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  The Underverse Information
Posted by: Omni - 08-02-2013, 09:25 PM - Forum: The Underverse - Replies (1)

The Underverse could be called the Hell of the Omniverse. Created in the Omniverse's third year by Diablo, the Lord of Terror, it grew to become the single largest physical Verse. Closed off two years prior to the influx of new Primes at the Scramble, it remains a place that people avoid speaking of. The single worst punishment that can be inflicted on anyone is to be banished to the Underverse, as there is as of yet no known way back. Few have seen it, but those who have speak of a red sky; giant chunks of land floating in a void. Lakes of acid and lava where monstrosities dwell. Giant factories and birthing pools for horrors beyond imagination even to those who witnessed Diablo's invasion first-hand. It is what the rest of the Omniverse could become should Diablo ever escape his prison.

Subzones

The Central Hellscape

A nickname given to the central region of the Underverse. A plateau the size of county that looks out over the rest of the Underverse, the ‘central hellpscape’ is Diablo’s personal domain. This region contains his grand gladiatorial arena, the black palace (from which one can see the ‘Eye of Diablo’ -- a burning red eye atop the tallest tower that can see for hundreds of miles), and the Pandemonium Fortress. Horrible factories that devour flesh and spew out terrifying amalgamations of flesh and machinery can also be found here, as well as terrifying spawning pools host to the foulest lifeforms imaginable.

Hell in the most ‘traditional’ sense of the word, this is a place of fire and blood and agony. ‘Cities’ dot the hellscape, and it is often (but not always) in this region that most freshly banished individuals find themselves. They are often captured amid their initial confusion, from which they are either sold to arenas, tortured, eaten, or any fate worse than those.

The following NPCs are centered in the Central Hellscape: Diablo

The Necropolita of Dis

The Lesser Evils (Andarial, Durial, Azmodan, Belial) are the name of four powerful secondaries created by Diablo. They claim to have been ‘the first’ created by the Lord of Terror. Despite such apparent prestige, they are rarely treated well by their Lord. They seem to be a source of amusement and ridicule for Diablo, which is rumored to originate in their old world.

Even so, the four jointly rule over the City of Dis, a hellish metropolis of demons and undead and cursed souls located just a few days west of the central hellscape. While many smaller cities can be found in the Central Hellscape, Dis is often called the capital of the Underverse due to its size and scale. Multiple 'cultures' can be found in the city -- hellish mockeries of various worlds both futuristic and fantastical. The Lesser Evils dominate areas that often start to take on their own personality quirks, whether those be related to sadism, treachery, or other foul sins. The four demon lords are rarely in concert with one another, despite the fact that Durial and Andarial are fraternal twins. They are constantly bickering and arguing and using proxies to debase and undermine the others’ designs, making this massive city of damned souls feel like no more than the Machiavellian playground of the quartet of demons.

The following NPCs are found in the City of Dis: The Lesser Evils

The Despoiled Dreamscape

To the east of the central hellscape is a broken land of misery and chaos. Solid ground rarely remains solid, with gravity being something that comes and goes. The kingdom of Tevinter, a land of warlocks and witches exercising great power, used to be centered in this area. When the magic-wielders' egos became too strong, they started to exert too much autonomy and many say they even began to scheme against Diablo. To showcase his iron rule, he shattered their kingdom into a thousand pieces. Because of the floating chunks of land and the erratic gravity, this land has become known as the ‘dreamscape.’ Remains of civilization can be found every so often, although most are uninhabited ruins of a once ‘exquisite’ demonic capital. Some of the demon tribes from this area still linger, although they never linger in one place for fear of the beasts that sprung up from the devastation of the magic-infused kingdom. These twisted, hellish beasts are said to devour prime and secondary alike--driving them to madness before consuming them.

The demon lord in this region is the Mari Lwyd, a prime that was said to have been an advisor in the old demon kingdom in the region. Now the Mari Lwyd dresses in simple robes and wears a mare’s skeleton to conceal his features. Diablo’s only confident in the region, the Mari Lwyd is responsible for ensuring that the region remains as it has been since its sundering. Despite rumor links to the tribes, the Mari Lwyd does its job with a surgical grace, slaying upstarts and anyone who would try to consolidate power in the region.

Chaos shall always reign supreme in the land of broken dreams.

The following NPCs are centered in the Despoiled Dreamscape: The Mari Lwyd

The Acid Baths

‘Bath’ is the wrong term, for the ‘Acid Baths’ is an ocean of putrid, boiling acid. The shores of the Acid Baths can be reached by going a few days southwest of the central hellscape. From there, the acid baths extend hundreds of miles due southwest before widening into an ocean of unknown dimensions.

If one can construct a vessel that is resistant to the corrosive nature of the oceans here, they can do an equally moronic thing and delve into the unknown. The Acid Baths are host to a variety of hellish monsters that lurk in the translucent darkness underneath the frothy, bubbling surfaces. The further one travels, the thicker the air becomes, until it is like a thick, oppressive soup that is said to become just as corrosive as the liquid below. Despite all of this, sentient creatures can still be found out there or along the shores of the Acid Baths. It is said that this is a popular spot for primes attempting to elude capture.

The closest thing to an authority figure in this region of the Underverse is Davy Jones, a privateer that has become more cephalopod than human. He hunts wayward souls out in the Acid Baths--dragging some back to Diablo and torturing others for his own pleasantries. Long has this pirate plundered this region that even his ship, influenced by his own corruption, has become like a living monster forged from wood, coral, and underwater plantlife. The ship is said to submerge itself under the filth of the Acid Baths and emerge miles away moments later, such is the legend of the Flying Dutchman. The crew of the Flying Dutchman, some conscripted and others willing volunteers, rapidly lose their outward humanity as they give into their darker natures, becoming monstrous much like their captain. Because of his dark duties, the insidious Davy Jones has close ties with Diablo, but are you willing to risk your very soul to gain his respect?

The following NPCs are centered in the Acid Baths: Captain Davy Jones

The Black Morass

Southeast of the central hellscape is a landscape of marshes and bogs that stretches as far as the eyes can see. If one goes a few weeks into the morass, they will find the Black Gate--the very passageway that Diablo used to enter the Pale Moors. That also means that this was the place where the Kingdom’s primes entered the Underverse to battle Diablo before Tyrael’s sacrifice to sever the connection between the Underverse and the Omniverse.

This Black Gate, like its counterpart in the Omniverse, stands dead, but its existence stands as a testament to Diablo’s power. Many banished primes and secondaries have tried (and failed) to use the Black Gate as a means to get back into the Omniverse. The skeletons and corpses that litter the area tell of their fates.

The Black Morass is relatively devoid of life. Stories state that much of what was once here funnelled into the Pale Moors following the opening of the Black Gate. As much as we are told that the Moors were poisoned, it is ironic that such action caused this region of the Underverse to shrivel and decay. Despite the wretched nature of the Pale Moors, the Black Morass is strangely enough, one of the least despicable places in the Underverse. If not for the roving patrols and the occasional releasing of ‘seeker beasts’ to catch runaways, the Morass could almost feel like a ‘normal’ place.

The following NPCs are centered in the Black Morass: Scylla

The Salt Flats

Northwest of the central hellscape is an arid expanse that rumors say was once another ocean of some sorts. It is unknown is there is any credibility to this story, but regardless of its validity (or lack there of), the Salt Flats stretch on for aons--a drab, endless nothing that sparkles with the minerals that comprise its surface. There is no wildlife to be found, and the sparkling white landscape often hides many dangers to ‘travelers.’ Thick, inescapable quagmires of mud hide beneath the salt and mineral surface, and there are rumors that giant monsters lurk beneath the surface. A demon once spoke off ‘a giant mouth with rows of teeth’ opening up from beneath the salt flats and devouring everything that could not escape falling down into the blackness below.

Aside from these subterranean dangers, the salt flats are host to a terrifying mobile force of hellions. Led by a powerful warlock, this ‘tribe’ scours the salt flats for individuals trying to escape perdition. It is said that this tribe is based in a fortress deep in the shimmering wastes.

The following NPCs are based in the Salt Flats: Immortan Joe

The Emerald Nightmare

To the northeast of the central hellscape is what a passerby might call ‘a jungle.’ Those who venture into this ‘jungle’ rarely return.

There is no sunlight in the Emerald Nightmare. There is only blackness and almost blackness. The things that lurk in the shadows hunger for your blood. The only law in this region is to be the predator. You are either the predator, or your are the prey. Never let your senses dull. Never let your guard down. Never sleep. Sleep and you will wake up to the sound of some eldritch abomination tearing into your soft parts.

It is said that, long ago, a civilization existed out there in the Emerald Nightmare. A group of hardy demons and rugged souls that wanted to defy the odds. If one goes far enough, they may find the ruins of Kurast, whose inhabitants are believed to have succumbed to the jungle.

Worse perhaps than the monsters that roam the Emerald Nightmare are the individuals that go there to kill themselves. Secondaries, whether they’re cursed to the Underverse or on the run, will often chose this jungle as a place to end their lives. Primes, often those at the end of their rope, will often come here to kill themselves, hoping that murdering themselves in this forlorn place will allow them absolution from the horrors of the Underverse and Omniverse alike. Because of this ‘recreational use’ of the Emerald Nightmare, it is not uncommon for the ‘remains’ of the dead to haunt the living.

The Magma Chamber

To the north of the central hellscape is a single volcano that towers over everything in the Underverse. Known as the ‘Magma Chamber,’ this country-sized mountain seeps and spews magma from various cracks and fissures in its surface. Rumors say that, if Diablo willed it, he could cause the Magma Chamber to erupt, resulting in the entire Underverse being buried beneath miles of lava and fallout.

If one is ‘brave’ (ie - stupid) enough to ascend the Magma Chamber, they must be aware that the atmosphere is thick with ash and the temperature is enough to deliver third-degree burns to even the most resilient of demons. There’s also the matter of the helldrakes that have begun to populate the super mountain. The arrival of a creature known Volvagia has caused the Magma Chamber to become gradually infested with her spawn. It is said that the banished dragon was imbued with a great power by Diablo, twisting her form into something hellish and nightmarish.

The following NPCs are centered in the Magma Chamber: Volvagia

The Frozen Wastes

To the south of the central hellscape, the temperatures drop down cold enough to freeze most living things solid within a matter of hours. Mountains of frozen rock dominate the landscape, but even at ‘base’ elevation, the oxygen is thin and breaths are hard to find. The Frozen Wastes is littered with the frozen corpses of demons and damned souls alike--fools too stupid to prepare themselves for ‘the adventure’ (or, more aptly, their attempt to escape perdition or domination by other demonic entities). There are many frozen ruins amid this landscape, including a large city that some say Diablo froze solid after their leaders attempted to exert too much independent thought.

Like many of the sparsely populated regions of the Underverse, the Frozen Wastes is home to a handful of wayward individuals.

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  The Oververse Information
Posted by: Omni - 08-02-2013, 09:24 PM - Forum: The Oververse - No Replies

To arrive in the Oververse is to find yourself literally standing on a cloud, surrounded by floating islands and other clouds. Gravity seems lighter here, to the point where you can leap between these platforms and bounce off clouds to your heart's content. At the centre of this verse lies the domain of Omni, a magnificent golden city that seems like a blend of old and new. Angels can be seen here coming and going, and they greet all arrivals warmly. White pillars intersperse with glowing lines of energy, running along the walls and ground - they all lead towards the great hall of Valhalla, where Omni sits upon his throne. It is said that those who make it to Valhalla will have all their questions about the world answered.

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  The Void Information
Posted by: Omni - 08-02-2013, 09:24 PM - Forum: The Void - No Replies

The Void is in some ways the ultimate example of Omni's power. Here it becomes entirely apparent that it is only Omni's will that enforces our 'normal' physical laws in the Omniverse. In the Void, there is no rule that says walking forward will take you to the place in front of you. There is no rule that says gravity is down. There is no rule that says you can retrace your steps to get back to where you were before.

While this may all seem rather random, there ARE rules to the Void. They are just less apparent to new visitors. Like the Nexus, the Void is rather monochromatic, but in reverse. The land and sky are black or grey. White leylines run across the floors and walls. Following these leylines is the key to finding your way around the Void. With persistence, you can find your way to one of the many gates that connect to anywhere in the Omniverse. This means you can reach anywhere without crossing the Nexus, or an area you may wish to avoid. Notably, it is also the only known way to access the Oververse. Strange, sometimes terrifying creatures can occasionally be seen in the Void. But they never attack unless provoked. Even angels can be seen from time to time, but they do not answer questions, and they do not help visitors. Ever.

For every post you make in the Void, you may request a 1-6 dice roll from a staff member, and make a request to the place you want to reach. On a 1, you will find the correct place. On any other result, you will find a random other gate (also rolled for by the staff). Every post you make to roll must be at least 1000 words. Alternately if you write at least 3000 words (which includes any failed attempts), you will find the place you are looking for.

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  The Astral Realm Information
Posted by: Omni - 08-02-2013, 09:24 PM - Forum: The Astral Realm - Replies (1)

The Astral Realm

The Astral Realm is touched upon by all dreamers when they sleep. It a highly mutable place where even such simple things as where your attention lies can change the landscape. It is thus highly dangerous to enter directly, and recommended only for those with a strong grasp over themselves. For those with the will, however, it can be highly beneficial to learn how, especially for those who study the science of magic such as the denizens of Dalaran.

To enter the Spirit Realm, see Spiritual Attunement and Spiritual Enlightenment under Items.

Sub-zones

Sometimes, when someone dreams the same dream every night consecutively for a long time, that dream becomes a permanent feature of the Astral Realm that anyone could enter, even when the dreamer isn't there.

The Castle of the Two Sisters
Every night, Luna dreams of becoming the wicked mare of darkness, Nightmare Moon. Because of that, the castle she once shared with her sister is a prominent place in the Astral Realm. It's an old castle made of stone, practically falling apart from the great battle that happened there. It's full of statues, old pony art, and hidden passages everywhere. Those who linger too long will be haunted by the Tantabus; a creature composed of purple mist that turns inanimate objects into monsters that hunt you.

The Realm of the Face Stealer
At some point, by pure accident, a prime summoned Koh the Face Stealer to the Omniverse. This was truly a mistake, as secondaries everywhere quiver at the sound of his name. He is giant centipede that speaks in a cold, calm, collected voice. If you show emotion, any emotion, in his presence, he will steal your face. Sure, primes are spared this fate, they'll wake with their faces back where they left it, but secondaries aren't so lucky. Those faces are Koh's now to forever be at his disposal; to be worn like masks at the front of his body
Those who lost their faces spend their remaining days having nightmares of him, and because of that he has his own sub-zone. It's a dark dank cave, just as any centipede likes it. He doesn't venture far from home as his realm hides him from the all seeing eye of Princess Luna, but that doesn't stop him from luring an unsuspecting dreamer into his web.

The Unknown
Sometimes, when someone dies, they'll have one final dream before they bite it forever. These dreams are so common to the dead that it has formed the Unknown.
This is easily the biggest sub-zone of the Astral Realm, consisting of several towns. the general aesthetic is Mark Twain era Mississippi, where the men wore suits and ties and women wore bonnets and corsets. Animals walk around amongst humans like it was a normal everyday thing and everyone is at least slightly insane. Imagine a fairy tale set in that era and you'd get the gist of it.
The most dangerous aspect of this sub-zone is the Beast, a man with tree branches for antlers sprouting from his head. He's always obscured by darkness, most of the time only his glowing white eyes are visible. If you fail to remain mentally or physically sound while you are in the Unknown, he will turn you into a tree of oil, which he'll chop down and use to fuel the lantern that contains his soul.

Roaming NPCs

Princess Luna - Known as the Princess of the Night, she protects the Astral Realm from horrific monsters. She'll often enter the dreams of random people and help them fight off their worst nightmares.

Azathoth - The confounding and unfathomable being sits in the center, or perhaps the edges of, the Astral Realm.

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  The Dataverse Information
Posted by: Omni - 08-02-2013, 09:08 PM - Forum: The Dataverse - Replies (1)

The Dataverse is unique in that it can be accessed from any verse besides the Underverse, providing you have the technology. It is the Omniverse's equivalent of the internet, but unlike our internet can be entered directly. The Dataverse is as varied as it is vast, and contains many areas created by programmers and programs alike. All the separate areas of the Dataverse are connected by the Information Highway, a massive 'river' of data like a gargantuan tube carrying ships and digital denizens back and forth. There are many junctions and crossings that lead off into separate 'sub-worlds' in the Dataverse.

The Dataverse Library
Within the depths of the coding that forms the Dataverse, lies a massive section of precisely arranged information known as the ‘Databanks’. This zone within the Dataverse is in essence a virtual library, bringing together all of the information contained in the books of the Library of Coruscant and even some information that is only accessible from within the Dataverse. Few know how the Databanks came to be, but the general assumption is that they are the creation of the digital entity known only as the ‘Librarian Agent’. The Databanks appear to be so vast within the virtual environment that many who dared to venture within have found themselves lost within the vaguely defined halls and row upon row of bookshelves. While many users of the Databanks are merely citizens of the Empire who prefer to read digitally than from physical books, many researchers have found ways to search the Databank’s vast store of information at a much more rapid pace than even the databanks within the great glass library can. Those with devices that enable them to access the Dataverse are able to use the Databanks as a sort of handheld library- an invaluable tool for one who prefers to plan and think than merely apply brute force.

File Island – File Island is the centerpiece of something called ‘The Digital World.’  A region of the Dataverse inhabited by creatures known as ‘Digimon’ (or digital monsters), the Digital World is mostly wilderness filled with giant monsters and random references to out-dated computer technology (digging up the dirt may reveal pieces of motherboards or circuits).

At the epicenter of the Digital World is File Island, located in the middle of a vast sea.  Many liken File Island to a miniature Omniverse, as the island contains various regions that mirror locations in the Omniverse.  The southern forests and jungles of File Island are where most Digimon are ‘born’ from random amalgamations of binary code.  From the Native Forest, they travel around, naturally growing stronger until they can digivolve into more powerful forms.  

Anyone who arrives at File Island will find a Digimon waiting for them, regardless of an individual’s mindset, background, or experience.  This Digimon will serve as their assistant in navigating the island, and over time, reflect the traits of his or her ‘Digidestined’ companion.  With the help of a Digi-destined, a Digimon can digivolve quicker and reach its pinnacle of strength.

There are some fragments of civilization scattered around File Island, but File Village/City is the only central society.  Under the leadership of Gatomon and Jijimon, File City serves as a safe bastion for young or peace-loving Digimon.

At the center of File Island is Mount Infinity—a terrifying place where only the most powerful Digimon and their companions dare enter.  It is said that Mount Infinity is home to the most vicious Digmon but that there is also a secret exit from the Dataverse somewhere inside.

Non-player characters centered in File Island: Gatomon

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  The Ashen Steppes Information
Posted by: Omni - 08-02-2013, 09:08 PM - Forum: The Ashen Steppes - Replies (2)

The Ashen Steppes

Reached by passing through gates from the Nexus, the Tangled Green or the Endless Dunes, the Ashen Steppes is an extremely dangerous verse.

With red skies perpetually blotted out by ash, the Ashen Steppes have well-earned their name. The ground is black and cracked, subterranean rivers of magma visible from fissures in the ground. Volcanic mountains are common, as are they terrifying clouds of smoke or streaks of lava they occasionally spew forth. Calderas are also a common feature, and a few of them have become host for all walks of life, intelligent and otherwise. Despite how hostile the environment is, one can find travelers, many are traveling merchants or big-game hunters seeking trophies of the dragons or other vicious creatures. Small settlements of non-natives can be found, usually in the verse for mining operations.

Status

Death Mountain is no longer the dominating landmark it once was, having been destroyed in the Battle of Death Mountain. In the chaos, the Goron Village has been destroyed, and the gorons have become nomads, with the survivors traveling throughout the Ashen Steppes.

Sub-Zones

Ruins of Death Mountain – The battle that pitted the Institute against Volvagia was a vicious ordeal that will forever be part of the Ashen Steppes’ violent history. Once a dominate presence, the central peak collapsed shortly after the battle, although the remainder of the vast mountain chain remains intact and very much inhospitable. Gorons once lived in a village up the mountain, but before his defeat, Volvagia took out his rage upon the gorons and laid waste to their settlement. In the aftermath, the surviving gorons became nomads.


Koopa Kingdom - The Koopa Kingdom is a subterranean kingdom that stretches throughout the underground of the Ashen Steppes. The kingdom itself comprises collections of underground settlements and forts, with its leader, King Bowser, occupying a massive underground fortress surrounded by a lake of magma. King Bowser, despite his many schemes and plots to make things difficult for the other inhabitants of the Ashen Steppes, isn’t quite as evil as he may believe himself to be. Several enclaves of the Koopa Kingdom exist above the surface, and agents of King Bowser can be found roaming throughout the Ashen Steppes.

Non-player characters centered in the Koopa Kingdom: King Bowser

Roaming NPCs

Darunia and the Goron Tribe

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  The Frozen Fields Information
Posted by: Omni - 08-02-2013, 08:41 PM - Forum: The Frozen Fields - Replies (2)

The Frozen Fields

Through gates from the Nexus, Vasty Deep and the Pale Moors lie the Frozen Fields. This verse is little more than floating glaciers, a hazardous place where a patch of thin ice can lead to a quick death below the icy waters. As you go further in, the land becomes more solid, leading to the massive mountain range that fills the middle of the verse.

These mountains are home to dwarves, trolls, giants, wampas and at least one of these. Of the five, only the dwarves, led by King Bruenor Battlehammer, are not outright hostile toward travelers. Anyone who gets in the bad graces of the dwarves would quickly find themselves without any form of sanctuary in this desolate, frozen wasteland. As one goes higher up the mountains, the danger increases exponentially. While they are not outwardly hostile to people, the upper peaks are home to the ice dragons, led by Sapphiron, an old and wise dragon who nonetheless has little time for travelers.

Status

Dwarves and trolls continue to clash over control over the frozen ruins in the Fields.

Other than that... Snow?

Sub-zones

Dwarfholm - The dwarves make their home in caverns beautifully hollowed out deep in the mountains and beneath the earth. For most travelers, the various dwarven villages offer a solace from the harsher elements and denizens of the Frozen Fields. The largest and most powerful dwarven city, Dwarfholm, is home to Bruenor Battlehammer. From the fortress of Mithral Hall, he leads the dwarves, and his fortress-city has withstood countless attacks from all hostile life forms in the Fields. While generally jovial, the various dwarves are quick to anger and have no qualm taking an axe to troublemakers. Even among themselves, grudges are long-held, and they have a particular hatred for the trolls, who perpetually attack them across the verse. Bringing a troll tusk or some other grisly artifact that displays your strength (the head of a giant?) to their halls is a sure way to get yourself a warm welcome ... and a cold pint!

The following non-player characters are centered in Dwarfholm: King Bruenor Battlehammer

Zul’gurand - After violently breaking ties with the Kingdom, the trolls made their way into the Frozen Fields. Various troll tribes inhabit the mountain ranges and frozen isles of the verse. While somewhat autonomous, the various villages pay tribute to Zul’gurand, the closest thing to a troll city in the Frozen Fields. Nestled in a highly defensible point where the mountains reach the frozen sea, the city, under the command of Zul'jin, makes life hard for everyone traveling in the Fields. They are known to launch constant raids on other settlements as well as kidnapping foolish travelers. The only check on the trolls is the continued existence of Dwarfholm, which has withstood despite every effort to sack the dwarven fortress.

The following non-player characters are centered in Zul'gurand: Zul'jin

'The Roof of the World' - A large and vicious mountain range that is the primary 'heartland' of the blue dragonflight. Located deep in the verse, the region is not for the meek. These treacherous peaks are said to contain a variety of secret tunnels and hidden treasure troves. Explorers often try their luck trying to make a fortune. Many never return. There is no 'central' or dominant mountain, like there used to be in the Ashen Steppes with Death Mountain. Rumors speak of a gates to unknown realms hidden amidst the frozen peaks.

The following non-player characters are centered at the Roof the World: Sapphiron

Zul’Drak/Delzoun – Nearly a year ago, a massive snowstorm caused a great sheet of ice to break loose from a mountainside. Tearing down tons of earth, stone, and everything else with it, the avalanche created a small earthquake when it hit the ‘ground’ of the Frozen Fields. A few miles away, the tremors caused a succession of small avalanches that revealed what is now known to be a vast network of ruins in the Frozen Fields.

Almost immediately, the architectural discovery attracted the attention of travelers, explorers, and the natives of the verse. After initial surveys of the land, opposed teams of explorers discovered that the frozen city ruins are quite vast, and that there is also extensive constructions beneath the surface.

Unfortunately for those with a fondness for some mystery and a love of architectural history, the discovery of what could easily be a genuine historical landmark in the Frozen Fields has created fresh tension between trolls and dwarves. With both sides continually jockeying for supremacy of the frozen wasteland, these ruins have become a contention point between the two cultures. Both Bruenor and Zul’jin understand the importance of holding on the site, and neither is willing to allow the other to do so.

Although both sides contemplated sharing access to the site, any armistices have long since been left to expire. Dwarves and trolls now fight quite regularly in and around the ruins. Both sides have their own name for the place, but it is anyone’s guess as to who will wind up with the advantage in the long run. The greater mystery, which seems to have been forgotten amid a resurgence of these skirmishes, is what the ruins represent.

The Mountains of Madness - Tall, foreboding mountains that lie at the edge of the verse. Few souls are foolish enough to try to climb the mountains. Most are never heard of again, and those who return often come back as drooling, cravenly shells of their former selves. They spit out tails of endless horrors, of seeing things that aren't there and experiencing things that no one should ever experience.

Those who have maintained shreds of their sanity bring back incoherent stories of hidden ruins, much like those that adventurers find throughout the Frozen Fields. These aren't the mysterious ruins that the dwarves and trolls battle over, but instead, they are said to hold horrible secrets of worlds and creatures that simply shouldn't exist in any world. Some say the secret to the origins of the Omniverse is nestled deep within the crust of the Frozen Fields but no one is foolish enough to spend much time on the other side of the mountains.


Roaming NPCs

None currently

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  The Pale Moors Information
Posted by: Omni - 08-02-2013, 08:39 PM - Forum: The Pale Moors - Replies (2)

The Pale Moors

If you dare take either of the gates from the Nexus or Camelot, you will soon find yourself in the town of Darkshire, so named for the perpetual clouds blotting out the sun’s gaze. Once the centerpiece of the Kingdom's colonial interests, it is now a place where everybody locks their doors and windows at night. As the frontline in the war against Diablo, Darkshire suffered terribly before the fighting concluded.  In the aftermath, it failed to recover when the Kingdom gradually withdrew from the verse, and the arrival of a foreboding castle on the horizon has only complicated matters.

Ever since Diablo, all manner of undead creatures have begun to wander the land, making day-to-day tasks like farming perilous. Attacks on Darkshire have become common.  Even so, citizens often disappear from their beds or their guard posts. Now only those very brave, foolhardy, or with no choice remain.

Outside of Darkshire, the landscape is one of rolling fields dotted with forests, wetlands, and varied bodies of water.  Travelers leaving Darkshire are advised not to eat or drink anything they find in the wildness and avoid any dense fog they may encounter, particularly around the abandoned city of Silent Hill in the mountains.

Status

Darkshire has recently undergone a shift in government, although the situation has long-since stabilized, resulting in relative success for the town in recent months.  

Outside of Darkshire, the rest of the Moors has seen an increase in activity as new primes flock to Dracula. The interior of the Moors hasn't been this dangerous since the peak of the Blight.

What appears to have been a dormant volcano erupted in the interior of the Moors, near the site of the Primordial Scar, many months ago. Reports are still murky.

Sub-Zones

Darkshire

Darkshire was once a thriving colonial outpost of the Kingdom.  It was renowned for its beautiful architecture of brick, dark woods, and stone. Once the jewel of the Kingdom, Darkshire was a beautiful walled city, populated by the rich and successful who sought escape from the rigors of life in Camelot (think of Bowerstone in the earlier Fable series). While times have changed, this legacy can still be found throughout a city that came so very close to the precipice of destruction so many years ago. Although most blatant indicators of former Kingdom affiliation, including the earlier government, have been washed away, many buildings still match designs you might see in Minas Tirith's well-to-do neighborhoods, although quite a few of those one illustrious hotels and boarding homes have become little more than glorified tenements.

At its height, Darkshire was home to nearly ten thousand souls. The Terror War and the subsequent withdrawal of the Kingdom caused those numbers to plunge to what was almost a breaking point a few years back. The arrival of hardened primes and weary souls has helped Darkshire to recover, although it will be a long time and a lot of spilled blood deep in the Moors before the city regains any semblance of what it once had. Even so, Darkshire's people are a hardy, resolute bunch that do not waver in the face of adversity. Those that might have long-since left the Pale Moors, leaving behind a population of citizens with little more than laconic wit in lieu of the outside world.

With the souring of the Moors, Darkshire's existence has come under perpetual threat from all walks of horrors that stalk the rolling hills and scattered forests.  In recent months, Darkshire became embroiled in political bickering as its economic slumped and safety became even worse.  Reports surfaced that many in the town were consorting with drow, including the former mayor.  This led to a palace coup by Dobson Skendor (whose father had been murdered), Shang Tsung, Atelos, and a few other influential citizens.  A political-military council was created to govern the town, with Dobson as a ceremonial first-among-equals.

With the increased threats from the mindless beasts that roam the wilderness and those monsters organized under Count Dracula, Darkshire is not an overly happy place.  With the loss of the neighboring town of Silent Hill and the conflict between the Kingdom and the Empire, Darkshire must rely upon itself.  Visitors to this town will find a hardened, brooding people adapted to the gloom of the Moors.  

The following non-player characters are centered in Darkshire: Dobson Skender , Atelos

Dracula's Castle

No one is quite certain exactly when the castle appeared on the Pale Moors, only that it occurred sometime after the closure of the Underverse.  They only know that it's appearance is what started the Pale Moors gradual decline into a gray, hellish landscape populated by more beasts and monsters than humans.  Because no one has made it to the castle and lived to tell the tale, details of its interior are a mystery.  The most common parcel of knowledge is that it is run by Count Dracula, whose destruction seems to be the eventual aim of the doctor/hunter Abraham van Helsing  

The following non-player characters are centered at Dracula's Castle:  Count Dracula

Silent Hill

Silent Hill was started in the early days of the Omniverse, when the Pale Moors were known more for their beautiful scenary and wildlife, rather than the omnipresence of doom and disease. Primes like Henry Mason, Billy Coen, and Oswell E Spencer helped grow the place from a collection of lake-side huts to a full-fledged town. For years, its location--nestled between the beautiful Lake Teluca, the Arkelay Mountains, and Raccon Forest---made it a hotbed for all likes of Primes and secondaries. The town was not without its conspiracies--tales of experiments in the Spencer mansion and of a cult that worship the demonic lord of the Underverse. Even so, the community thrived even as the Pale Moors as a whole went into decline.

No one knows exactly what happened to the town, but roughly six months ago, a fog rolled in off the lake one morning. Fog was common due to the geography, but this fog never receded. Communication to and from the town became virtually impossible. Reports of grotesque, shambling creatures and the living dead began to flourish. Although these reports were common in the rest of the Moors, Silent Hill had long been a bastion. Anyone inside the town was soon considered to be dead or worse, and the few that entered the fog-soaked town after this incident rarely returned.

Those that did--a prime that committed suicide to escape--reported that the town was a realm of nightmares. Fog and rain shrouded horrifying creatures and crazed survivors. People still left in the town would often seem oblivious to the hellscape around them. The Prime also spoke of how the town would, from time to time, transform into a hellish, rusted reflection of itself. The change was heralded by an air-raid siren, and it always marked an increase in the presence of beasts and mental anguish. The Prime reported been tormented by dead friends and stalked by a man wearing a large, triangular helmet and dragging a massive cleaver.

Even still, Primes and secondaries still find reasons to try and brave the fog. Rarely do they return, and when they do, they are usually never the same mentally or physically. The only Prime who seems to have endured in Silent Hill is the Viper, who many will state was never quite whole of mind to begin with. The ‘woman’ can been seen roaming the towns and the fog-soaked countryside. Some say she searches for the cause of the town’s hellish state, while others claim she is nothing more than one more twisted, tormented soul wandering Silent Hill until the Omniverse’s end.

The following non-player characters are centered in Silent Hill: The Viper

Menzoberranzan

Although no one has yet found the underground city of the drow and lived to tell of it, a few capture drow have leaked details of the place.  Located in the more rugged and hilly areas in the outer reaches of the Pale Moors, the underground city is home to the growing drow city-state.  Its warriors and clerics, under the leadership of their Matron Mother Triel Baenre, have gradually started to become a greater nuisance and threat for Darkshire and the various farms and settlements that try to exist out in the wilds of the Pale Moors.

The following non-player characters are centered in Menzoberranzan: Triel Baenre

Poenari Castle

If one travels far into the Moors, they will eventually run across the Poe River, which rushes down from the Carpathian Mountains that serve as one of the frontiers of the Moors. Nestled near the widest point of this river is a dilapidated fortress. At one point, years ago, Poenari Castle was the front line in the defense of the Pale Moors. Built over the course of a few weeks by some of the best mages of Camelot, the castle served for a long time as a bottleneck against the evil spilling out into the Moors. King Aragorn, Victor von Magnus, and Dumbledore spent several months at Poenari Castle when the nefarious attacks in the Moors were only intermittent assaults and guerrilla conflicts.

When the armies of Diablo started to spew forth from the Black Gate, Poenari Castle, despite its thick walls and natural defenses, became impossible to hold onto. The defenders, led by the three aforementioned Kingdom primes, held out for several weeks before it became clear that the situation was impossible. They were forced to retreat before escape could be cut off, and after another month of sieges, the castle fell to the armies of Diablo. By that point, Poenari had been so thoroughly ravaged that it was left to rot away--a giant mausoleum that is now mostly forgotten to the ravages of time and the reality of the Moors. The only one to visit the place in recent history is Argento Camarinos, who spent a few weeks at the place as part of a bigger journey to the Black Gate. The paladin reported that the place, despite clearly losing the battle against time, remains an impressive sight, even if he also mentioned that he heard moans and lamentations in the dead of night.

Poenari Castle has recently, more or less, fallen under the control of Illidan, who seeks to turn its host of monsters and fel creatures against the Light.

The Primordial Scar

If you travel a few days from Darkshire into the interior of the Pale Moors, you may stumble across the site of a recent battle.  It is here that the Tarrasque was fought and defeated by a coalition of 7 primes.  What had once been the site of a somewhat prosperous farming village is now a massive ruin.  Explosions detonated by the primes caused the tunnels beneath the area to collapse, leading to the creation of widely uneven terrain and numerous sinkholes.  Along with the holes and fissures, the area is dotted with strange rock formations caused by the cooling of magma, said to have been the Tarrasque's blood.  

At the epicenter of the area is an enormous sinkhole wide enough to have consumed a city block.  If the primes are to be believed, the spot is where the Tarrasque collapsed into the ground upon its demise.  While everyone has celebrated the end of the creature's rampage, there are those who doubt the validity of its death and cite the old stories they've shared since the early days of the Pale Moors.

The Black Gate

A few weeks from Darkshire is the Black Gate, the massive gate which once served as the entrance into the Underverse.  It was from this demonic structure that Diablo's armies flooded out into the rest of the Omniverse, and it was here that the armies of Camelot finally defeated the monster and ended his threat.  What remains is a rolling field of uneven terrain that houses hundred of dead warriors and demonic creatures.  The gate itself still stands--two black stone pillars with an arch on top.

The gate draws little to no visitors, as it is a long march through hostile territory.  Most people fear they will run across the ghosts of the dead or something far worse.  The paladin Argento visited this landmark months before he disappeared in Silent Hill, and a group led by Proto Man came here to banish the source of the Blight.

Hogwarts

Known by many of the Fallen and other monsters of the Moors as the Towers that Eclipse Darkshire, Hogwarts School of Witchcraft and Wizardry rose in a matter of minutes upon a high hill overlooking an equally deep lake. This location in particular places it three or four hours from Darkshire, making it an ideal fall back position should the worst happen and the village is invaded.

To all who see it, even at distance and to those lacking any particularly crafted sense, it practically thrums with an inviting magical energy. For those who accept that invitation, they will find themselves passing under a single high walled entrance and through a slowly populating village before reaching Hogwarts’ hallowed exterior. Bear it no ill will and you find yourself in a place will to teach you all the subtle intricacies of the arcane and occult.


Roaming NPCs

Abraham van Helsing - Professor Abraham van Helsing can be found wandering throughout the Pale Moors.  He makes stops at the small villages that exist in the decrepit wastes, offering his services as a doctor and a hunter before moving on.  His goals are unknown, although the stories go that he seeks the destruction of Dracula with the hopes that doing so will allow the Moors to heal.

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  The Endless Dunes Information
Posted by: Omni - 08-02-2013, 08:38 PM - Forum: The Endless Dunes - Replies (2)

The Endless Dunes

Accessible from the Nexus, Coruscant and the Ashen Steppes. The Endless Dunes a verse ruled by the laws of survival.  The Dunes were once a far more verdant area, but in the Empire’s efforts to fuel its war effort, the Dunes were drained of resources, leaving behind the nearly barren wasteland that exists today.  The Empire maintains a fleeting influence over the region from the city of Carrefore, and if one travels far enough (and survives, for that matter), they would stumble across the remains of old Imperial dig sites, refineries, and production plants.  Long abandoned by their former masters, these weathered shells are now hosts to beast and bandit alike.

When one emerges from the gates, they find themselves in a savanna, with sparse trees and grasslands.  The climate here borders on bearable, with a rainy season not present in the interior.  There is one settlement here, the city of Carrefore, nestled around an oasis.  A little over half a day's travel from here will take you to the Town With No Name, the last bastion of civilization in the Bowl.  

The surrounding mountains and valleys are the home of many tribes of psychotic, cannibalistic bandits who have succumbed to the life-or-death nature of the verse. Many other bandits have fled Coruscant with Empire tech, only to find that life here is no better than gang life in the lower tiers of Coruscant. Here, you are as likely to die to a bullet as you are to wild beasts.

Beyond the valleys, the land becomes more arid and so does the danger of death by dehydration or starvation. The further you go, the less there is, until there is only sand in every direction. Even Primes have been driven to the brink of their sanity after becoming lost and following mirages for days before dying and reincarnating at the Nexus. It is said that past a certain point, the passage of time becomes even more distorted than the rest of the Omniverse. It can seem as though weeks pass in a single day. But should you make it to the end of the end of the dunes, something amazing awaits.

Status

The collapse of Nippur (stemming from the banishing of Gilgamesh), the banishing of Ganondorf, and the disappearance of Sinestro has returned to Dunes to what it was in the aftermath of the Imperial withdrawal -- chaos and little more.  The Town with No Name endures, and Carreforre has continued to develop its own, unique identity.

Sub-zones

Carrefore - The region where Carrefore is located is all that remains of the original Endless Dunes.  Even still, this savanna-like region is still populated by various walks of life that would sooner kill a traveler than look at him or her twice.  The city of Carrefore, nestled on an oasis, provides an important waystation for travel between Coruscant, the interior of the Dunes, and the Ashen Steppes.  With a gate to Coruscant further in the Dunes, Carrefore keeps an eye on the nearby Nexus gate.  This allows Coruscant to further track traffic from the heart of the Omniverse, as well as control the flow of resources through a region they once utterly dominated.  The town looks and feels much like one might expect an early 20th century town in North Africa, albeit with an infusion of technology.  Although initially little more than a waystation, the area has developed its own cultural identity over the years, much like Costa del Sol in the Vasty Deep.

At the cultural heart of Carrefore is Rick's Cafe Americain.  Always a site for drinks, music, and gambling, Rick's provides the closest thing to a nightlife in Carrefore, and the place is never dull or quiet.

A railway connects Carrefore to the Town With No Name.

The Town With No Name - At the peak of the war between the Kingdom and the Empire, the Endless Dunes became pivotal due to its wealth of resources.  The people sent here to extract precious materials and OM centered in the area that would become the Town with No Name. The Town with No Name is as close as you can get to civilization in the interior of the Endless Dunes.  Yet, to use the term ‘civilization’ would be a stretch.  When the region became a wasteland, the Empire pulled out its military and the Town and the Dunes themselves became a bastion of crime and madness.  It is only the presence of Roland Deschain that prevents the town from descending into complete and utter chaos.  

A railway connects The Town With No Name to Carrefore.

The following non-player characters are centered in the Town with No Name: Roland Deschain

Nippur

Once entering throug h either of the Gates, anyone who desires to travel to the broken city must undertake a half a day's journey via vehicle or many days of walking. The city seems to be another half-day's journey from that of the Town With No Name. Formerly a mining settlement abandoned by the empire, the town was founded by King Gilgamesh and his loyal followers. Nippur grew quickly after its founding and attracted settlers from the more remote parts of the Dunes seeking refuge beneath the leadership of a man deemed a 'controversial' individual due to his penchant for violence and strong-armed responses to opposition. Nippur resembles an ancient Middle Eastern town, with sandstone walls, temples, and other various structures. Like many locations in the Omniverse, its culture is not homogenous, and there are plenty of more 'modern' structures, utilities, and services.

A monarchy led by a charismatic man with a deeply developed cult of personality, Nippur was thrown into permanent disarray when it suffered a string of attacks. Two solitary acts of violence against Nippur was followed by a full-scale assault by a force of primes under the loose leadership of Sinestro, the Deputy of the Town with No Name. Breaching the walls of the city, the primes besieged the streets of the city. Various skirmishes broke out throughout Nippur's districts. The Siege of Nippur was not as lop-sided as many journalists and historians account, but during the battle, King Gilgamesh was defeated and banished. Without their leader and with many of his lieutenants abroad, the city fell into chaos.
 
With no one to fill the power vacuum, Nippur's people fractured as some clung to the old regime and others sought something new. Alongside this internal strife, the city also became the target of various raids from nomadic warlords and psychopaths, namely the Deathchew Clan, led by Baron Deathchew. 

The Golden Cross, an organization set up by several inter-verse companies, has sought to provide the city with humanitarian aid and although successes were originally limited due to the Dunes' chaotic nature, with Gilgamesh’s recent return, they have become a big help to the citizens of Nippur. Enabled by Gilgamesh’s building of Nippur’s first hospital, Golden Cross Hospital, named to honor the organization, morale within the city has begun to increase for the first time in years. In fact, with Gilgamesh's return to the city, comes proclamations of a rebirth to grandeur, a set of new laws to uphold, and an ensemble of primes tasked to enacting the betterment of Nippur's state. More can be found about New Babylon here.


The Forgotten Fortress & the Ghost Village - For few years now, this imposing structure has stood out in the wilderness of the Endless Dunes.  A large black fortress above a cooled obsidian threaded with veins of lava, the fortress has stood without an owner for years.  Vagrants and travelers have taken to using the decaying fortress as a waypoint for their travels further into the Endless Dunes.  Efforts to modify the fortress have met with failure, resulting in its gradual decay and its usage as a staging point for all sorts of travelers.

Across from the fortress used to be a village.  A few adobe brick structures remain, although most of the structures have long since been cannabalized by travelers, nomads, and/or vagrants.  The village was once inhabited by a tribe of 'gerudos,' but any record of those peoples has since vanished.

The Lost Civilization - The Endless Dunes is dotted with a variety of landmarks.  Old Imperial mineral stations, oil refineries, and shanty towns.  There are also the relics of before the Imperials arrived.  Pyramids, obelisks, and temples of various shapes and sizes can be found.  Some have been plundered, while others are waiting to be found... buried beneath hills of sand or collapsed mountains.

The 'lost civilization' isn't so much a full civilization as a cluster of such landmarks.  Sandstone and blackstone, the structures are adorned with hieroglyphs that seem to span a few languages, based on limited scholarly study.  Due to its remoteness and the dangers of the outer Dunes, there aren't many (sane) individuals that frequent the area.  The Lonely Ziggarut, a monolithic piece of architecture, is roughly twenty miles out from this fragment of a lost society.  

The Dark Tower - Far out in the vast wastes of the Dunes lies the Dark Tower.  A monolithic tower that blends human architecture and natural geology, the landmark is said to house an entrance into the Void, for those who can find it.  Beware, the region is known to be the home of Jhen Mohran (read the quest for more details), a monstrous beast that reigns supreme in the rarely visited area of the Dunes.

Roaming NPCs

None currently

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  The Tangled Green Information
Posted by: Omni - 08-02-2013, 08:37 PM - Forum: The Tangled Green - Replies (2)

The Tangled Green

Through gates from the Nexus and Kingdom lies the Tangled Green, a massive forest filled with mystery. While some areas are drier and cooler, others are hotter and more humid. Similarly, some areas are dark, with almost no sunlight seeping through, whereas in other areas it can be bright even despite the trees, particularly around Yggdrassil, the World Tree, where magical wisps light up the air. Unlike many of the other more desolate verses, the Tangled Green is home to innumerable plant and animal species.  Unfortunately, many of these are predators who survive by being the greater hunter.

The Green is home to the elves and the ninjas, who serve as its most civilized denizens.  These two, both neutral in the conflict between Kingdom and Empire, only work together when it comes to combating the more barbaric denizens of the Verse.  Various tribes of orcs and goblins inhabit the Tangled Green.  The population is estimated around ten thousand, and despite constant warfare, the numbers continue to grow. Should all the tribes of orcs and goblins unite, it would be an end to both the elves and ninjas.  While they will sometimes band together temporarily for greater plunder, petty squabbles and arguments tend to shatter these alliances almost as quickly as they form.

There are some tribes of peaceful, intelligent orcs and goblins, but they are few and far between. The vast majority are a warlike people, taken to fighting whoever for whatever reason. Their shamans have been known to summon creatures to the forest, with a particular fondness for dinosaurs. Unfortunately, they are less skilled at keeping the creatures captive. As a result, the wildlife in the Tangled Green can be somewhat … unpredictable.

The further you go from the gates, the denser and darker the forest becomes, to the point where passage becomes almost impossible, not least because of the things that lurk in the shadows.  As one approaches the fringes of the Tangled Green, the forests and jungles give way to a dark, foreboding morass. It is said that these swamps will sap even your will to live. But should you progress beyond this point, it may well be worth your while.

Status

Although the Blight has stopped to spread, its effects are still felt in the extremes of the Tangled Green.

Efforts to heal the Scorched Grove have gone slowly, with Camelot's Mage Guild started to become preoccupied with issues back home.

Even so, the settlements of the Tangled Green continue to boom, with the gradual development of Ambrosia, a settlement for wayward individuals.  Led by Guu, of Dataverse and Dante's Abyss fame, Ambrosia's influence is on the rise.

Sub-zones

Yggdrasil - “The World Tree.”  This gigantic tree, rising high above the rest of the forest, is filled with mazes of passageways and large enough to house the hundreds of elves that make it their home. Led by the high priestess Tyrande Whisperwind, they have officially remained neutral in the war between the Kingdom and the Empire, but unofficially support Aragorn in his struggles. While secular by nature, they have been forced to accept assistance from the outside world due to the sheer impracticality of maintaining the safety of their home.

The following non-player characters are centered at Yggdrasil: Tyrande Whisperwind

Mokugakure - Somewhere in the forest lies the ninja city of Mokugakure (literally meaning Hidden Village in the Forest). They are led by the great ninja Tsunade (officially titled the Morikage, meaning Forest Shadow). Mokugakure is officially neutral in the war and has been hired by both sides. Incredibly, ninjas from the village have even faced each other in the war. Assassinations even happen with regularity in the town, proving that even within Mokugakure there are many factions secretly at war with one another.

The following non-player characters are centered at Mokugakure: Tsunade

Ambrosia - Just a twenty minute mount ride due south from the Nexus gate, you’ll find the city of Ambrosia. Formerly a colony of Camelot, the architecture of main part of the city has the rustic feel reminiscent of an American settlement from the 1800s, but due to the current populace, the buildings become more modern and off-the-wall as you near the outer reaches of the city limits. In the direct center of town is Pokute Palace, a large pink mansion with hundreds of rooms and a jungle sanctuary that forms a ring around the palace. Surrounding the city is a number of orchards, a chocobo ranch, and farms where exotic fruits are grown. Due east is a haunted forest full of spirits of varying alignments.

The city itself serves as a safe haven for unusual people and creatures. Because of this, the population is full of oddities like animal humanoids, fairy-type Pokemon, and Moogles that live peacefully amongst the human populace. The city is currently ruled by Princess Guu, who has proven to be mostly benevolent towards her people.  Parties interested in helping Ambrosia should reach out to the princess.

The Hidden Temple - No one is quite sure when the Hidden Temple was erected, but most would place it near the creation of the Tangled Green.  The style seems to come from historical jungle kingdoms, although the temple was empty on discovery so one can only guess both its origin and inspiration.  Littered with effigies of strange gods, the temple has become host to a cult of orcs who consider the place the crypt of some sleeping god.  The Cult of Tlaloc is as cultured as orcs can get, and while they are more than happy to welcome travelers and discuss their beliefs, their religious practices nevertheless include live sacrifices and a zealous dedication to warfare.

The Animus River - The Animus river and its tributaries run throughout the entire Tangled Green, forming the sole water basin for the giant forest verse. It is from the Animus that all life in the Tangled Green sprung, and more often than not, much life returns to the river due to its violent currents and the host of ferocious wildlife that call its depths home.  The headwaters of the Animus are unknown, although most travelers believe they are somewhere beyond the current boundary of the verse.  The river itself snakes through almost every part of the Green, with the night elves, ninjas, orcs, and every other settlement usually located somewhere close to the river or one of her tributaries.  At its widest, the banks of the river are miles apart, and even at its shallowest, the river presents a challenge to travelers.  During rainier seasons, the river swells uncontrollably, and while this can lead to destruction and death, the receding banks leave behind nutrient-rich soil, allowing for life to renew itself.

Sierra Silme - Non-elves call this long stretch the mountains the 'starlight peaks.' A long mountain range that snakes its way through the three different biomes of the Tangled Green, these peaks never rival those that one can find in the other verses. At no point are they tall enough to accumulate snow, even in the more moderate regions of the verse. Even so, the Sierra Silme is beautiful and picturesque, with its rolling green mountains and waterfalls. The headwaters of the Animus are located in these mountains, as well as a variety of ruins that may have been left behind by long-lost civilizations (or perhaps they were just created by long-vanished prime, who knows). At a few points along their range, the Sierras break above the canopy that otherwise covers the majority of the Tangled Green, providing some of the only 'aerial' views of the Green outside of Yggdrasil.

The Blighted Dell - Some of the furthest reaches of the Tangled Green have been ravaged by 'the Blight,' a corrupting and mutating disease that causes most trees to waste away and turns most living creatures into monsters.  The Blighted Dell is a dangerous and forlorn place, and most ill-equipped travels would do well to avoid traveling through the area.  Darkspawn, both intelligent and otherwise, are known to prowl the area, particularly once the sun sets and the region is bathed in starless night.

The Scorched Grove - A few miles from the Nexus gate lays about a half square mile of forest burned down as a part of large fire from earlier in the year.  The cause of the fire is unknown, although accounts link it with a small group of travelers attempting to combat the effects of the Blight.  While efforts to restore the forest have been launched, they are slow and not many parties outside the Green are willing to exhaust the resources.

Roaming NPCs

Whompt - The orc mercenary known as Whompt has been spotted hanging out in the Tangled Green as of late, enjoying himself and casually looking for profitable work.

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