Tintibulus
Ervenian Era, 1051 AB
When the drums of Avalas fall silent and the arsenals of Thuldanin are shelved, the march continues here—into a world where order is stone. Tintibulus is the layer where conflict is rendered as theorem: edges are arguments, planes are proofs, and entire battlefields are tessellations set to grid.Tintibulus is Acheron's mathematician’s nightmare: a silent geometry class conducted at full volume. Here, vast regular solids, octahedra, dodecahedra, and stranger polyhedra without mortal names, drift in ordered lanes and collide with clockwork inevitability. Every impact shears hex-lined fractures across stone faces and sends a peal through the air so loud it seems to hammer thought itself. Tintibulus runs on registries, proofs, and notarized intent. Architects, logisticians, and doctrine-keepers from across the planes convene to codify endings: decommissioning entire classes of fortification, banning unstable engines, or standardizing supply. Disputes are won by citation and construction rather than force; if you can build it on the plinth within the bell, you can argue to keep it. If you can’t, it’s marked for dismantling.
Geography
Unlike cubic Avalas or hollow Thuldanin, Tintibulus is built of gray volcanic stone solids dusted in ash. Gravity is perpendicular to any face; step across an edge and gravity reorients cleanly to the next face. The repeated impacts carve hexagonal scar-fields along natural fault lines. Over ages, large solids subdivide neatly into smaller siblings as if it is a geometry obeying law. The collisions themselves produce a constant, bell-like thunder (locals call it the tintinnabulum) that carries for leagues and never quite fades. In addition, fine dust accumulates in low points; a misstep on a tilted face can send travelers sliding toward an edge moments before gravity flips.
It should be that the plane has No Sun and No Stars, where the seams of each body glow with a cold line-light. The Lightning travels in rigid, right-angle zigs across the black.
Notable Locations
The Hopping Tower
An ancient, narrow spire that “jumps”, not teleports so much as reappears, from solid to solid after major collisions. Its stones hum with stored resonance, and its interior holds labs that harvest law-patterns from sound.The Hex Choirs
Natural amphitheaters where six fracture fields meet. Whisper at one focus and hear it return as a chorus; sages claim these sites can encode oaths into stone.The Theorem City
A stepped metropolis built as a working proof. Every street answers an axiom; every plaza is a solved diagram. Petitions, patents, and demobilization charters are argued in open proof-courts where the verdict literally carves itself into the paving.Ledgerfall Archive
A hanging vault of brass-bound ledgers suspended over a void-well. Here, designs are retired by proving they’re unfit for future war. Once entered, a pattern is forbidden to appear in sanctioned manufactories across Acheron.Nine-and-One Bridges
Ten parallel spans: nine identical, one subtly different. Cross the wrong sequence and your route “fails to compile,” rerouting you back to your origin slab.The Metric Basilica
A temple-workshop where weights, lengths, and times are consecrated. Swear an oath here and breaking it triggers plane-wide audits, where doors won’t open, maps won’t align, and your own gear may refuse your hand.Tesselarium
A museum-forge of tilings and pavements. Planners from Avalas and factors from the Outlands' Rigus bid for right-of-use to pave, fortify, or un-pave contested ground back on their own battle cubes.Travel and Access
Veteran planewalkers “ride the bells”, which is essentially stepping between solids during predictable approach vectors. If one misses the window, they may face a miles-long sprint across a face before the next kiss of stone.From Thuldanin
Chain-gantries and treaty tunnels deliver salvagers and clerks, only after inspection.To Ocanthus
Knife-thin wind-chasms ring some bodies. Cross with care; a misstep is a one-way slide into the shard-storm layer below.Transit
People use Magnetized boots, tether-lines, and angle-plates (folding clinometers) are standard kit. Gravity flips at edges are routine, not optional.Localized Phenomena
Teleportation effects snaps to lattice nodes, where you arrive at the nearest registered coordinate, not wherever you fancy.
Audible Order
Sound reflects cleanly. Commands barked on a marked rostrum can carry for miles and return as precise echoes. Continuous sonic din. Creatures relying on hearing struggle to communicate or concentrate. In addition, prolonged exposure to the ringing saps focus. Expeditions rotate silent watches and use etched baffles or ear-wards in camps cut into fracture hexes.Tessellation Drift
The landscape re-tiles to close gaps. Cut a new road between terraces and the plane will shuffle slopes at the next “audit bell” to restore a seamless grid.Edge Growth
Exposed corners sharpen over hours into knife-true edges. Bare hands, bare ropes, and soft boots don’t last.Right-Angle Lightning
Storms travel in orthogonal paths. The thunder arrives on a schedule; you can time your crossings if you keep the chart.Orthography
Clear, lawful declarations spoken from certain plinths etch themselves into stone. Vague intent does nothing; contradictory orders erase the last line you carved.Metric Debt
Lie about distance, weight, or tally inside a registry zone and you’ll suffer disorientation and creeping fatigue until you correct the record (or confess at a measuring post).Tourism
Expect inspection at every span as many creatures there compare manifests to cargo, route-plans stamped against posted charts, and questions asked until your purpose balances.
Trait Type |
Description |
|---|---|
| Gravity | Objective on each solid’s face; crossing an edge flips your “down”. In the void between bodies, you’re weightless until a new face seizes you. |
| Time | Normal. |
| Shape & Size | Infinite |
| Morphic Traits | Its a lawlike morphic patterns that guide the motions of the solids. |
| Elemental Energy | None Dominant |
| Alignment | Law-aligned, mildly evil. |
| Magic | Lawful spells are enhanced and Abjurations spells that bind, delineate or define are enhanced. In addition divinations that involve measurements, maps or true names are enhanced; While Chaotic spells are impede, as well as illusions that contradict hard edges; Transmutation that produce "non-Euclidean nonses" are also impeded. |
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