The inside of the Trace Italian, of course, does not exist. A player can get close enough to see it: it shines in the new deserts of Kansas, gleaming in the sun or starkly rising from the winter cold. The rock walls that protect it meet in points around it, one giving way to another, for days on end. But the dungeons into which you'll fall as you work through the pathways to its gates number in the low hundreds, and if you actually get into the entry hall, there are a few hundred more sub-dungeons before you'll actually reach somewhere that's truly safe. Technically, it's possible to get to the last room in the final chamber of the Trace Italian, but no one will ever do it. No one will ever live that long.
John Darnielle, Wolf in White Van
death, desert, dungeons, eternity, game, kansas, safety