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MichaelWickerson

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https://michaelwickerson.itch.io/world-of-duchame


WORLD OF DUCHAME

========================

Copyright (c) 1988, 2026 Michael Wickerson. All rights reserved.

The World of Duchame - the Marches, the world map, the gazetteer and every

place in it, the hand-drawn floor plans, the factions, the pantheon, the relic

dossiers and all names, characters, text and artwork - is the original creative

work of Michael Wickerson, first authored in 1988. This software is an

adaptation of that work. Proprietary; no licence is granted by possession of a

copy. See LICENSE.

A browser RPG built from a real 1988 Advanced Dungeons and Dragons binder.

In 1988 a teenager drew a world on paper: sixty eight settlements, every one

with a ruling house, a garrison strength, an alignment and a hand inked floor

plan or a lettered map sheet. Rooms numbered by hand. Difficulty ratings in

the margin. Two typed Hierarchy pages laying out the full chain of command on

both sides of a war. It sat in a binder for nearly forty years.

This is that binder, played. Not a game inspired by it. The maps are

transcriptions, the garrisons are the recorded numbers, the difficulty order

of the campaign is the binder's own ratings, and where the pencil could not be

read the code says so in a comment instead of guessing.

It runs in a browser. No install, no account, no server.

THE CAMPAIGN

========================

Sixty eight chapters, walked in the binder's own order of difficulty, from

Airport on the edge of the Marches to the crater at Duchame.

  * Every chapter is a real place with a real ruling house. Cities, open

    country and delvings, several of them stacked levels deep.

  * Thirty three of the sixty eight leaders will TALK instead of fighting.

    Each asks a real question whose answer is somewhere in the world. Getting

    past a good ruler without killing them is the hardest ending in most

    chapters and it is always the best one.

  * Twenty five of those leaders are crowns of the Good, and whether they are

    alive at the end decides the war. A king who is alive answers a summons.

    A king you killed sends nobody.

  * Duchame itself is ten floors: the castle from the author's own plan, and

    nine descents under it. The Dark Lord does not sit on a throne at the end

    of a corridor. He walks the deepest level like the Minotaur, and he leaves

    a trail of his own kills that gets fresher as you close on him.

  * An almanac runs the whole time. Every crossing between two holds takes a

    real number of days, measured off the world map, so the campaign has a

    date: it opens on the first day of spring in year one, in the rain, under

    a new moon, and it ends in the third year. Weather and season affect what

    you can see and how far you can shoot.

  * Every chapter opens with a flight over the place itself, before you take

    a step: the real map from the air, its name, who holds it, and a ledger of

    the road you came by, what waits there, the land, the weather and who was

    born there. Nothing moves until you press a key. Its music is written for

    the people who hold it and the side they are on. Ride home and your own

    Keep has an opening of its own: torches lit up the avenue, your banner

    breaking out at the masthead, the doves going up, the bells.

  * The ways in and out of every chapter are portals built in the manner of

    the place, a gatehouse, a harbour arch, an elven ogive, a dwarven door,

    standing stones, and each plaque names where it leads. The crossing map

    between chapters draws its line along the roads, rivers and seas.

  * Weather is felt underfoot. Wind leans on you, snow drags, a storm halves

    your pace and a winter blizzard nearly stops you, though never quite.

    Snow whitens the land and still water freezes to ice.

  * Your lord dresses the part: slashed sleeves, gold work, a baldric, a

    medallion, a swinging purse, two-coloured hose and a feathered cap.

  * Every hold's lord looks like what the binder says they are: crowned,

    circleted, hatted or horned by office, in the colours and metal of their

    house and the body of their own people, with the weapon, ring or staff

    the binder gives them, and a sigil of their side turning under them.

  * The lords carry what the binder gives them, and you can win it: a lizard

    king's ring of waterbreathing, a troll lord's great axe, a troll chief's

    staff of healing, and a barbarian's marching boots that shorten every road.

  * Sickness is abroad: rat fever, grave rot, marsh ague and the plague, each

    caught from what carries it and cured by a priest, a high Cleric, a potion

    or the staff. The markets are stocked with fish, fowl, fruit, vegetables

    and spices, and the great bazaars keep elephants, peacocks and parrots.

  * The towns work: looms, spinning wheels and dye tubs, painters' easels

    and racks of pictures, printing presses and type cases, sculptors'

    blocks, busts and tapestries. Finest of all are the foundries, Good and

    Ill alike: cupolas, blast furnaces and bronze furnaces, sand and lost wax

    moulds, and above all bells, with weights and measures, maces, engine

    shot and fine gold and silver work.

  * Every Good city has its punks, who once in a while daub the crown or

    smash a stall until the watch comes running.

  * The Good kings and queens of Men will play you at chess.

  * A hold's lord can be taken alive and held in your Keep for ransom. While

    he sits in your cells, or after you have killed him, a stand-in holds his

    hall. Set him free and he is back in it. Every Ill lord you break, killed,

    held or ransomed, weighs for the Good in the war.

  * Your Keep's garrison fights three to one when a warband comes, and you

    watch them do it from the walls.

  * It closes with the War of Duchame: the two hosts meet on the battlefield's

    own ground and the battle you watch is made entirely out of how you

    played. Frontage is surviving strength, the standards carried at the

    front of the Good line are the crowns still alive, and they fall with

    their bearers. Behind the losing side its works are mined, battered and

    brought down stone by stone, and the winners climb the rubble.

  * And there is a road running the other way. Four relics were taken out of

    the Dark Lord's hand long ago. You can put them back.

THE BOOKS

========================

The novels/ folder holds the complete Choose Your Own Adventure series: one

short book for every chapter of the campaign, sixty eight in all, and around

five hundred and fifty thousand words.

The riddle in each book is the real one. Section 20 asks the question that

chapter's guardian actually asks in the game, with that guardian's actual

options. Solve the book and you can walk into the software and talk your way

past the same person.

Book 1, Airport, is the hand authored expanded edition at twenty five

thousand words and ninety five sections.

HOW TO RUN IT

========================

Open index.html in a browser, or serve the folder over any static host. No

build step, no database, no server-side code. The included netlify.toml

publishes the project root directly.

Everything in this game - every sound effect, the full soundtrack, every 3D

model - is generated procedurally at runtime from code. There are no external

audio files and no external 3D asset files bundled with this project, so

there is nothing here reproduced from any existing recording, song, or

copyrighted 3D asset. The only third party code is three.js, in vendor/.

(C) 2026 Michael Wickerson. All rights reserved.

PROPRIETARY. This software and the entire World of Duchame setting are the

exclusive property of Michael Wickerson. Use is permitted only by Michael

Wickerson and Wickerson Studios. Nobody else may use, run, copy, modify,

distribute, host or sell this software or any part of it without a licence

purchased from and granted in writing by Michael Wickerson. This is not open

source. See LICENSE for the full terms, including which third-party

components (three.js, web fonts) keep their own separate licences.

www.wickersonstudios.com