MASKED / Realms

The sixteen realms

The Pit has four depths and four realms at each. A descent goes through one realm at every depth, and the Pit dreams a new shape each time: the realms keep their look, their rule and their warden, and the rooms are laid out fresh.

12 of the wardens are still in the dark. Another surfaces every week, the last on 1 February.

The Wood Below at night: dark trees, glowing mushrooms. The old boar of the Wood Below.

Before the Pit

The Wood Below

Where the boy lands, at night, among glowing mushrooms and fireflies. A wooden sword, four rooms in a row and an old boar, and a mask in the leaves at the end. It is the opening, played once.

Depth 1

Coins ×1. One of these four lies on the first floor of every descent.

Upper Realm: stone rooms lit by torches. One Eye, warden of Upper Realm.

Depth 1

Upper Realm

Stone rooms lit by torches. A maze of rooms on a grid.

Its rule
No rule of its own, only spike plates and swinging blades.
Warden
One Eye. It chases, leaps, slams and bites. At half health it flies off and sends four Skullies after you.
Trap
Spikes and blades
Trial
The gauntlet

“I saw it... the way out... I saw it.”

One Eye, falling
Drowned Halls: mossy paving under green water, and rain that does not stop. The Sunken Bell, warden of Drowned Halls.

Depth 1

Drowned Halls

Mossy paving under green water, and rain that does not stop. A ring of rooms round a basin, with the warden's island in the middle.

Its rule
The shallows slow whoever wades through them.
Warden
The Sunken Bell. It leaps, and every landing rings a storm round it. Half gone, it tolls for toads.
Trap
A sunken bell that pulses
Trial
The Tolling: outlast it

“The hour... is over.”

The Sunken Bell, falling
Sunscour: sand between sandstone walls, and dust in the light. The Dune Mother, warden of Sunscour.

Depth 1

Sunscour

Sand between sandstone walls, and dust in the light. A small grid of rooms among the dunes.

Its rule
Quicksand slows, and the cacti prick.
Warden
The Dune Mother. She leaps, burrows and bursts up under a marked circle, and her scarabs come first.
Trap
A dart idol
Trial
Four Lamps: kindle them all

“Back into the sand... my little ones.”

The Dune Mother, falling
Archive: boards between tall shelves, and candlelight. The Index, warden of Archive.

Depth 1

Archive

Boards between tall shelves, and candlelight. Aisles that branch and end blind.

Its rule
A lectern mends a heart, once.
Warden
The Index. It cannot be touched while its three orbs live, and it storms.
Trap
A whirl of pages
Trial
The Long Read: hold the ground

“Nothing left... to list.”

The Index, falling

Depth 2

Coins ×1.25. One of these four lies on the second floor of every descent.

Wildwood: wide glades on a high plateau. Wildwood: the shape of its warden, still in the dark.

Depth 2

Wildwood

Wide glades on a high plateau. A winding path of glades. A shrine calls the warden.

Warden
Not yet seen. Its warden, its rule, its trap and its trial surface on .
Frostfall: snow between cliffs of ice. Frostfall: the shape of its warden, still in the dark.

Depth 2

Frostfall

Snow between cliffs of ice. Three ledges of three rooms, and each way down is a drop.

Warden
Not yet seen. Its warden, its rule, its trap and its trial surface on .
Sporewood: a cave of giant mushrooms that glow in the dark. Sporewood: the shape of its warden, still in the dark.

Depth 2

Sporewood

A cave of giant mushrooms that glow in the dark. Glades, and a shrine that calls the warden.

Warden
Not yet seen. Its warden, its rule, its trap and its trial surface on .
Rotfen: peat in black water, under rain. Rotfen: the shape of its warden, still in the dark.

Depth 2

Rotfen

Peat in black water, under rain. A ring of rooms round the bog.

Warden
Not yet seen. Its warden, its rule, its trap and its trial surface on .

Depth 3

Coins ×1.5. One of these four lies on the third floor of every descent.

Ember Depths: caves with pools of fire. Ember Depths: the shape of its warden, still in the dark.

Depth 3

Ember Depths

Caves with pools of fire. A chain of chambers, two ways on and none back.

Warden
Not yet seen. Its warden, its rule, its trap and its trial surface on .
Gloom Hollow: dark tunnels and drifting motes of light. Gloom Hollow: the shape of its warden, still in the dark.

Depth 3

Gloom Hollow

Dark tunnels and drifting motes of light. Tunnels that branch and end blind.

Warden
Not yet seen. Its warden, its rule, its trap and its trial surface on .
Brassworks: brass plates over molten metal. Brassworks: the shape of its warden, still in the dark.

Depth 3

Brassworks

Brass plates over molten metal. A line of workshops, none back.

Warden
Not yet seen. Its warden, its rule, its trap and its trial surface on .
Ossuary: a cave of bone and candles. Ossuary: the shape of its warden, still in the dark.

Depth 3

Ossuary

A cave of bone and candles. Pits, one under the other.

Warden
Not yet seen. Its warden, its rule, its trap and its trial surface on .

Depth 4

Coins ×2. Its four wardens are the last of a descent; past them, the way out.

Shadow Realm: paved slabs over nothing at all. Shadow Realm: the shape of its warden, still in the dark.

Depth 4

Shadow Realm

Paved slabs over nothing at all. A hall with a sealed vault: three wings, three seals.

Warden
Not yet seen. Its warden, its rule, its trap and its trial surface on .
Hollow Sky: marble islands over cloud, at sunrise. Hollow Sky: the shape of its warden, still in the dark.

Depth 4

Hollow Sky

Marble islands over cloud, at sunrise. A short stair of trials.

Warden
Not yet seen. Its warden, its rule, its trap and its trial surface on .
Stormreach: wet rock above the thunderheads. Stormreach: the shape of its warden, still in the dark.

Depth 4

Stormreach

Wet rock above the thunderheads. A climb, two ways on and none back.

Warden
Not yet seen. Its warden, its rule, its trap and its trial surface on .
Starwell: dark tiles over the night sky. Starwell: the shape of its warden, still in the dark.

Depth 4

Starwell

Dark tiles over the night sky. A ring of rooms round the well.

Warden
Not yet seen. Its warden, its rule, its trap and its trial surface on .
The Keep: a castle on floating rocks over a violet deep. The Watcher, hooded and masked, with his lantern.

Between runs

The Keep

A castle on a floating island over a violet deep, where you wake after every fall. The Watcher's fire, the book, the wardrobe and the armory, and a raised terrace at the back with a great door that does not open. Not yet.

Below the fourth depth

The road does not have to end at the last warden. Past it, the Pit goes on down, darker and harder, for as long as you dare to follow it.

The Pit is waiting.

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