ENTRY 092: Nagog Hill
In the bosom of the Naar Crater on Mars rises a castle on an
artificial hill; a bizarre pseudo-fractal recombinatorial extrapolation of
Schloss Neuschwanstein, a place where small halls, towers, and buttresses
sprawl out in six sweeping arms from the main structure, up to airlocks at the
crater rim. Inside the supercomplex, uplifts wear adaptations of human period
costume and speak in affected accents, prismatic-winged “faerie” flying spycams
flit about the strange twilight halls, and in the dungeons luminescent crystals
and fungi grow to shed light for eager adventurers. This is the Nagog Hill
Complex, sometimes called “the Magic Kingdom.”
Nagog Hill is a bizarre community, one part extreme cosplay
enthusiasts, one part tourist trap. It is the dream vision of a six-member
anarchist commune from the Inner Sphere who wished to explore and experience
living a life of fantasy, and had the collective wealth to build and operate
the Nagog Hill Complex. Each of the Six have relative dominion over their
spiral arm, and spend their days traipsing the halls as lords, ladies, mad
scientists, and adventurers in an ahistorical mishmash of a setting culled from
a couple centuries worth of fantasy literature. Most of the uplifts that live
and maintain Nagog Hill are “compensated guests,” allowed to live in the
complex and given access to makers and fabbers for all their needs in exchange
for providing the appropriate “atmosphere” and taking care of necessary
maintenance. “Players” are tourists and visitors from other habitats, who are
encouraged to play along and stay in character for the term of their
visit—those who do not comply face encouragement to leave.
Using Nagog Hill
Think of Nagog Hill as a very large, perpetual Renaissance
Faire run by people who have the technology to fake living in a Dungeons &
Dragons setting; that’s not the limit of the strange weirdness of Nagog Hill,
as some of the Six have interests in steampunk, dieselpunk, and other such
genres, but you get the idea. In a setting like Eclipse Phase where it is
possible for people with the right resources to literally live out their
fantasies and populate their little world with things straight from their
imaginations, you can damn well bet that someone is going to do it—not matter how
expensive, silly, or dangerous it might be.
Gamemasters can make Nagog Hill as scary as an
out-of-control holodeck without the safety protocols or as unthreatening and
clean as Mardi Gras at Disneyworld, but it provides a
setting where player characters can interact in an environment that combines
the familiar with the fantastic and weird. Player characters may or may not
choose to stay “in character” with respect to Nagog Hill; that’s fine by most
everyone involved—the uplifts couldn’t care less, simply ignoring PCs if
they’re out of character. So long as the PCs don’t get violent, the Six will
also leave them alone; violent characters tend to get herded or tricked into a
chamber and the roof opened to expose them to the unfiltered Martian
atmosphere.
Seed
- One of Six, who has dominion of the northern arm, has imported what he thinks are genetically engineered grotesques for his dungeon—in fact, they are a group of exsurgent monsters. Firewall has caught wind of the shipment and offers to kit the player characters out to put them down – even if it means destroying the entire habitat. If the PCs are up for a literal dungeon crawl, that is.
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