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.
MASKED / 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.
Before the Pit
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.
Coins ×1. One of these four lies on the first floor of every descent.
Depth 1
Stone rooms lit by torches. A maze of rooms on a grid.
“I saw it... the way out... I saw it.”
One Eye, falling
Depth 1
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.
“The hour... is over.”
The Sunken Bell, falling
Depth 1
Sand between sandstone walls, and dust in the light. A small grid of rooms among the dunes.
“Back into the sand... my little ones.”
The Dune Mother, falling
Depth 1
Boards between tall shelves, and candlelight. Aisles that branch and end blind.
“Nothing left... to list.”
The Index, falling
Coins ×1.25. One of these four lies on the second floor of every descent.
Depth 2
Wide glades on a high plateau. A winding path of glades. A shrine calls the warden.
Depth 2
Snow between cliffs of ice. Three ledges of three rooms, and each way down is a drop.
Depth 2
A cave of giant mushrooms that glow in the dark. Glades, and a shrine that calls the warden.
Depth 2
Peat in black water, under rain. A ring of rooms round the bog.
Coins ×1.5. One of these four lies on the third floor of every descent.
Depth 3
Caves with pools of fire. A chain of chambers, two ways on and none back.
Depth 3
Dark tunnels and drifting motes of light. Tunnels that branch and end blind.
Depth 3
Brass plates over molten metal. A line of workshops, none back.
Depth 3
A cave of bone and candles. Pits, one under the other.
Coins ×2. Its four wardens are the last of a descent; past them, the way out.
Depth 4
Paved slabs over nothing at all. A hall with a sealed vault: three wings, three seals.
Depth 4
Marble islands over cloud, at sunrise. A short stair of trials.
Depth 4
Wet rock above the thunderheads. A climb, two ways on and none back.
Depth 4
Dark tiles over the night sky. A ring of rooms round the well.
Between runs
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.
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.
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