Thursday, 25 September 2025

Living Inside Chagrinspire





































Main corridors are 6m wide with swinging or sometimes rotating doors or turnstiles separating sections. Sub 1in6 have a security checkpoint. Corridors are 3m wide.

The ceilings have power and gas lines, and crawlspaces that are comfortable for gnomes and kobolds and tolerable for goblins. Medeum humanoids might squeeze like a snake. There are pneumatic mail tubes for capsules with letters or small items. Plant rooms and air plants are required deeper inside.

The floors have plumbing for water and sewage, and service crawlspaces and pipes, similar to those in the ceiling. There are plant rooms for food, garbage and recycling. 

Most lower levels are uninhabited ruins, but might be accessed by all kinds of creatures and humanoids living in ruins.

d12 Who Stocks the Vending Machines
1 Clan of Kobolds with a cart
2 Goblin in a coat, mumbling with a cart 
3 Automaton worker 
4 Old person in uniform with tiny van
5 Scavenger gang under contract to a thinking engine
6 Cannibal Morlocks clan cargo cultists
7 Shaven clone in a jumpsuit with a trolley 
8 Clone worker on a scooter
9 Gremlins come from vents to refill
10 Armed squad of secret police refills and debriefs the vending machine about stuff it may have seen 
11 Golem vending machine tender
12 Gnome maintenance, refill and sanitisation team teleported in or by secret door

d12 Whose goes there? Ruined levels
1 Giant rats or a swarm,
2 Giant bats or a swarm
3 Giant spiders or scorpions 
4 Undead 1=zombie office workers  2=zombies with rusted muskets with bayonets 3=ghouls 4=spectral workers (1in6 chance are soldiers with working spectral muskets)
5 Automaton d4 1=robug scavenging scrap 2=iron soldier on patrol 3=Pepperpot with autocarbine and 200 rounds on exterminating vermin protocol 4=trench spider hunting kobolds
6 Giant crawling or a swarm d4 1=beetles 2=worms 3=flies 4=isopods
7 Kobold gangs are looting
8 Orc deserters with muskets and bayonets in black sphere uniforms occupy areas
9 Morlocks looking for parts or humanoids made of meat to eat or keep in their farm
10 Scavengers
11 Clone labourer escaped from a factory
12 Death Guard flesh golem 

d12  Whose goes there? Inhabited levels
Will be staffed and intact with security and workers.
1 Office clerks & workers on their way to or from work, usually in a group and busy
2 Cleaners with trolleys, reluctant to notice anything out of the ordinary or filling in reports, 1in6 have an automaton with them with a built-in floor polisher and vacuum cleaner
3 Tea trolley and operator selling buns, cake and biscuits
4 Office juniors d4 1=handling a package 2=trolley of mail 3=
5 Managers walking to or from a meeting
6 Golemcart with driver moving VIP managers
7 Marching secret police gnomes in black, led by a master magician searching people
8 Gnome mentalists with guard automatons looking for suspicious people to scan
9 Gnome commoners 1=tourists 2=need to lodge a form or deliver something 3=reporting for new duty in Chagrinspire fresh from the deep 4=visiting family
10 Workers with equipment, repairing damage or structure 1in6 has a specialised automaton helper with built-in tools
11 Automatons d4 1=armed guards 2=cleaning (especially floors) 3=repair 4=messenger
12 Surveillance eye scanning from the ceiling, monitored by security forces 

d12 Ruined Hall Decor
1 Corpse of a person or critter
2 Tea trolleys
3 Barricades made of furniture
4 Fallen light fitting
5 Hole in the wall or floor and rubble
6 Vent openings open
7 Lights flickering or off
8 Booby trap
9 Broken Automaton
10 Remains of a battle 
11 Garbage everywhere
12 Graffiti

d12 Intact Hall Decor
1 Janitor trolley
2 Tea trolley
3 Mail Trolley
4 Safety signs
5 Propaganda posters
6 Scaffolding for repairs, painting or cleaning
7 Fire safety (buckets of sand, hose or extinguishers)
8 Water cooler
9 Vending machines
10 Information Booth
11 Surveillance crystal
12 Automated gun

d12 Desktop Decor
1 Adding machine
2 Typewriter
3 Telephone
4 Telegraph machine
5 Desk Lamp
6 Telephone
7 Report folder
8 Cup
9 Newspaper
10 Stamps and inkpad
11 Tray of forms
12 Stencil printing machine

d12 VIP Desktops
1 Decanter of grog and glasses
2 Boxes of cigars
3 Chess sets
4 Ticker tape machine
5 Dictaphone machine
6 Fancy bakelite clock
7 Pneumatic message pod tube
8 Nude figurine lamp
9 Fancy pen and inkwell set on box
10 Ceremonial sceptre or mace or hammer
11 Globe of the world
12 Drink cabinet for cocktails

d12 Desk Draws
1 Rat swarm
2 Cigarettes and matches
3 Hip flask or bottle of grog
4 Stationary
5 Procedural manual
6 Snack food item
7 Dice or cards
8 Comic, pulp or romance magazine
9 Bottles of pills
10 Pen or pencil
11 Codebook or crossword puzzles
12 First aid kit

d12 Office decor
1 Water cooler, bubbler or fountain
2 Pneumatic message tubes
3 Desk or rows of tables
4 Filing Cabinet
5 Cigarette machine
6 Vending machine golem
7 Public address system
8 Stuffed monster
9 Maps of the world or level
10 Shelves of documents or goods
11 Propaganda poster
12
 Portraits of gnome grand masters

d12 Upper Atrium Features
1 Light rail or cable cars 
2 Elevated roadway or rail
3 Gloomy clouds from vents
4 Cables or pipes
5 Tiny bird or bat nests
6 Calcium formations like waves
7 Huge statue of a figure or head
8 Light feature d4 1=giant sunlamp 2=thousands of faerielights 3=crystal chandelier 4=statue holding lamp
9 Water fountain or feature
10 Police Observation Skylounge
11 Small air boats and flying automatons flittering about
12 Painted dome with stars and celestial bodies

d12 Plaza features
1 Garden of fungus or vegetation
2 Memorial statue park
3 Speakers' corner (secret police approved)
4 Playground
5 Sport field
6 Suicide booths and temple of silence
7 Transit station entrance
8 Bandstands or gazebos
9 Market Square, or surrounded by shops
10 Shrine complex
11 Fountain or water feature
12 Entrance to an emergency shelter

d10 Quick Chagrinspire Interiors
1 Offices
2 Living
3 Market 
4 Infrastructure
5
 Entertainment
6 Services
Industrial 
8 Transport
9 Bunkers
10 Occult

Any system using bound elementals or monsters may have escapes if the section is abandoned, and it will free others and might establish a lair

Any aquatic area may have been invaded by fish and frog folk in the Apocalypse or even recently

Roads and rail tunnels are also emergency shelters, originally, but the population is smaller now

d10 Quick Chagrinspire Interiors
01 Information Retrieval Offices
02 Colonial office where plans for foreign subjugation and plundering via airship
03 Banking office where accounts are processed
04 Ministry office governing some important fields
05 Customs office governing trade of goods & passports
06 Office of Arcane Affairs for secure magical research & study 
07 Civil service offices for especially tedious and nonsensical paperwork
08 postal service office with pneumatic tubes, phones and telegraph services
09 Transport authority for planning and managing labour
10 Secret Service secure offices for data analasys 
11 Semi-concealed worker barracks and dormitories 
12 Semi-concealed small one-room apartment for working families
13 Housing complex with three tiers of residents by social class and a large open space
14 Apartment building of several room family apartments, often overcrowded
15 Luxury apartments for better-off families of managerial classes
16 Thin halls with hammocks or rope to sleep standing up for quick naps or desperate
17 Semi-built or abandoned building occupied by homeless squatters or gangs 
18 Thinktank estate for the best and brightest with nice apartment blocks and lots of communal space and gardens (fungus or plants with special lighting). Small amphitheatres everywhere
19 Blocks of rich townhouses with gated courtyards (Georgian style)
20 Palace for top-tier ministers and officials of the Black Sphere gnomes
21 Market Square with small shops and a large food market
22 Arcade with tiny shops and ornate tiles and fittings, many are multi-level or huge 
23 Mall of shops around a large plaza, often with large artworks, stages and spectacles like fountains or automaton displays of seasonal holidays  
24 Department store with multi-levels and with ornate decorations and artful window displays
25 Traders Hall, a large building of stalls leased by short-term shops for seasonal goods and fad novelties. Most sold food items or cheap goods
26 Groundfloor shops with residences above, possibly multiple floors
27 Warehouse shopping district with large warehouse bulk goods and industrial parts, with lots of parking for trucks, often linked to rail or other transit
28 Arcade of vending machine golems with games and goods, with a ticket booth
29 Livestock market with large sheds and parking for trucks, with rail or other transit access. Wharehouses run auctions for livestock, including subterranean cattle, giant bugs, frozen deep sea fish, exotic pets, human slaves, clones, servants or troopers, orc troops fresh from a vat, dungeon monsters, abhumans and other flesh to sell   
30 Arcane market of magical goods and services, with small shops and towers for specialist services. Gated with many glowing lamps and magic symbols, and very colourful. You can't even get past the gates without 100gp in hand
31 Water recycling station, vast refinery to reclaim sewage and air conditioner juices. Some are rusted and inhabited by critters or rebel scum. Vast water cisterns are also possibly connected to transit canals and pipes to the water-based void sheilds inside the Chagrinspires structure
32 Electrical substation with a large multistory building, some with fenced areas or warehouses filled with transformers with bound electrical elements
33 Airconditioning plant pumps air around and may even have bound elementals. Huge fan pumped air pipes connect to exterior vents and to the central shaft of Chagrinspire
34 Boiler room runs local heating and also helps power pump houses and motive power. Also act as a repair crew, supply stations and may have working housing. Generally run down and may be vermin-infested. Also, there may be portals to the boiler room of hell with 
invasive, insane demons, slaughterhouse devils, and cannibal clown monsters that may occupy a boiler room
35 Engineering station with barracks of workers on various large-scale projects, including for the great nullification project. Some projects are temporary for a few years, like new tunnels. May be stalled and abandoned, or crawling with workers repairing some old abandoned project
36 Control Centres with various console-filled panels for remote systems like power, water, traffic, rail, factories and other systems. Living or automatons may staff
37 Pneumatic messenger tube station where pods come in and out and are sorted and sometimes inspected by security. A maze of rooms with numbered tubes and some wall charts explain where tubes go, like a railway station line map. Some pods have valuables. Without constant poison baits, vermin love these places
38 Sewerage Works moves and recycles waste from living occupants. These areas are full of pipes, and if run down, will be leaky and covered in sewerage. Machines turn into fuel or recycle food waste to be sent to gruel factories. Dead bodies can be processed, too, and many are inhabited by slimy, telepathic, tentacled sewer monsters to control the giant rat and mosquito problem. The creature's telepathy might also be utilised somehow, like a messenger system usable while seated on a toilet or by mentalists
39 Telephone Exchange operated by the secret police, with vast telephone exchanges with banks of operators (living or robots)
40 Telegraph Exchange maintain the telegraph system and batteries for non-magic dependent communications
41
 Recreation Park of fungus or grow lights for plants, some manicured by trimming and a few statues
42 Amphitheatre for performances, small ones often in park or plaza, larger ones for huge rallies  d6 1=theatre, 2=music, 3=goblins vs giant beetles 4=kobold cart racing 5=automaton battles, 6=monster colloseum
43 Music Hall for rowdy song and dance shows for the tasteless mob, often there are districts with many taverns and eateries in between
44 Vice district, usually a poorer or run-down area operated by scavengers, criminals and gangs selling illegal services like sex, drugs or gambling and certain forbidden musical instruments. Pit fights, sex shows, live vivisection and torture are in the worst ones
45 Artists district where gnome beatnic poets and painters live, work and play. Other gnomes come for art, vice or tourism. Acorn coffee bars play gnome jazz and are decorated in gloomy abstract art. Eventually, the artists move out as the rich claim areas for their acorn coffee bars and quaint former worker houses
46 Aquatic Centre with various pools, bath houses and even a paddleboat lake with fish. If left too long the fish, frogs and shrimp get gigantic and fiesty 
47 Opera House a spectacular hall with incredible art and acoustics. The biggest have multiple chambers where the rich come to show off in fancy outfits. Vast areas behind the stage for costumes and set production. Some have anti-scrying zones to stop freeloaders with crystal balls
48 Gymnasium with locker rooms, a small diner, various rooms of equipment, a bathhouse, pools, and some have a huge hall or outdoor stadium for events. Images of famous gnome bodybuilders with moustaches lifting weights decorate the walls
49
 Abandoned or unfinished infrastructure or industrial buildings or even a section of a closed tube train line, or even a station, are now operated on the black market for shifty goods, entertainment and services. Seedy bars and hourly hotels are dangerous for the soft 
50 Museums of Black Sphere & gnome civilisations d6 1=art history 2=history of inferior civilisations 3=natural history 4=nullist art
51 Fire station with vehicles connected to the highway and smaller carts for local fire. The crew usually live above the garage for rapid deployment. There are barracks and training areas
52 Hospital with a bay for vehicles and carts. Floors of sick beds above the bottom floor, emergency and administration
53 Automaton Recovery centre collects broken machines and tries to repair or destroy insane ones
54 Repair Crew emergency station for road and rail works and other construction infrastructure. Full or workshops, stores and barracks
55 Euthinasia Clinic, where depressed gnomes go to be terminated and recycled into protoplasm or food products. Some are vast with ornate art and soothing music
56 Courthouse for legal disputes between gnomes where one obviously is not immediately superior. Some are large and have multiple chambers with a guardhouse and cells. Some have execution areas with guillotines or for firing squads. The bodies are thrown in sewer lines to be recycled
57 Prison for heretics, slackers, the insane, the elderly and troublemakers. Also, explorers from outside, like adventurers or scavengers. operated by automatons and even abandoned ones might still operate
58 Police Station, with cells and a garage for automatons and vehicles. Carts and bicycles for local use, but may be connected to a road or other transit point. Some specialists might only deal with roads or common areas, or transit points. Riot squads have armoured cars 
59 Secret Police Station, with cells, torture chambers, armoury and barracks. Have armoured vehicles and automatons. They deal with internal crime or outsider espionage
60 Civil Defence Unit barracks with an armoury and training area where personnel are ready to repulse invaders and help with disasters. Mostly, they are part-time and hunt vermin, but they do aid in cleanups of water leaks and structural damage
61 Clone factory breeding and basic training centres for mass-producing humanoids. Some are starting again, but protoplasm shortages make projects compete d4 1=gnomes 2=humans 3=orcs 4=abhumans
62 Industrial kitchen and cafeteria, some meals are delivered by pneumatic messenger pod, delivery carrier or elevators to other distribution centres. Many better-off gnomes have a dumbwaiter deliver meals. Most food was in vats and alchemical food substitutes, but those servicing the rich had assembly lines of chefs or cooking automata or real food 
63 Alchemical refinery, but demand has slackened since the apocalypse. d4 1=fuel 2=distilled grog 3=potions 4=explosives or gunpowder
64 Research Laboratory for d10 1=alchemy 2=automatons 3=death rays 4=gas 5=germs 6=undead 7=monster breeding lab 8=wizardry 9=summoning 10=gates
65 Greenhouses with well, misty habitat for d4 1=food crops 2=herbs 3=alchemy ingredients 4=carniverous giant plants 5=garden 6=zoo
66 Mushroom farm with sprawling dark arways with paths for workers, if abandoned, will be gigantic and crawling with giant bugs and vermin
67 Alchemists' refinery producing some rare concentrated material operated by workers and automatons. If an abandoned area is flooded with warm water and mutant clans and creatures
68 Cafeteria range from d6 1=stand at counter serving gruel from a pipe 2=small cafe with several staff and a robot to make acorn or mushroom coffee 3=colourful youth diner playing wild gnome jazz from a record playing golem 4=large worker or school cafeteria with benches and trays for food served by surly workers or automatons 5=managers class vip resteraunt with dress code 6=family resteraunt full of propaganda for Nullism depicting clowns 
69 Industrial foundry making parts with giant furnaces and linked to road and rail delivery and warehousing, might have living or automaton workers; otherwise, scavenger gangs search for valuables if abandoned and large monsters might live in cavernous areas
70 Factory complex with assembly lines and workshops assembling goods and machines or packaging foodstuffs in cans or jars
71 Elevator station with multiple elevators, may be diagonal, not just up or down, including d6 1=dumbwaiters, move small goods like meals, laundry or rubbish 2=service elevator for one to two passengers each with a work trolley. 3=huge work shift elevators for 30+ crew from work to home 4=large freight lifts for machinery or vehicles 5=corridor of various elevators, some express, with attractive decor used by the rich and management mostly  6=one person continual elevator goes one way, step into a coffin-like pallette in a constantly moving conveyor belt, dont get your clothes caught in the worker ones. VIP models are more comfy and safer
72 Roadway, including major multilevel highways with ramps or elevators for changing levels. Some lanes are over urban blocks, atriums. Smaller lanes let deliveries be dropped behind shops and small workshops or houses. Some tunnels are for special goods, VIPs and security. Some large wheeled automatons and walking automatons use it too
73 Train station connected to level loops or the spiralling ines going up or down with two engine golems to climb easier. The smallest have one line, but the more lines, the more likely to have shops and an arcade, usually have vending machine golems
74 Light Rail Tram station often connecting living to recreationals and shopping or work districts, may be suspended over districts and stations have stairs or ramps, and some might have a single rail above or below. Some systems have single rail or cable cars above urban atriums. Cars might be golem cars and self-powered. Routes are shorter than train lines and often share roads and pedestrian walkways (making them ring bells)
75 Aircraft Hanger for assembly if deep inside walls towards the core, or for actual aircraft or airships to land or be stored. Long-closed stables for flying monsters were phased ou,t but might be accessible. Monsters are more manoeuvrable and weatherproof. These structures are enormous. Construction hangers often disassemble into parts for final assembly. Some have huge conveyor belts or tracked platforms to move. The topmost levels have rocketry platforms 
76 Parking Garage for vehicles, mostly cars, but some automatons and golem machines with wheels or legs use. Act as fuel depots and repair garages. Some store v
ehicles in bays reached by ramp, elevator or crane. Some areas require large multilevel ramped parking stations. Some specialise in vehicle types such as a bus, taxi or bat-milk depot. Connect to major roads and other districts like markets and production
78 Stairwell hub for in-level travel or emergencies, but also acts as air shafts, some are secret or have limited access by some services
79 Escalator hub often around a central shaft and able to see upper and lower levels, often links housing to shopping or entertainment, or between transit stations or main levels
80 Canals in some areas transport water to the void shield water tanks around the core of Chagrinspire. There is a series of locks to raise and lower levels, but some for cargo might have a series of steps to slow water falling but not great for living things. Lots of this traffic can exit Chagrinspire via the Aquaduct on the plateau gatehouse 
81 Bunker Prison for cultists who are used to drawing power from their gods into the great apparatus. They are kept alive despite their best efforts to die via machines
82 Secret Police Station for secret police with cells, barracks, an armoury and automatons. Highly secure doors
83 Automaton Bunker depot for servicing and storing automatons, and includes defensive combat machines. These areas are secure, so they can reconstruct the damage
84 Bunker Black Lab is for developing a single magical-based technology or studying some exotic relics or materials d4 1=making a new species 2=making a new magical weapon 3=developing a new alchemical weapon 4=vivisection of moon people or exotic peoples brought back from expeditions, and organs bottled for study
85 Replicant Bunker for making various shapeshifting espionage agents. Include androids, automatons or cloned doppelgangers or changeling agents. They are trained and prepared for missions, then dropped by air or tunnel
86 Splinter faction bunker is trying to run a secret campaign within the Black Sphere order for power and support for some project. Not all their means are legitimate, like the illegal funding of this base 
87 Hells Bunker - controlled by a faction serving hell and sabotaging gnome civilisation. Spreading self-interested corruption of the system. Have a secret hellgate
88 Exile Bunker, the highest security open prison, so inmates can be kept for life imprisoned by a simulated environment. Built for d6 1=criminals 2=immortal 3=hostages 4=spies 5=adventurers 6=heretics.  Simulates d4 1=undersea pressurised complex 2=specific social experiment test subjects 3=village or suburban cul-de-sac 4=
89 Black Sphere Propaganda Centre, where planners make posters, sell buttons, broadcast speeches, print papers and help keep gnomes faithful to universal oblivion 
90 Black Sphere Command Bunker, a secret centre for planning long-term gnome operations outside Chagrinspire and across the world. If unstaffed deathguard flesh golems are in storage and awaken if vault door is breached
91 Temple or cathedral to a gnome religion or other gods for the convenience of some workers, includes a catacomb with thousands of gnome bodies
92 Prison for deity d4 1=elder elemental 2=demon noble 3=faerie or land spirit 4=horror from beyond the void 
93 Industrial-scale summoning and binding factory where entities are turned into batteries or used in magical machinery or items. Highly secure with spells and automatons. 
94 Forbidden Vaults of strange items for study or containment, very secure. Large warehouses with multiple levels, with various labs for scholars.
95 Forbidden library actually linked to the libraries of hell, where evil students can get a low fee loan deal wth imps
96 Teleportation Station for VIP or secret gnome kill teams. Stations are often linked in serial sequences to larger portal stations. They have these on some airships and outposts on every continent  
97 Gate Station, where crack gnome teams with servitor humanoids and automatons investigate other planes. Each gate and lab has a specialist armoury and barracks
98 Something from another plane growing d6 1=Xor a world of meat 2=dungeon dimension 3=alien fungus 4=sculpted alien secretions encrust everything where colony of outer darkness alien beings 5=vegetation 6=crytal 
99 Magical Schools, including arcane colleges or a university for upper-tier magic specialists, but there are state schools for common gnome magic, religious schools, druidic schools for fungus farming and monster breeding, mentalists for inquisitors and secret police. Necromancy, diabolical, and demonology schools are more secretive and hidden 
100 Divination College, where barracks of possibly hundreds of spell users conduct divinations while specialists operate crystal balls and contact planar beings for information. There is a library of past divinations and specialist schools for leading large numbers of augry priests. Strange items and magic also come here for study 

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