is the true miracle.

Tags: cowing (folk afraid of vampires and aware of the cape's story).

Whereabouts: La Maîtresse, always.

Morphic Missile

A caped gown that hides an astonishing surprise. When pulled across the wearer's arms, it transforms itself and the wearer into a powerful projectile, capable of a sudden launch and ballistic travel of many miles. This new form is protective enough for the wearer to avoid harm upon landing, though it does inevitably get shredded to bits, requiring extensive soaking in potent alcohol to repair itself.

It is possible to launch with the intent to inflict damage or harm on a target. This function almost obliterates the garment, whereupon only the most potent brew might eventually restore it.

Tags: living (soaking in alcohol), magic.

Whereabouts: Treasures.

African-American retro astronaut in gorgeous teal gown and cloak, and fishbowl helm.

Treasures Hidden and Lost

A miscellany of curios that may be found in Riblerim's Interesting Place. Roll 1d100 for a random treasure, marvelous, magical, or mundane, and 1d10 for a guaranteed grand treasure.

# Treasure
1 The Baetyllic Thearch's Cape of Office. See Garments Marvelous and Magical.
2 Spatium Malum Riding Crop. Its keeper is star-shaped like the pattern in apples when cut horizontally. Each time a cheek is struck with this crop there is a 1% chance to summon Pointe the Salient, an ascended space witch avatar of the Venusian One, said to grant cosmic wishes.
3 Forgotten Focus of the Enlightened Conclave of Ocultists. See Garments Marvelous and Magical.
4 An hour of The Morrigan. Immediate, for the whole party. Free to do with as you wish, so long as it includes prophecy, sorcery, bickering, unsettling noises, causing trouble, and/or laundering armor.
5 Vestige of the Lepidopteric Genetrix. See Garments Marvelous and Magical.
6 Final thoughts of Freyja Vanadis. Among flashing images of driving a chariot pulled by cats, and riding a boar with golden bristles, is the secret hiding place of her magical shape-shifting cloak made of falcon feathers. Secondary thoughts include vague wondering about what will happen to her half of claimed slain warriors.
7 Morphic Missile. See Garments Marvelous and Magical.
8 Simonetta's Shell. A pretty but otherwise forgettable clamshell, that forever attracts Zephyrus, the god of the west wind, and his fertilizing breath, especially at the worst of times.
9 Autosuit. In the entrance to the Tunnel of Love stood an animatronic guard in ornate, full plate armor, colorfully painted and lacquered, wishing guests a safe ride under its watchful eyes, in a warm, re-assuring voice delivered over a tinny speaker device. In time, in combination with the latent magics and possibilities of the realm and threads of the Unraveling, the knight gained limited sentience and set forth on a quest to bring peace to the realm. Soon, the armor was discovered, captured, and used for its immense power, and has changed hands many times since. It has all the powers of the autoboots, autovambraces, autochestplate, and autohelmet, but all combined it additionally gives its wearer the power to instill life and loyalty into broken animatronics.
10 The Edifice of Suffering and Ultimate Inspiration. It is said that the soul who can endure the miserable and protracted suffering on this edifice will eventually be struck by a visionary epiphany and realize the single most inspired work of art of their time. This in turn will catch the eye of the Venusian One, and elevate the creator to their new avatar, with all the power and responsibilities (spreading the word of art and creativity) that entails.
11 Black Opera Gloves. Glamoured by witches to make the wearer utterly unnoticeable to vampires.
12 Ruby Opera Gloves. Glamoured by vampires to make the wearer utterly unnoticeable to humans.
13 Sturdy Meat Hook. Darkly stained, or still piercing a piece of flesh.
14 Screaming Wall. A vengeful spirit pushes out of the wall like it were stretchy cloth, killing to soothe its own anguish.
15 Nice Belt. Well made, useful, tasteful buckle.
16 Gold Stiletto. Broken off from a dagger crown.
17 Port Hole. With a view of soil.
18 Fake dentures. With particularly sharp canine teeth.
19 Knowing glance. This person apparently wants to help.
20 Frenetic mask. No matter how uncontrollably fast or wildly energetic a person is, this koala visor masks that.
21 Lolling riding crop. Its keeper is an overly long lolling leather tongue.
22 Cactus seedling. Lost, mini Succulent from the Sunset Isle. Like all neonate Succelents it has yet to develop its final form, so it may resemble a small animal, a humanoid plant, or a freakish tiny mutant, but always all spiky.
23 Tail panties. Delicate, lace and silk affair, designed for the singular limb.
24 Enchanted left arm of the spriggan septarch. Dainty, spiky, regal. Bound to impress to enrage, depending on audience.
25 Long lost love letter of a very young Vaticinal Venus. Slightly corny but certainly not without merit. Dedicated to a V. Agincourt. Bargaining material.
26 Awakened leg shackles. A lot has happened in the Dungeon of Alternative Arts over the years. This particular escaped experiment is very clingy.
27 The seventh forbidden riff of Dantalion. A progression so inspiring it is known to have incepted several of the most celebrated modern polyrhythmic interrogation experiments.
28 Panoplic pan-galagtic prison pass. Ticket proclaiming one free, life-like experience in a cosmic prison of the holder's choice, for one hour.
29 Discarded giant flying Galapagos turtle costume. Fits four or five, easily.
30 Trusty tablier. Exceptionally sturdy apron for the discerning crafter. Manages to remain stylish despite many a pocket for relevant tools.
31 Dispendious ass's head. Well balanced for wearing for extended periods of time, while possessed of a lush and luxurious pelage. Mysteriously impacts eloquence and otherness to the wearer's voice; an almost certainly harmless side effect.
32 Our botanical beauty Blodeuwedd’s buoyant bustle. Perfect for a maiden of flowers, but also independently impactful. Gifts the sight, the flight, and the furtiveness of an owl to its wearer, so long as the bustle isn't exposed to quantum-wave-function-collapsing observation.
33 Preposterous peruke. A wig of such proportions as to be better classified as a larder or even a lair.
34 Joyously painted stick of unknown control. Broken off an animatronic entity or its controlling device. Gratuitously phallic and distracting.
35 Autonomous wig. It does its thing by itself.
36 Bottled giant flying Galapagos turtle poop. For... reasons.
37 A page from the Ballerina Cosmonautica manuscript. The scene where the ballerina first meets the pale star Wermuth and an unlikely courtship begins. Contains marginalia pertaining to both characters' motivation.
38 Battle scrunchy. Practical at rest, practical in action. Unfolds into a viciously sharp chakram when thrown, while also forming formidable safe restraints.
39 Stray carapace scutum. A piece of the shell of a giant flying Galapagos turtle, so it's big, real big. Use as a shield, table, or door.
40 Feign feign death potion. Small medicinal vial with an intricate label proclaiming this to be a "feign death" potion, but someone scrawled an extra "feign" before it.
41 Fabric shears. Obstinately sharp, with the engraving "Sew much fabric, sew little time."
42 Roll of Plutonian shore fabric. A chiffon-like fabric that looks grey on one side, yet white on the other. Spirits and invisible or incorporeal creatures can be seen through the grey side, whereas living things cannot be spied through the white side.
43 Small hand mirror. Refuses to reflect red things.
44 Green tartan waistcoat. Snug and stylish. Hiding a rare recipe for banshee brew (strong ale, too much and you'll weep) on a crumpled paper inside the lining.
45 Automaton gears. A handful, all of them rusted bar one, which refuses to tarnish or lose its lubrication.
46 Miniature giant anchor. More of an emotional anchor, on account of its diminutive size.
47 Black velvet purse. With 3 aesopian rupees and an eyeball with a golden iris.
48 Lace choker. Set with an enchanted ruby that imparts lewd, distracting thoughts in serene moments. La Maîtresse can see and hear through it, if she remembers.
49 Dainty silver necklace chain. Grows to a chain of 20 meters for several hours when immersed in water. An inscription in the otherwise empty locket says as much.
50 Spring-loaded gladius. Half its usual size when contracted. A button on its pommel violently expands it.
51 Rolled up wall. Towel-like in size and fabric until hung, at which point it acts like a stone wall from one side.
52 Thigh-high leather boots. With violently adjustable heels.
53 Momentum battery blueprints. Laying out the design of an eldritch device that syphons off bits of energy of bounces, and how it would be unsafe to overload it. Also shows it buried in the Elastilands.
54 Hastily scribbled treasure map. With a large "X" on one of the branching river ways on the White Pellet Rafting piste.
55 Noble bracelet. Frivolously expensive, with the inscription noblesse oblige surrounding a lordly insignia. Sentient, insisting the wearer "do the noble thing" in any given situation, and not above causing flatulence to get its way.
56 Mermaid tail, bikini, and hair flower. Of exceptional make and beauty. Has the aquadynamic and elastane tags.
57 Haematite sheath gown. Long dress made of haematite shards. Has the sharded (chainmail) tag.
58 Floating chandelier. Adorned with tiny skulls and ravens. Any lit candles on it light up both darkness and places where the veil between worlds is thin.
59 Cursed wedding dress. Gorgeous but a tragedy happened while it was worn, and now it has a stain that cannot be removed by any means. Sure, the dress is indestructible too.
60 Replacement eyes. Very bright, super pretty.
61 Really big axe. Etched with good looking but nonsensical symbols and designs. Enchanted to be much lighter than it looks, as it was used by an actor with but middling upper body strength.
62 Harp. Big and expensive. Wedged between its strings is a small, life-like statue of a glamorous harpist, mid-performance. When cradled, actualizes an eerie virtuoso player for a scene.
63 Tryphaena's winged high heels. Of course they look fashionable, but they truly lighten your load and thusly double your carrying capacity; and put a spring in your step.
64 Lipstick fatale. Blood red, with a tragic yet irresistible backstory.
65 Incandescent breeches. It's not that they're on fire so much as that they're looking hot for some reason.
66 Puella habitu gothicia. A spectacularly flowy dress, particularly suited to running away from haunted houses, attracting ghosts, and falling into the arms of romantically available, rich strangers.
67 Pellucida's diaphanous cloak. Black, see-through, and hooded. Has the lithe, thermoanodyne, and hesychastic tags.
68 Evolved sorcerous gown. A nanotic and parasitic lifeform has infested what would otherwise be a gorgeous, somewhat futuristic looking blue gown and thigh-high, high-heeled black boots combo. The gown’s train turns from solid to net, dragging long behind the wearer. Whatever the lifeform might do to the latter is so far unknown.
69 Thread of thoughts. Memories of ancient beings and cultures woven into the thread on this spindle. Imparted through sewing.
70 Cracked crystal slipper. Delicate left shoe. On closer inspection it's made from sugar, not crystal.
71 Plutarch's Thaumaplethorium, summer catalogue. A well used prospectus, replete with pencil illustrations and dog-ears, detailing the most wondrous items. Does this place exist?
72 Riblerim's wandering mouth. Started off as a magic mouth spell designed to remind the wizard of several daily chores relating to staving off the Unraveling. Since Riblerim's disappearance it now turns up in the most unexpected spots, announcing things like "Bi-weekly coincidence with the soothsayer's tower at the castle is required for soothing of the ravel leyline, and restocking of those delish croissants they sell in the courtyard," or "A clean mind is a productive mind—remember to brainfloss," before wandering off.
73 Flaxen femme fatale. Trashy science fantasy novel in travel size. The word "caledonic" is written in lip-stick on the last page.
74 Geometric secret #7. A smudged scroll explains in rambling, over-indulgent yet correct prose how to successfully enter near-right angle corners and persist there for a short while, whilst staying hidden from the unknowable terrors that also prowl therein. The difficulty is calculating the angle of ingress.
75 Thrice-cleared murder weapon. A simple dagger central to at least three murder cases. Its bearer was found not guilty every time.
76 Carved soap. A chunk of well-worn rainbow tulip and hope scented soap that's recently had an intriguing trigonometric equation meticulously carved into it—by fingernail presumably. Perhaps inspiration struck during washing. Indeed this formula, once deciphered and memorized makes all Venusian spells more powerful.
77 Autoboots. Lower legs and boots from an animatronic knight in garish, colorful full plate armor that acquired a form of sentience from the magics of the realm. Offers effortless walking or dancing, and with a click of the heels, doubles the wearer's running speed for a scene, with a 1-in-3 chance of an unexpected and abrupt 90 degrees turn mid-sprint. Part of the full Autosuit.
78 Autochestplate. Chest and shoulder plates from an animatronic knight in garish, colorful full plate armor that acquired a form of sentience from the magics of the realm. Keeps the wearer's heart beating without their active or passive involvement, leading to otherworldly endurance and aliveness. Part of the full Autosuit.
79 Autovambraces. Gloves and lower arms armor from an animatronic knight in garish, colorful full plate armor that acquired a form of sentience from the magics of the realm. Gives the wearer the power to crack any nut and unerringly deflects any normal sized missiles targeted at them. Part of the full Autosuit.
80 Autohelmet. Visored, ornate and plumed helm from an animatronic knight in garish, colorful full plate armor that acquired a form of sentience from the magics of the realm. The visor slams down the moment the wearer is in danger, perceived, imagined, unseen, or otherwise. Also sometimes for no reason. Part of the full Autosuit.
81 Telemotograph. Somewhat bulky, golden far manipulation glove, as if the wearer's hand were a distance away. With a big dial to adjust said distance. Same dexterity as the wearer's actual hand. Uses a unit of battery, hit point, brawn, or similar per scene of usage.
82 Map in a leather tube. The scroll shows an eldritch symbol that includes the Replica Tower, the White Pellet Rafting, the Great Castle, and the Venusian Cabaret as points on its lines. Part of the symbol is smudged. It's the trajectory that Riblerim's Ivory Tower continuously completes across the realm, tracing a powerful rune that keeps the realm raveled. Though it's slipped a little lately.
83 Kirtle pattern. Makes a comfortable yet voluminous kirtle with an impossibly small amount of fabric.
84 Autoskirt pattern. Describes and illustrates a skirt that dresses, removes, cleans, and folds itself away on the owner's wishes. And it has pockets. Requires the tooth of a witch on top of any desired fabrics.
85 Polymerous pantaloons pattern. For a sweet looking pantaloon, with an unusual number of legs.
86 Verdigris vest pattern. Makes a pre-weathered copper vest, highly attuned to galvanic powers, and looks chic too.
87 Little black dress pattern. So little that you have to put it in water to expand. Then you've got a couple of hours at most before it will shrink again, and no, it won't rip.
88 Trichotillomania tricorn pattern. Describes a three-pointed hat that causes the wearer to pull out their own hair in order to wear nothing but the hat. Why someone would invent this is anyone's guess.
89 Grimoire of vast potential. An empty grimoire, somehow devoid of its original contents but no less magical or hungry to contain powerful spell once more. Imparts ferocious nightmares upon its owner, in an attempt to force them into dreaming up new impossibilities to combat them and thusly fill its pages. A long, arduous journey, but with prodigious potential.
90 Discarded bride or groom. Lovingly assembled from painstakingly sourced parts and sewn with great care. Dressed in an expensive frock or suit. Philosophically minded, inquisitive, with a rapidly developing sense of self. Currently and forevermore lifeless, unless a fresh spark of life is applied.
91 Bottled tear of Adeline Nobilis. Labeled as such. Attracts vampires who can smell it from across the room, even through glass.
92 Vial of Adeline Nobilis blood. Labeled as such. Attracts vampires who can smell it from many rooms away, through walls and glass. Any vampire who has not previously tasted it is likely to enter a primal state of violence to get ahold of it.
93 Torn page from the journal of Cora Lacey. Tells of the summoning of the demon Samara who got herself captured and chained in Queen Moronoe's dungeon as part of her plan to assassinate her. When Moronoe came to gloat over and taunt her chained victim, the demon struck but ultimately only managed to wound but not kill her. The attempt confined the queen to a wheelchair (at least for a time). What happened to the demon is unknown.
94 On uncertainty. A short treatise regarding the nature and illusion of inevitability and its opposite, by one Riblerim the Unsure, Master Diviner. A rambling account, replete with overdetermined adjectives and complex allusions. A conclusion is missing.
95 Aria for two, or one with loosely held principles. Highly unusual lyrics and notation about a piece sung by two people, but perhaps representing only one. Handwritten on wine stained papers.
96 Lost lipstick of Aga Antabella, Third to the Cosmic Throne. A shade of black so dark it taunts the void between the stars. Also, Aga probably wants it back.
97 A desire to be helpful. Inexplicable form but immediately understood. Single use.
98 Glass with a scintilla of blood of La Maîtresse. Drinking it will invoke salacious dreams involving the powerful vampire, and subtly knowing the direction she's in.
99 Vessel with the spice of life. A small wooden box, ornately carved with wyrm patterns; empty but for a pinch of bluish salt that elevates even the blandest meal to nectar of the gods levels. And probably immediately triggers an encounter with a group of alien scavengers desperate for it.
100 Bondage. The GM concocts a narrative that throws your character into captivity, distress, or other peril. As long as it's fun for everyone.


The term spellbook seems too mundane for the eclectic tomes of eldritch, occult, or perhaps even divine or forbidden secrets better known as grimoires. Each such volume contains—among conflicting lore, obtuse diagrams, ambiguous scribbles, and the odd helpful note—a ritual to pay daily obeisance to the progenitor or patron of the book, a minor power known as a cantrip, and several initially unreadable, reality-bending spells.

Anatomy of a Grimoire


The ritual is deciphered easily enough, and describes a way to please whoever originally offered up this mighty knowledge in manuscript form. There should be a check attached to see how well a character performs the ritual, possibly inveigling others therein. It may be attempted once per day. A success in this ritual grants all ritualists the power of the cantrip for the day. Additionally, it halves the chance of miscasting any spells they know from it. Each critical ritual success reveals a random spell from the grimoire to the primary ritualist, or allows them to teach a spell already revealed to them to a ritual participant.

Botched rituals may have additional consequences.


Once a caster has successfully performed the grimoire ritual, they gain the power of the book's cantrip, usually a minor effect related to the tome's theme. They lose this power the next day, unless they successfully perform the ritual again.


The spells appear initially garbled and indecipherable, but a critical success on a daily ritual will reveal one of them to the caster. Thereafter, they may cast this spell as often as they like, while wielding the grimoire. Each casting is dangerous however, and comes with a 40% miscast chance. A successful ritual performed that day halves this chance down to 20%. Special items or actions may reduce it further. Replace this with an appropriate mechanic from your game system of choice, if you like.


# Effect
1 The caster takes mental damage equal to an average sword hit, and the spell didn't work.
2 The spell's effects are halved or last only for a short period of time.
3 The spell works but has unexpected side effects.
4 The spells effects are doubled or affect a much bigger area than planned.

Copying Spells

It is possible to transcribe revealed spells from a grimoire to a personal spellbook or somesuch. These are generally only readable by the owner, but as such they might further reduce miscast chances. Only spells may be transcribed in this way, however, the ritual and the cantrip continue to require the original grimoire—their power is magically locked within it.

The Book of Liphistii

A dark, purple and blue spider silk shawl with writing and illustrations in delicate, silver thread.


The Spinneret Approximation. Spin the largest and most intricate web in an hour, adding enmeshed victims. The ritual's level of success is measured by the web's form of course, but also the value of the victims.

  • Critical failure: Your legs turn coarsely hairy and segmented.


Rhyparographic Repose. You have the endless patience to stand perfectly still and immobile, your breathing barely noticeable. When you do so in dim light, you are extremely likely to be overlooked.


Mandible Maw. Extend to frighten and to bite and deliver a paralyzing venom.

Eyes of Liphistii. Gaze into a target's soul and see their true convictions and desires.

Tubitelarian. Cause your body to spin webs, maybe appendages made from web, and walk on them.

Megagametic Begats. You lay a clutch of eggs that will eventually grow into your equals.

Venusial Vantripidy

A large, square tome bound in a perpetually cold fabric that reflects no light whatsoever.


To Please the Vagaries of the Venusian One. This ritual talks about a cosmic entity that inhabits the planet Venus, or perhaps the dark that surrounds it. It is further said that it travels the cosmos on a radiant barge, forever seeking those that wreathe words, perform that which is profound, and sing sentiments of the universal soul, and gift those thusly worthy with a spark of its own creator essence.

As a group, perform a work of art for an hour, and make a roll to gauge if the Venusian One noticed you.

  • Critical failure: You all feel silly and embarrassed.


Obedient Orbit. You can make small objects—up to the size of a grimoire, half a dozen of them—float around you in an elliptical orbit. You can speed up, slow down, or pause the orbit at will.


Speak with Colors. Colors reflect and retain and remember, but they're rarely very smart.

Sleep with the Fusions. Beam to a safe bubble in space near an alien sun. Sleep for 1 hour, and return rested as if slept for 8.

Ride the Fulmination. Exhilarating, stupidly fast, super dangerous but cool transportation.

Epithelial Flux. Skin transforms into any material whose name starts with "L", like lycra, leather, or latex.

Falter. With but a glance, you cause another to falter: in speech, or perhaps in step. A momentary distraction that may cause them to stumble, to mince their words, or to hesitate.


Tags can be used to quickly and easily impart a property to a garment, fabric, or item. Some require a little improvisation, but most translate fairly directly into a rule from a given system.

Tag Effect
Aquadynamic Faster swimming and such.
Aquiform Reacts to movement slowly and smoothly, as if it were moving through water.
Attached Cannot be removed or disarmed by regular means, or super pain.
Balm Soothes and calms nerves and emotions.
Brutal If used for an attack, roll for damage twice, and take the best result; otherwise, just really in your face.
Chimerical Possessed of an advantageous quality once per session.
Constricting Impairing or immobilizing the wearer by pinning limbs against body.
Corrupting Continued exposure leads to moral and ethical depravity, perhaps even physical warping.
Cowing Causes the listed type of creatures to submit more easily to the wearer's wishes by intimidation. Often corrupting also.
Eager Leads to taking the initiative and occasional premature summoning.
Elastane Stretchy but tough and resilient.
Ephemeral All things must pass, so must this; until it does, it's marvelous and made from memories.
Exhausting Every so often, take a unit of damage while wearing or carrying this.
Fortified Acts as armor or aegis of the specified type.
Gallium Soft, tough, silvery liquid metal weave that hardens in the cold.
Hesychastic Dampens or quietens sounds enveloped in this item.
Impermeable Liquid cannot pass through it.
Lithe So unencumbering that is does not require an equipment slot.
Living Repairs itself under certain conditions, like exposure to sunshine or water; if no speed is given, it does it slowly.
Magic Cannot be harmed by non-magical means.
Noisy Forget about moving stealthily.
Obfuscate Good at hiding what's underneath, so long as it's fully covered.
Plumose Made from fine filaments that give a feathery appearance, flutter dramatically in the wind, and potentially slow down falls.
Profane Unhallowed, reeking of sin to those attuned to such scents, like common animals and young children.
Reflecting Mirrors effects of targeted spells or causes viewers with high intellect to ponder the human condition.
Repellent Entities of the specified nature do not willingly approach closer than a short distance, and if they're reasonably light, gravity can't generally make them either.
Rigidulous Only moves with force, not with momentum.
Sapiential Instills wisdom and stimulates the third eye.
Sharded Made of painstakingly connected or mounted hard pieces, like steel, mother of pearl, or obsidian; functions as the armor indicated, but only takes half the usual slots, and looks killer.
Thermoanodyne Decently protects covered parts from temperature extremes; often silvery in color on one side and dark on the other.
Uniform Forms or is part of a uniform, a recognizable outfit of a defined group, for good or ill.
Venusial Made from a color out of lace; impossible to recollect.


A setting lives and dies by its description, and unless you can reference a equivalent from popular culture, it can be tricky to bring it to life in the spur of the moment.

RIP is defined in large part by the people that inhabit it, and the theme of fashion that permeates it. With that in mind, we present the GM with the following resources to bring verisimilitude and variety to their description of the wizard’s theme park and its inhabitants.

Sorcerous garment makers are central to the character therein, but that’s already a handful. Use the synonyms to the right to liven this description up.

Similarly, fashion plays a substantial role in the setting, so to help you describe fabrics, we present a generous list of relevant adjectives. For medieval fabric names aplenty, check mottokrosh.com/fabric.

Finally, the orientation plaque in the Museum of Divination deserves a handout, so here you go.

Nouns to Describe Couturiers

Dressmaker, needlewoman, modiste, sempstress, tailor, tailoress, sewer, couturier, clothier, needleworker, outfitter, costumier, garment maker, sarta, fashion designer, stylist, cutter, stitcher, seamster, haberdasher, milliner, corsetière, sartorial, fitter, sewist, linnennaaister.

Combine with an adjective like "sorcerous, mystic, bewitching, occult, magic-using, spellcasting, ensorcelling, witching, eerie, spellbinding, thaumaturgic, magical, witchy, or theurgic" to describe the erstwhile refugees in RIP.

Adjectives to Describe Fabrics

Smooth, shiny, rough, textured, barbed, silken, soft, stiff, tough, protective, sturdy, blinding, dazzling, stunning, incandescent, irresistible, radiant, slippery, reflective, lightweight, lustrous, brocaded, absorbent, colorful, synthetic, bark-like, crystalline, lush, mighty, irregular, intricate, topologically impossible, weak, expensive, tight, lavish, utilitarian, heavy, astral, delicate, fibrous, cruel, silken, gaudy, transient, taut, insubstantial, opulent, melodic, slick, coarse, durable, plaid, gathered, loose, complex, voluminous, iridescent, seductive, gloomy, marvelous, brilliant, elastic, ragged, clingy, form fitting, exquisite, drab, quilted, frosty, gritty, ponderous, awkward, ample, slender, metallic, venerable, base, layered, noble, leathery, coarse, wrinkled, pale, gilded, thin, sheer, flaming, ribbed, decorative, composite, comfortable, unfeasible, tawdry, cumbersome, graceful, sheer, velvety, moist, shrill, loud, understated, imaginative, tubular, hairy, soundproof, fair, alive, fresh, crumpled, glossy, molten, tragic, chimerical, musical, theatrical, imposing, intimidating, comforting, alluring, stylized, striped, bony, laborious, speckled, airy, warm, compact, dense, elegant, graceful, polymeric.

Super cute tiny cactus kid.