Headquarters of the Prism

Location

Headquarters of the Prism can be treated as a Faction Wars faction-location page. It belongs with the Prism, D'nadia, castle or headquarters pages, and Carl and Donut's sponsor-betrayal arc. Headquarters of the Prism can be treated as a Faction Wars...

Headquarters of the Prism can be treated as a Faction Wars faction-location page. It belongs with the Prism, D'nadia, castle or headquarters pages, and Carl and Donut's sponsor-betrayal arc. Headquarters of the Prism can be treated as a Faction Wars faction-location page. It belongs with the Prism, D'nadia, castle or headquarters pages, and Carl and Donut's sponsor-betrayal arc. The recommended context for Headquarters of the Prism is Book 7, This Inevitable Ruin and Ninth Floor, Faction Wars and Larracos. The location participates in the larger arc of armies, faction castles, team territories, sponsor betrayal, NPC liberation, the Princess Posse, large-scale siege logic, and the collapse of the old Faction Wars protection structure. This matters because Dungeon Crawler Carl locations are not neutral backdrops. A hallway, station, club, temple, battlefield, or race chamber can define what choices are possible. The series repeatedly turns geography into rules. For example, rail spaces create timing and rescue problems. Temples and divine spaces create authority and bargain problems. Masquerade spaces create social and status problems. Faction-war spaces create command, siege, alliance, and betrayal problems. Race-floor spaces create speed, position, repair, and elimination problems. The final page can make clear which kind of pressure Headquarters of the Prism creates.

Characters, factions, and routes