Author Topic: Locations  (Read 5064 times)

SINIB

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Locations
« on: April 03, 2018, 04:28:14 AM »
This thread is the approvals thread for districts and locations within districts.
« Last Edit: April 14, 2019, 06:43:31 PM by Sinib »

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Kotomine_Rin

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Re: Locations
« Reply #1 on: April 04, 2018, 08:03:36 PM »
The Starside Hotel

An old hotel turned into a gigantic profitable casino. It's called the tower of babel by some over dramatic enthusiasts, but its name is not quite inaccurate. The hotel is a den of greed, lust and overindulgence where even the lowest born of bastards can rise to fame. Once you open the doors, you can never turn back. The finest of drinks, the most beautiful of women, and enough food to feed the entire city. And the games, from roulette to cards to dice and even more... unusual games for unusual tastes. It is a gambler's paradise, only open at night. All is available and more to those who play. It is a golden den of riches and thrills where trash become stars, and a place where stars flicker away.

Its owners are unknown, no one has ever seen them. Demons, overtly wealthy businessmen, there are hundreds of theories. The one thing they have in common is the fact that they promise everything to those willing to play the game and pay the price. Even the poorest can participate, and one can keep playing over and over to one's heart's content. An eyeball or one's firstborn do make for quite the thrilling gamble, some gambling enthusiasts would admit. But, well, those kind of practices aren't quite advertised. Only whispered.


Umbra of Chaos

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Re: Locations
« Reply #2 on: April 09, 2018, 12:47:07 AM »
The Stone Forest

Bordering the Primeval Forest and the city itself is a forest made completely out of stone. Instead of wood the trees contain minerals and gemstones of great quality, but even for the more powerful beings of the Nexus it remains a mostly untouched land. This is because while normally peaceful the forest reacts in a deadly manner to those who wish to mine its unique flora.

If one strikes at the trees of the Stone Forest for its wealth earth elementals will soon arise. These hardy beings are clearly supernatural, and while not strong enough to completely ignore bullets they are far hardier than any human could hope to be and can crush most mundane invaders normally. As desecration continues the forest escalates, and while the increase in speed is minimal elementals with far greater strength and durability are soon called. They also begin to gain the ability to manipulate the ground around their opponents.

Enough rampant destruction can call forth a Titan, fierce creatures born of the stone. They are massive creatures the size of small buildings that can cause tremors and tear open vast fissures. When damaged the chips of stone that fall off of them form into lesser elementals. If defeated the forest will be temporarily exhausted and one could loot it to their heart's content, but it would be a major endeavor.

Elementals

Strength: Incredible - Fantastic
Agility: Human
Constitution: Incredible - Fantastic

Titans

Strength: Fantastic
Agility: Human
Constitution: Legendary



The Crystal Arch

Within one of the more accepting temples in the Nexus is a massive arch made of blue crystal that serves as a major support. Nigh indestructible, a heavenly chorus emanates from it. The local priests have related this to the holiness of a person or the amount of faith that they have.

People who visit the arch and pray fervently are said to see angels of sorts. Beings of light and song that emanate from the crystal itself. However, they don’t seem to say much.



The Red

A rumor that dates back to the early days of Nexus city. Back before there was a proper police force or companies to back them up. It is known as a malevolent force that comes to power when chaos and disorder overtake the city. The older citizens of the city remember protests that broke out into outright bloodbaths, men and women who smoldered with a red haze that let them carve through other people with their bare hands.

Thankfully, it is a thing of the past. There are few catastrophes ever equal to the initial birthing pains of the Nexus, and the few conflicts seen have been devoid of Red smoke. Perhaps it was merely the act of an individual from that time long ago. Or perhaps that force is merely slumbering, waiting for the onset of violence that will awaken it once more.



The Village of Beasts


There is a once abandoned village near the outskirts of the Nexus. A failed expansion project from people ages ago. It is said that they were confronted by a great power that was affronted by their intrusion. That they beat their plows into swords and killed a terrible god-beast at the cost of many lives.

The rivers and soil are still tinged with the slightest bit of red. But there is no water more refreshing and no soil more fertile than here. Acts have been made to repopulate the area and families have begun to spring up there. Yet there are oddities still.

Unnatural strength belongs to the children of this place. They are born superior to their mundane parents, sing songs of the wilds that they have never seen, and live by a feral instinct that never fails them. Many have disappeared into the forests, never to return. But there are some that have mastered their primal natures. They teach the children now, instructing them in restraint. The place is bustling and still growing, and it has attracted many of the more primal inhabitants of the Nexus.



A Cave

Strangely out of place, a rather large natural structure exists inside the city itself. A small sort of park has been built around it and explorations are common so long as you have a guide. It is remarkably well lit and for very good reason.

Something ancient lurks within this cave. That, perhaps above all things, is its greatest draw. Its crystal clear waters and stunning natural art is nothing compared to what is said to have taken root here.

In a special chamber of the cave, when the lights are extinguished and a vessel is provided, a creature of secrets takes root. Its trade is forbidden arcana and long lost rituals. The cost varies, but is always more than what the person is willing to give.

If cheated the creature will attack, a swarming mass of limbs, blades, and spikes. However, it is perturbed by light and refuses to go near it. This makes escape simple if you are fast enough, but from then on you are banned from the cave. Further attempts to get in will result in resistance from the staff, and if you actually succeed the creature’s patience will come to an end and it will engulf the entire cave system into darkness before mindlessly butchering everyone within in incoherent rage.

The Creature:

Strength: Incredible
Agility: Incredible
Constitution: Incredible

Abilities: Twisted by ancient magic, the attacks of the creature inflict horrendous damage. When they strike they do not merely purely physical damage but inflict the target with terrible curses. The site of the wound burns, freezes, shrivels, rots, all of these things and more. Then it spreads. However, this curse is only applicable within the cave itself.



The Graveyard

Similar to how some people will donate their bodies to science, others are metal enough to donate their bodies to serve as raw materials for a local sect of necromancers. They take residence in one of the larger graveyards and there they train young initiates to be powerful masters of the forms of the dead. Due to the potential for abuse few are ever taught the spiritual aspect of necromancy.

From there the students are allowed to do as they will. Many join existing groups in the Nexus, but a few have formed an expeditionary group of sorts. Using their undead as their eyes and ears they send out constructs to explore the secrets of the Nexus from the relative safety of their schools and homes. Some find great ruins, uncover wonderful treasures, and other sorts of things.

But for the more violent necromancer there is still a brawling arena where constructs are pitted against each other with the necromancers playing support. The victors are allowed to use the other construct as spare parts or leave them be, and many fierce rivalries are made by subsuming another necromancer’s construct. While many of the top competitors are undeniable experts at using their constructs some lack the real combat experience to effectively maneuver themselves along with their construct.



The Perfect Forge


It’s more of a legend than anything else. Of a vast and wondrous workshop that will provide a smith with all that they will need to forge their last work of art. Their last and their finest. It provides the tools and material, all they must do is work.

The creator is said to pour their very spirit into this process. That the end result leaves them so diminished that they can never engage in the act of making something beyond the most mundane of products again.

But those items that it produces still exist in the Nexus. Weapons that weep blood and strike with tenfold the force as they pull their wielders into a cycle of slaughter and death. Instruments that sing with the souls of their players. Brushes which need no paint and spill forth colors distilled from the artist’s very imagination. These and many wonders more are hallmarks of the forge and the great craftsmen who finished their life’s work. One might be correct in simply deeming it a tale to explain some of the more fantastic items in the city.



Demonic Office

Sometimes people in need just can’t afford to take loans. Instead, they come to the Devil. Well, the Devil Inc. Here demons of all sorts are willing to buy those pesky things you can’t really see or feel and exchange them for material goods. Your true name, your memories, your soul, all those kinds of things are gladly exchanged for money. However, they can also offer changes in the body and lifespan.



The Court of Vermin

There are certain inevitabilities to the Nexus. As the streets grew more dangerous it was only a matter of time before those that lives on those very streets became capable of defending themselves.

In abandoned houses and buildings many of the homeless have found homes for themselves. Led and protected by Whisperers, even some of the supernaturals of the Nexus fear this group now.

Whisperers are people with the ability to command types of creatures, generally small ones. They can look through the eyes of their servants and command them from rather far distances. A single rat is no issue. Hundreds of them begin to become a problem, especially if they are not ordinary rats. Indeed, the alien fauna from many worlds serve the Whisperers as well so long as they are recognized as an animal that falls into their dominion.

They generally make decisions as a group, moving when needed and keeping their people together. Safety necessitates stern protection, and they are sure to retaliate against those who harm their people.



The Crypt

“This is our tomb. You may rest here as well if you like.”

With necromancers, corpse eaters, and other such beings the desire to see the bones of your loved ones undisturbed becomes common. Because of this, a group of shamans contracted a spirit of the land to guard these decaying bodies. A reflection of its new home, the spirit is a construct of heavy earth and countless bones.

However, in recent times something has disturbed the creature, and few can even manage to communicate with it due to its awful rage...

Grave Golem:

Strength: Fantastic
Agility: Amazing
Constitution: Incredible

So long as the golem stands upon its territory it will constantly be rejuvenated and given new form.

Umbra of Chaos

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Re: Locations
« Reply #3 on: June 08, 2018, 06:43:04 AM »
Curse Purge Plus:

A store chain that’s grown slightly famous for its capacity to break curses both on people and objects, Curse Purge Plus is an odd combination of modern commercial marketing and occult methodology. Ancient purification rituals are combined with buy one get one free deals and other such things. They also provide services in warding buildings from unclean spirits and other entities. Curse Purge Plus also sees work in various registration offices using spells that prevent lying and falsehoods.

The buildings themselves are often twofold. Mostly they appear to be rather normal shops with a white rabbit as their logo, but to those with mystic senses there is a rather austere presentation. In every manner except the physical each store is practically a shrine, consecrated and overflowing with positive energies. These make casting spells for the sorcerers within easier and make it difficult for supernatural beings of a darker bent to threaten them.

Umbra of Chaos

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Re: Locations
« Reply #4 on: June 08, 2018, 07:37:08 AM »
Time Temple:

It moves across the Nexus taking many forms. Austere churches, dark crypts, everyday office buildings, ancient libraries, it has been all these things and it will be them again. The Temple has been destroyed many times, but those acts were meaningless. Its hallowed halls contain monsters from the distant past and that the future has yet to unveil. However these are the least of the worries that one may have. The worst of its defenders are creatures who share a connection with time itself. They can escape from the worst of situations by tunneling into the future, undo their wounds, trap others in stasis or protecting themselves by locking themselves away.

With the multitudes of iterations that the Temple has its danger and the nature of the beings within it are always varied. However, it always becomes more dangerous the deeper one ventures. That danger can be well worth the price with the grand riches that are within. Greater yet are the treasures within. These trinkets hold fragments of the power which made the Temple, and those who understand them can steal shards of this energy and gain authority over time itself.

Aiden

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Re: Locations
« Reply #5 on: January 21, 2020, 01:22:14 AM »
Drosa Manor

Anyone with money has a big, fancy house. Congresswoman Serra Drosa not only has money, but a political position to go along with it, so her house is extra fancy. A sturdy and well-maintained Romanesque building, an exterior of whitewashed stone arranged like a tower fortress, and solid wooden balconies reaching out from the edges to allow residents to survey everything around them. Surrounding it are several acres of well maintained grounds filled with large bushes of seasonal flowers in pink, purple and red. It maintains the taste of antiquity in its facade without the rotting decay of neglect all too often found in historical sites.

The interior has been updated for modernity. The walls have been insulated, electricity and lighting has been run seamlessly through the entire structure, and the floors have been appropriately smoothed or covered as a room’s modern purpose calls for. An old armory has been re-purposed for Serra Drosa’s growing collection of ancient weapons and modern firearms, which she takes every occasion to display to welcome guests. The kitchen is large and well appointed, but lacking in staff to attend to it.

The dungeons have been converted into space for the machines responsible for the home’s multitude of heating, electrical, and plumbing needs, but that is not their true purpose. They are the final antechamber before one can reach the accursed bunker which serves as the secret library-temple of the Sith Lord, Serrulata Syn. It is in these benighted halls, defended from mystical and technological intrusion by powerful enchantments of paranoia and contempt, where Lord Syn preserves what little of her old life she was able to take with her to this world.

It includes a functioning alchemical laboratory, capable of providing for any Sith magician’s short-term needs. There is a small archive of Sith texts recreated from memory, a larger collection of local manuscripts containing first and second-hand observations on the alien sorceries of the Nexus, and a warded display case for her fragment of the Diary of Sorzus Syn, which she had been reading when this cage of a world stole her away. Other chambers are set aside to hold and interrogate powerful prisoners or research subjects, to serve as training facilities, or as a hub for her massive computer system - and the heavily encrypted communication channels Lord Syn uses to stay in contact with her hidden operatives.
« Last Edit: January 21, 2020, 01:49:14 AM by Aiden »

Kotomine_Rin

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Re: Locations
« Reply #6 on: January 27, 2020, 04:14:23 AM »
The Great Southern Sea

A vast expanse of saltwater where man and creature fear to thread. It is thanks to the naval expertise of Albion and its neighboring isles that eyes, hands, and ears have finally begun to search an uncover the mysteries of this aquatic domain. But beyond the shores, beyond all that, the sea expands and deepens, and when miles become leagues, and when even the scantest scrap of land is but a dot in the horizon, even the light of the sun quakes and ceases to be.

Beyond the safety of the city, beyond civilization, even the sea takes a darker color. Strange aquatic creatures become monstrous beasts of the sea. Monstrous serpents, krakens and indescribable creatures roam the skies and seas, and mere relics become forgotten artifacts of old. Even the air turns vile, toxic and impossible to survive for normal living organisms without tools or special abilities to thread these unhospitable waters.

There is a great number of wreckages where man has tried and failed to thread. And yet, there is a promise and a lure of something grand, something greater than what anyone should hope to hold. Wonders from different worlds, different times, have sunk to the bottom of this sea. Great fallen temples and monuments of ancient civilization, now nothing more than nests for dark beasts.

But beware, adventurers. For sometimes, the sea is more than a refuge. It can be a prison. One that keeps the wariest of sailors trapped.

Or one that keeps the ones beneath the depths away.

Spoiler for Floof:
The Curse Of the Southern Sea - A passage of an old adventurer's memoir:

"And I  saw it... in all it's glory. In all it's terror. Aaaah! [REDACTED] Damn ye! Let Neptune strike ye dead, [REDACTED]!
Hark! Hark, Triton. Hark! Bellow, bid our father, the sea king, rise from the depths, full foul in his fury, black waves teeming with salt-foam,
to smother this young mouth with pungent slime, to choke ye, engorging your organs till ye turn blue and bloated with bilge, and brine, and can scream no more.
Only when, he, crowned in cockle shells, with slithering tentacled tail, and steaming beard, takes up his fell, be-finnèd arm,
his coral-tined trident screeches banshee-like in the tempest, and plunges right through your gullet, bursting ye, a bulging bladder no more,
but a blasted bloody film now, a nothing for the Harpies,
and the souls of dead sailors to peck and claw and feed upon, only to be lapped up and swallowed by the infinite waters of the dread emperor himself.
Forgotten to any man, to any time, forgotten to any god, or devil, forgotten even to the sea,
for any stuff, or part of you, even any scantling of your soul, is [REDACTED] no more,
but is now itself the sea."

Layers

First Layer - Scarlet Weather Rhapsody:
This is where most islands and shores connected to the city and its districts reside. Outside some Fishman tribes, most creatures range from normal aquatic beasts to strange fish and sea life originating from other worlds, like two-headed sharks and gem dolphins. Some underwater civilizations did manage to form communities and cities underwater, but a great number were all slaughtered by a demon who descended from the depths of the sun, or so the few survivors say.

Because many of these tribes were on the outer rims of the layer, the water in that particular area is of a deep red, and scavengers haunt the barrier between the first and second layers. The corpses of the fallen now cause a decrepit stench, and the miasma is so foul that it poisons those who try and set sail. Most of their riches and tools were left untouched, making them valuable for other sorts of scavengers, but are not particularly potent or remarkable otherwise. More importantly, if these dens are not cleaned up, their corruption and sickness could spread to the shores of the other districts by tainting cattle and food supplies for those who live off the sea. This is an opportunity for pirates and raiders to attack, one few if any were blind to...

Wildlife: Whales, sharks, all sorts of fish, some weak magic specimens.

Treasures: Gold, historic artifacts, statues, some precious ores. Keep in mind most magical and dangerous treasures found in this area are already claimed by the powerful districts that dominate these waters.




Second Layer - The Thousand Jeweled Graveyard: Assuming you've gotten this far, you must be either crazy or really adventurous. The security provided by the districts ends at this threshold, due to the fact it simply isn't sustainable at this far of a distance. There are wrecks scattered about the waters, and the waves are far more perilous. Hostile, predatory creatures such as sharks the size of trucks with diamond teeth, living algae that drags unwitting ships below the depths and ghastly sirens all haunt the seas. These threats are dangerous enough that even wary travelers hesitate to tread these parts. However, they are far from the most dangerous aspect of this layer.

Pirates. Dreadful, savage, without any love or compassion to anything but their flags. They terrorize ships, abduct sailors and kill and plunder wherever they please. Their one shred of loyalty is to their flag, though there are some outliers here and there. More than anything, they are strong. Strong enough to live at sea. Some even say that there is an archipelago somewhere in this den. A place where all these plunderers find common ground. The land is infertile, a lair of cold stone where few crops can survive. The only law there is the ultimate law of the universe. The strong take and enjoy absolute freedom.

Among these seas, treasures start to become more common. It isn't unheard of lucky travelers or pirates to claim magical gemstones, weapons, uncommon trinkets and ancient ritualistic treasures that can generate wealth beyond belief... even artifacts that belong to those living in the city, but now reside deep within the depths. There are even a few of the more dangerous artifacts found in the outer layers, usually plundered from sailors returning from their trips. Even so, there is an unspoken rule that to cut down a man who has traversed the farther depths is to bring calamity. There are those who do not follow it and claim these treasures for themselves but either way, there is only one truth.

Calamity finds all.


Wildlife: Large mutated sea creatures, apex predators like the ancient megalodons, lesser krakens that easily reach sizes of some medium ships, sirens, ghosts, pirates, fish-men.
 
Treasures: Treasures beyond a normal man's dreams. Magical weapons, rare materials, few greater weapons capable of being unleashed upon the city if misused, but guarded by empty isles of rock where their owners perished, inside the beasts themselves... some guarded by pirates, unwittingly possessed by their power one way or another. Enough that even the strong could find some value in these, but not yet enough to reach the apex of those within the nexus.



Treasure Examples:



Lesser Temples:




The Final Layer - The Sea of Death: Those who enter these waters are not human. Everything within this expanse is outside the realms of reason and common sense. One simply does not enter these reaches without good reason... or leave. Not even light can reach these waters, giving them a black hue like that of the void, and submerging all in darkness within darkness. Meanwhile, the air is corrosive, enough to very slowly melt the flesh of normal humans or animals.

The waters, the weather, even the ghastly abyssal creatures... its as if the souls of the dead sailors haunt this sea and try to keep other fools away from it. They are strong, some rare outliers strong enough that they would bring calamity to at least a district if they were unleashed upon the city. Only the truly strong can hope to dare these waters.

Within the troubled waters, true monsters have made their home, terrorizing even the creatures of the sea as they inhabit ancient temples. Some of these still hold some life in them, others are utterly barren of life beyond that of the beasts that inhabit them. But the treasures, the creatures... what lies in this place is something out of this world. Some of these should not even exist or be allowed to exist. That is because, within its utter depths, wealth and power beyond imagination can be accrued. It is a graveyard of Gods, some ancient, some fallen.

There are few records of some temples, rarities within rarities that few explorers have managed to delve into. Due to the ever-changing nature of the Nexus, many of these were considered legends, fantasies. Some may be just that. Others are very much real.

It is called the final simply because those who have traveled beyond a certain point never returned. Perhaps it is better that way.

Wildlife: Ancient sea hydras, greater krakens that can engulf a large ship within their maw, abominations too terrible to describe, crustaceans hiding under the guise of safe isles and refuge to land... extremely potent and dangerous, but contain extremely valuable materials. Unique creatures dwell within individual temples.

Sealife is far scarcer than any other layer, giving off the impression of safety. Its simply because all other life forms have already been consumed or become part of the temples.

Treasures: Unique to each greater temple. It can be enough to grant anyone who gets their hands on extreme wealth influence in the city, beyond what is even imaginable. They are extremely rare, unique, and powerful. But they hold a danger to the owner as much as the one they unleash it upon. They are guarded within the temples, and those tho seek them risk their life not only to get their hands on them but bring them back ashore.



Greater Treasure Examples:

(Status Unknown) Cradle of Greed: A hibernating, living relic similar in function to a dream eater. The Cradle of Greed is an oval-shaped Artifact resembling an elaborately carved egg. When touched, it grants the user their deepest wish as long as the mind of the holder is not "messy or complex"; as it tends to be the case with mature individuals. However, the more complex the wish, the more likely it is for it to twist and distort, and usually solves even simple desires in an indirect and often unpredictable manner. For example, someone who wishes to be able to bear children might suddenly become something else that is capable of breeding countless young on its own, but the children may not necessarily be healthy or live for more than a day. The simplicity of the wish-granting is a double-edged sword, as it only grants what you wish for at the moment, and takes no consideration for any new desires or wants one might bear in the future.

Not only that, but using it around many individuals with powerful wishes will cause these desires to resonate, and in a twisted manner it will take all this desire unto itself to fulfill a single wish that encompasses all of them at once. It will also mutate the individuals affected, usually melding with the egg in some form in order to ensure its survival. Of course, one might not necessarily mind in order to achieve their desires. But dreams are a fickle thing, once attained they are no longer desired. 

(Destroyed) Sparagmos: A large room-sized experimental Artifact that was demolished many, many years ago. It allows someone to synchronize their mind with other organisms, implanting parts of their personality, thoughts, and consciousness throughout multiple bodies upon touch. It is in fact believed to be an angel, though its mind and will is nothing more than an empty shell turned into a tool to communicate. However, if the user overuses it and spreads their consciousness into too many bodies, the hosts will lose their will, sense of self, develop strange behavior, and eventually go insane. They will gain a compulsion to change the world one way or another... and inevitably advocate the "Creation of the New World" and begin to fulfill that desire through a means necessary. Those who spread their consciousness and those who have had these bits of consciousness implanted into them will become contacted, chosen vessels to act on this desire.

But this effect is extremely insidious, and it would take years if not generations for this implanted impulse to surface. That aside, all those who had been contacted died a long, long time ago, and the relic was destroyed.

If the user has the desire, a mere touch is enough to possess another body, and it is impossible to escape the enchantment fully unless one is a true Chad. The subject does not necessarily have to be human since when it was first discovered, beasts were manipulating smaller beings into getting eaten. However, one can resist or reject the implanted will and consciousness, to an extent, and retain most of their will, personality, and feelings... albeit either slightly or more severely warped, and with a slight inclination to act in certain ways.

(Lost) Red Miles: A liquid Artifact found within unusual gem-like containers. They are scattered and lost throughout the sea, in truth hybernating as they are parasitic life forms. Once ingested, they are able to reverse aging and greatly expand one's own lifespan, even ridding one of any disease or affliction. When more than one is ingested, they can even grand the user a powerful healing factor, and eventually true immortality. However, they slumber over extreme lengths of time and only awaken once more than seven shares a common host, in which they will merge and fuse with the host's spinal fluid... and turn it into more red miles.

This gives off a feeling of euphoria whenever the nerves are stimulated, turning any kind of intense physical reaction into a pleasurable feeling. However, without ingesting more, they will agitate and cause the body to ache and hunger irresistibly. Eventually, over many, many more ingestions, they fully overtake and paralyze the host. But this does not prevent the effect or halt it. Over time, the host will crystallize and break off into thousands of new eggs, which will become new containers for the red miles. 

They are also extremely addictive, even before they agitate the nerves. One must use them with utter discipline and caution.



Greater Temple Examples:

Pandemonium:

The Bitterblack Isle: Bitterblack Isle is a black, bitter, mysterious place. Whether on a quest from a king of old or just seeking fame and glory, many who venture into the maze have never again seen the light of day. Here live unspeakable creatures no one has seen outside its walls. Bitterblack Isle is also the home for strange plants that can be used to create new curatives; ores never seen before lie within rocks littering the entire isle.

The entrance is marked with an epitaph, a slab of stone etched with stories and accounts of other adventurers that have traveled into this forsaken place. Some of their tales might be of use for those who dare journey these halls. Here live unspeakable creatures no one has seen outside its walls. Bitterblack Isle is also the home for strange plants that can be used to create new curatives; ores never seen before lie within rocks littering the entire isle. Cursed loot is scattered throughout the Isle. When the curse is lifted one might find a rare and powerful item such as a weapon whose power is overwhelming, a ring that grants inhuman strength, or a potion that eases the mind and soul.

Whatever the item may be, it waits within the halls of Bitterblack Isle.

There is an underlying system of death here. When one kills a monster, be it goblin or dragon, they all leave a bloody, rotting corpse behind that does not disappear. As the corpse rots the stench is carried through the halls and may attract hungry creatures. Deep exploration in Bitterblack Isle makes the air heavier and the smell travels in the halls faster and farther, which may attract even more dire monsters.


Lunarian Palace: A twisting spire of ivory coral that spirals inwards, revealing a great drop that delves into an inverted dome of glass. Due to the tides, it is only fully revealed in a night where the moon is full. Strange humanoid creatures from forgotten seas and their grotesque shamans of scale and bone dwell within these coral structures, ravenously guarding the monuments and relics of their old gods. They harness the power of the moon in order to wield accursed powers.

In truth, they are all fallen explorers who have become one with the corals, manipulated by dark energy emanating from the moon itself. The further one delves into this ivory abyss, the more the moon's curses affect the body and mind. What was once simple nausea becomes detrimental visions, even occasional blacking out. What awaits at the bottom of this abyss, no one knows. But there are legends of a dark and terrible creature slumbering in its castle of glass, awaiting a hero to deliver it and unleash its untethered claws once more.

At the upper levels, where the moon's hold is weaker, the fishmen have kept some of their sanity and memories and formed a community of sorts.
« Last Edit: February 05, 2020, 07:44:12 PM by francobull3 »

Kotomine_Rin

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Re: Locations
« Reply #7 on: March 31, 2020, 11:15:13 PM »
The Heavenly Ruins

An archipelago of celestial landmarks, hills and locations, wrecked in an ancient battle and drawn into the Nexus after many years. It expands in the skies over the sea, as far as the eye can see...

The Grand Sky Theater

A palace built by divine beings, which floats above the clouds. It is a landmark of a forgotten age, with verdant gardens and pure stone marble that stretches wide above the sky. Its peak is the statue of a woman, a former goddess who was slain by her lover. A human girl who is now embracing the heavens, with that same brilliant smile. It is now a ruin, with its structures eroded by time and battle, but the singer stands nonetheless. The view is simply spectacular, and evokes a calm feeling.

This coliseum in the sky was her final resting place.

« Last Edit: March 31, 2020, 11:26:43 PM by devil_lance »