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The Ghosts of Earth

The Eighth Floor

The eighth floor recreates 293 regions of pre-collapse Earth as destructible memories populated by intangible people and tangible folklore monsters.

Story so far

More than thirty-eight thousand crawlers occupy 205 of 293 selectable regions. Each starts near one of two stairwells within a limited local copy of Earth recorded on a specific date.

The floor has three phases. For fourteen days squads remain in their starting regions, explore a roughly ninety-nine-kilometer radius, and recruit folklore creatures. Phase two moves each full squad to another geographic area to fight for a key.

Recorded biological inhabitants are untouchable ghosts, while loose objects, buildings, and vehicles remain physical. Regional myths become the actual mobs and bosses, with danger increasing farther from the start.

Appearance

A nighttime replica of Earth filled with oblivious translucent people, solid cities, and folklore monsters.

Role

The floor turns Earth memory, regional folklore, and monster recruitment into a three-phase survival game.

Relationships

Cascadia — She reluctantly announces its rules.
T'Ghee Totems — They convert weakened folklore creatures into squad recruits.
Phase One — Its first fourteen days are confined regional recruitment.
Phase Two — It relocates squads for the key assault.
Sources — 1 recorded facts, by chapter
Chapter 3
  • The eighth floor recreates 293 regions of pre-collapse Earth as destructible memories populated by intangible people and tangible folklore monsters.
Character portrait