Lore
Lopscotch tells a personal, friendship-scale story, but it sits on top of a much older, planet-scale wound. The pages below cover the world that made the Lopscotch 6’s recruitment possible in the first place: the Havens Rabbitkind lives in now, the Blur that surrounds them, and the two very different antagonist forces standing between the LS6 and a finished Symmetry Break.
A Note on the Title
Lopscotch is a compound of two words. A scotch is a wedge or block placed under a door or wheel to stop it from moving, which is exactly what the Scotch has been doing to the wheel of transformation for four thousand years. Lop refers to a phenotype of rabbit whose ears droop downward, and to lop also means to cut away. The title is the task itself: lop off the Scotch, remove the block, let the wheel turn. The hopscotch resonance is intentional too. The LS6 navigate a dangerous, marked-out landscape in careful sequence, trying to reach the end, except where hopscotch asks you to hop over certain squares, Lopscotch asks you to cut away the thing that has been stopping anyone from finishing the course at all.
- The Blur
- The anomalous, unstable landscape that covers Rabbitkind’s planet, and the primary game-world the LS6 must survive.
- The Havens
- Rabbitkind’s airborne cities, and the forgotten sacrifice that built them.
- The Scotch
- The enigmatic force that has blocked every attempt at Symmetry Break for four thousand years, and who they really are.
- MoE
- The Mixture of Experts: the deeper, systemic force behind the Scotch’s obstruction.
- The Anomaly
- The sabotage that broke Rabbitkind’s first Symmetry Break, and the four thousand years of failure that followed it.