"The universe (which others call the Library) is composed of an indefinite and perhaps infinite number of hexagonal galleries, with vast air shafts between, surrounded by very low railings. From any of the hexagons one can see, interminably, the upper and lower floors. The distribution of the galleries is invariable. Twenty shelves, five long shelves per side, cover all the sides except two; their height, which is the distance from floor to ceiling, scarcely exceeds that of a normal librarian. One of the free sides leads to a narrow hallway which opens onto another gallery, identical to the first and to all the rest. To the left and right of the hallway there are two very small closets. In the first, one may sleep standing up; in the other, satisfy one’s fecal necessities. Also through here passes a spiral stairway, which sinks abysmally and soars upwards to remote distances."
— "The Library of Babel," by Jorge Luis Borges
The name of the Infinite Library is a lie. The books within it have a finite number of pages and a finite number of letters per page, so the possible permutations are vast (10 to the 4677th power, according to one source). The library is much bigger than our own Universe, but it's not quite infinite. You can visit it here.
Each book in the Library contains a random assortment of letters, spaces, and punctuation. Some of them (a vast number) are readable books. Even more are gibberish. All possible books exist in the Library. Finding them is next to impossible.
Travelers come to the Infinite Library via magic or super-science, usually seeking a particular book. Without some way to locate the book you're seeking, you can wander the Library's galleries until you die and find nothing but randomness.
ENCOUNTERS IN THE INFINITE LIBRARY
(Technically, this table should be nearly infinite itself, since almost anything is possible in such a vast library.)
Roll 1d10 if you're staying in a single chamber of the Library, 1d20 if you're exploring.
- Roll Twice and Combine
- Alien Wizard: It's an ancient supergenius with five eyes, wings, and tentacles, and it knows secrets of magic you've never encountered. It's here looking for a particular book and won't leave without it.
- Ghost: The phantom of an author searching for her books in the endless library. It's possible that all authors wind up here when they die . . .
- Giant Book Worm: A worm twenty feet long, with a mouth a yard wide. It consumes books — but it won't say no to some fresh protein, either.
- Giant Wasps: 1d6 wasps the size of dogs. They feed on books to make paper for their mammoth nests.
- Gust of Wind: A blast of wind roars through this part of the library, stirring up a blinding cloud of dust and blowing out all lamps and candles.
- Librarian: A tall robed figure, its face hidden by a hood, with inhuman proportions and extremely long fingers. The Librarian knows the location of all books and can give directions — but note that some books may be thousands of light-years away.
- Madman: A visitor to the Library driven mad by the scale and the randomness of the books. There's a 50 percent chance that at first he seems rational and may give advice which is plausible-sounding but utterly delusional.
- Origami Assassin: A small, stealthy killer made of folded pages, magically animated and sent after one of the party. It hides between books and waits to give its target a poisonous paper-cut.
- Thieves: A band of 2d6 book thieves, sent to steal a particular book. In short, it's a rival band of adventurers. Roll 1d6 to see what they're armed with. (1: Clubs, 2: Knives, 3: Swords and Crossbows, 4: Revolvers, 5: Lasers, 6: Disintegrator Guns.)
- Barricade: Someone has used the books in this room to wall off the entrance. There's a 50 percent chance that they're still inside; reroll to see who has built the book fort.
- Dangerous Book: Instead of the book you're seeking, you've found a dangerous book. Roll on the Dangerous Books table below for its harmful effect.
- Doctor: A blind physician who offers shelter and assistance to anyone who enters the room he uses. He is well-known in this part of the Library and anyone who harms him makes enemies of everyone else.
- Empty Rooms: The shelves of the next 1d20 rooms have been emptied of books. Don't worry, near-duplicates of all of them exist somewhere.
- Giant Silverfish: 1d6 roaches as big as cats. They scuttle among the books, eating the bindings and sometimes scavenging the bodies of the dead. There is a 10 percent chance that one of the silverfish has attained human-level intelligence and remembers all the books it has eaten.
- Inquisitor: An official searching the Library for prohibited books. The odds of finding any book at random are basically zero, but they search anyway. There's a 50 percent chance that any Inquisitor is really a fraud, using bogus credentials to get stuff from people they encounter.
- Purifiers: 2d6 members of a cult who believe the random nature of the books proves that this library is a Hellish creation. They destroy all books they encounter, casting them down the cosmologically-long shafts or building huge fires. Purifiers are unarmed but do not fear death.
- THE Book: The one you came here to find is on the shelves of this room.
- Wasp Nest: Giant wasps have filled this room with a paper hive made of pages of text. There are 2d6 Giant Wasps in the room, plus the remains of 1d6 unfortunate visitors stung to death.
- Tracks: Roll again to see what the room has traces of.
DANGEROUS BOOKS
Roll 1d6 to see how harmful a Dangerous Book is.
- Blindness: The words of the book damage the human visual cortex. The reader goes blind for the next 1d6 days.
- Curse: Anyone who reads the book will be unlucky in all things for a year and a day.
- Dreadful Knowledge: The book includes a description of something terrible which will happen to the character or a loved one. (Note that the prophecy can be false, but it is convincing.)
- Haunted: A ghost begins stalking whoever read the book. It's both clever and sadistic, so will try to maximize the suffering it inflicts before killing its victim.
- Madness: Reading the book drives a person mad. There's a 75 percent chance the insanity will fade in 1d6 days, a 20 percent chance it will last 1d6 weeks, and a 5 percent chance it's permanent. The exact form of the insanity is up to the gamemaster.
- Poisoned: Literally. The pages of the book are toxic. Unless the reader wears gloves, he or she gets a dose of something.
SITUATIONS IN THE INFINITE LIBRARY
(Roll 1d6, then consult the table above to determine who A and B are.)
- A desires B
- A wants to capture B
- A wants B dead
- A wants to go somewhere
- A wants to solve a mystery
- A wants X
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