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nightfell mods ([personal profile] oblivium) wrote2022-06-18 05:42 pm
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SETTING

SETTING

the world | flora & fauna | culture | misc | minor locales


A breath away but vast beyond human comprehension, the lands of the dead are collectively called The Netherworld. Stygia, the Tempest, and the Shadowlands are where most Restless spend the bulk of their existences, but the Far Shores, the Neighboring Isles and the Labyrinth are also part of the Netherworld.

Sitting across the Netherworld from Stygia, the Far Shores are an endless archipelago of islands shrouded in mist. Some believe paradise can be found there, or worse; the truth remains unknown to most, though many ponder whether they have been Oblivium-touched or granted more halcyon days. The Hierarchy forbids traveling there for the moment, wary of the unknown, but who knows; the Far Shores might just come to them instead.

Howling forever is the Tempest, the eternal storm where Spectres roam free. There are safe paths through the storm, but their locations are known only to a few, and they are jealously guarded. At its heart is a monstrous, constantly shifting Labyrinth. Spectres dwell there as well, eagerly awaiting you. Every horrific landscape imaginable can be found here, along with some that defy imagination.

And then there are the Shadowlands. The scenery is rarely ever described as beautiful, the air bloated and the soil muddy, faint threads of emerald mist curling low. Nothing grows there, a thick forest of withered trees, a tangle of doors and Shrouds, and a few inoperative portals. Scenes of overwhelming horror can erupt at any moment, just like the numerous volcanos bordering the lands.

please note that this map is provided as a basic guide only, to give you a general idea of the netherworld's configuration. we suck at making maps.

THE WORLD

STYGIA

Stygian architecture extends far out to sea and far below surface level. The original isles are now almost completely buried under the weight of many layers of construction. The Vestige buildings that make up most of the city don’t actually fade out of existence, but they do weaken. They may crumble, and they’re prone to sinking. There’s a constant flow of new construction and new Vestige delivery because there must be — not every landmark can remain useful or even safe century after century. When Maelstroms blow, landslides and earthquakes can knock buildings and even whole districts down, leaving more empty scars to fill with new arrivals once things settle down again. Luckily, the city is generally well protected; the Seawall is a 100-foot-tall wall of black soulsteel surrounding most of Stygia. In some places, it’s within 100 feet of the shore; in others, it’s up to a couple of miles away. It’s one continuous construction — the gates don’t run all the way to the seafloor, so when they’re closed, the whole wall presents a decently unified defense.

Much of Stygia is policed and managed by the Hierarchy, and each district has its own civil patrol, whose officers function as police, customs officers, guards, sentries and whatever responsibility the Hierarchy chooses to assign them.

» THE HARBORS
The commercial heart of Stygia. It runs the entire north-south length of the main bay, and is evenly divided between Vestiges from harbors throughout the city and original construction out of local materials. Most buildings tend to look very much alike, since many of the harbormasters over the centuries have favored uniform construction. Merchants abound there, as well as craftsmen and laborers of all kinds, selling and bartering in the ever bustling marketplace: fishermen, blacksmiths, tailors, jewelers, bankers, carpenters... name it, and you'll likely find it somewhere. If you'd like to run a business, this is the right place to establish yourself and ensure visibility, though some have elected to settle elsewhere; herbalists usually favor Serene, for instance.

» THE BARRENS
Most of the Barrens are sheer cliff-face and slopes far too rugged to be worth anyone’s time to build on, but no place in Stygia can go altogether empty. There are extensive caves and ruins at half a dozen points, and smaller ones at many more. Sentries regularly patrol nearby for signs of trouble, and have the right to intervene when they deem it necessary. The Barrens are also home to one of the largest Vestige wrecks in Stygia. Half a mile of buildings, now destroyed, used to rest on the west side, and the entire stretch of hilltop has since toppled over, tilted 70 degrees from horizontal. It's a favorite gathering place for daredevils and petty criminals, and the rumor is that rebellious groups and various guilds are extremely well established there, perfectly shrouded in the shadows of ruins.

» RADIANCE
A city within a city, Radiance hosts the richest among all Restless, as well as the Hierarchy. If its floral smell reminds a little of corruption, it's probably because it does permeate the air, the pristine walls and the smooth cobblestones: no one would deliberately gather such an impressive collection of soul-imbued possessions without a hint of malice. The Palace -- or Parliament House -- is perched high at the very center of the district, heavily guarded and near impenetrable: coups have been organized in the past, but no one returned to tell the full tale. Still, some members are known to carry forlorn dispositions, memories of lives unfulfilled, but regrets in the Netherworld can sometimes turn darker, and power corrupts everywhere.

Unfortunately, Stygia could not survive without the Hierarchy, as it's also the strongest bulwark against Oblivium. Guests are seldom invited, but fancy gatherings are sometimes held for the common masses.

» SERENE
Cornucopian, lush, tranquil. Serene's founders are said to have Ascended long ago, leaving in their wake a small corner of paradise. It's the smallest of all districts, yet it hosts a myriad of gardens, ponds and streams and woodlots where both Restless and animals roam in peace. Spectres have rarely ever reached Serene, as if shielded by some kind of ethereal barrier. Sages, the founders were called, for what seems to be an obvious reason.

At the heart of the largest wood's thickest part, a library towers over most trees, a safe haven for old records and books from all over the universe, some new and others decrepit, fading beyond repair. A certain number of them have been tattered on purpose, and it shows. Luckily, the Academy watches over all that remains and offers classes revolving around nature, serenity, and harmony. They include: gardening, meditation, cooking, painting, herbalism, alchemy, and poetry. You may request to teach your own classes, but either way, you'll have to climb, as it's literally been built in and around trees.

» MIRTH
Mirth is quite possibly the most alien district compared to the others -- at least as far as architecture goes -- urban and seemingly more robust, though even its sturdy walls do crumble at times. Nightlife prevails here, and not just because of the Netherworld's lack of sunlight: restaurants, taverns and clubs line the streets, coffee shops, hotels, theatres, as well as more promiscuous establishments. An amusement park of decent size booms in the middle, unbelievably creepy: the many structures often wail mournful, and Shadows seem to thrive under the neon and black lights, taking vile opportunities to scare visitors. Stay away from the clowns, and do avoid the haunted house.

On a brighter note, Restless can also indulge in safer activities, namely in bath houses, gyms, and parks.

» HALE
An underground facility, both medical and spiritual. It was built there based on the belief that a subterranean quarter would better withstand Oblivium's pull, its Spectres and its storms, a plan nearly flawless. It is spectacularly secure, protected by layers upon layers of solid stone, of earth and of souls, but the Labyrinth's in close range, a reality too late discovered, and patients tend to experience horrific nightmares during their recovery. Nothing quite like a Harrowring, but troubling nonetheless, often resulting in fractured or hindered convalescence. Most prefer the quietude of Serene in order to heal, though serious injuries require the sort of medical equipment and space that only Hale possesses. Temples of various faiths were also built there, though even prayers aren't safe.

» THE GALLOWS
Screams are rather common in Stygia, but in the Gallows, screams are essentially constant as tormented souls char on their way to Oblivium. On the other hand, rare are those who actually wind up hanged: instead they're often left to rot in their cages, forced to work the Forges or become one of the forged, and regularly used as bait against Spectres. Guards, like any other Restless, are no more immune to the whims of their Shadow, so torture isn't particularly unusual. Criminals are unceremoniously imprisoned there, if caught anyway, but anyone deemed unworthy or threatening by the Hierarchy could very well know the same fate. Tread carefully.

» THE HINTERLANDS
A wild, vast expanse of forested and forsaken land, practically uncharted... yet for some, it's a haven. Restless who feel their stability waning sometimes elect to settle there, rather than eventually being jailed and left to rot in the Gallows. It's a self-imposed sentence, an unfettered prison on the other side of the Seawall, and the gates solely unlock from within the main city. It's considered a part of Stygia still, a region hit particularly hard by Maelstroms in the past; for this reason, its hazardous levels increased tenfold, and Restless heavily struggling with their Shadows are firmly encouraged to relocate there. For the greater good. Some say it's nothing more than a condemnation disguised as a choice, even though the Hierarchy always claims otherwise. Hamlets have been spotted within, farms, orchards... surely it's not that bad.

While the guards usually allow anyone in, coming back might prove a little trickier, unless you excel at sneaking, coaxing, or bribing. It's a one-way trip for most, so keep that in mind.
» NEIGHBORING ISLES
While the Far Shores remain off-limits, nearby islands of much smaller proportions foster creatures, supplies and foliage seldom seen in Stygia. Restless who travel or live there sometimes disappear without leaving much of a trace, but traders still brave the unknown in search of Artifacts, food, materials or answers. To what? Some say an active portal can be found there, leading to outer planes of existence. Others claim that a strange people living in a dense forest grant wishes to passerby. Whatever it harbors, the Hierarchy doesn't seem fond of -- perhaps too unpredictable -- yet sometimes commission envoys to gather essentials or retrieve imperiled Restless.

THE LABYRINTH

The Labyrinth runs wider and deeper than the human mind can readily comprehend, and within infinite space there is infinite diversity. Surprisingly, it's rarely entirely dark; it's dark enough, with its substance glowing with muted colors that tug at the corners of the eye, casting the simplest shadow into monstrosity. Generally, the more active and fluid any given area of the Labyrinth is, the more half-light it creates to better reveal shapes and shades to lure the credulous or unwary always deeper. There, reason and even causality surrender to the ever-changing flux of Oblivium; whim, fantasy and nightmare all collide within to create claustrophobically tight or mind-bending corridors, and even stranger landscapes. The walls of the Labyrinth can be anything, but none of them are pleasant. Miles of lung tissue, beating hearts, obsidian that whispers indistinct horrors, writhing bodies, nightmarish sea creature appendages straight out of the Tempest, screaming mouths... It's always terrifying, and its motivations are utterly incomprehensible. It’s less a place of conscious evil than simply hungry, primordial, and irrational. It wasn't once tranquil and turned evil; it just is.

The best-known entrance and exit to the Labyrinth is a cave located in the Barrens, always heavily guarded, though there are many across the Netherworld. Ruined sections of the Shadowlands, for instance, sometimes plummet through the Tempest to crash onto the Labyrinth, which set off quakes that make existing passages collapse and break open new ones around their impact craters. The outside of the Labyrinth warps and cracks from both internal and external stresses, and the tides of stasis and change force everything into new configurations, casting up mountainous ridges or valleys choked with debris. Within the chaos, there are countless openings that range from pinhole cracks to canyons so wide that their outer borders vanish in Tempest mist and fog, not to mention the holes blown open by Spectres for use in Harrowings. Happy hunting!



THE SHADOWLANDS

A haunted landscape, cold and decaying. In the Shadowlands, plant life is glimpsed here and there, mostly abounding with gnarled trees often devoid of leaves, twisted vines blackened with soot, muddy sand and coarse grass clattering in the dank breeze. And it reeks. The earth is usually bare, blasted by frost or scorched by fire, and ashes and sleet regularly drift by. Its most singular aspects are the thousands of doors and egg-shaped Shrouds scattered everywhere and stretching for miles, as well as the very disoriented creatures that more or less spill out of them on the daily. Broad and slow tributaries meander through, feeding the Sea of Shadows with debris, monstrosities, and travelers in relatively equal measures. Not a prized location, but a necessary stop nonetheless, as it hosts the Restless' original homes and their precious Tethers. It's unknown whether more islands hide beyond its cliffs and mountain chain.



THE TEMPEST

The Tempest is the eternal, ferocious storm that rages in the Netherworld. It does not consist of mere water, wind, and cloud; it's also made of broken glass, magma, nightmares, acid, and any other horrific substance one can imagine. Rare islands of stability exist within; Stygia is built on one, and other realms are known to stand against the storm. Brave, foolish, or desperate souls can attempt to cross it directly; others use safer paths with the help of Ferrymen, or on their own. Not only is it haunted by horrifying entities, Spectres can also be found in the Tempest, as they like to waylay travelers on byways. The largest is the River of the Dead, which safely leads to Stygia.



FLORA & FAUNA

FLORA

The general rule of thumb is that if it exists in your world, it most likely exists in the Netherworld, albeit a lot rarer in the Shadowlands. Patience, determination and a sprinkle of magic (probably) made it possible for plant life to thrive in certain areas, though it most likely wasn't executed without a few sacrifices. Some varieties tend to grow aplenty, such as:

» BLACK MOURNING GLORY
This stunning flower would make a striking bouquet for a sweetheart, if it weren’t for the fact that it would suck them dry in a matter of hours. Characterized by their black trumpet shaped blossoms with rich cobalt blue centers, this flower contains a noxious pollen that saps the energy from anyone foolish enough to touch them. This then causes the flowers to glow bright blue in the moonlight, often lighting the way for travelers, just not without first paying a toll.
» HAGWEED
This wine-colored seaweed often blooms after severe storms. It coats the waves and washes ashore, leaving bloody scenes in its wake. It’s also poisonous to the touch, causing burning sores that weep pus and melting flesh, leaving the victim in excruciating pain.
» CINDERPETAL
These bright red and orange flowers can be found near mountain ranges with volcanic activity. The petals of these flowers are always warm to the touch, and can be ground up into a fine powder. Often used in alchemy.
» BLOODGRASS
A deep red to maroon crabgrass with a cinnamon to licorice taste. Often used in teas and powders to heighten the senses and to provide a slight energy boost.
» SCALEBERRIES
These berries do not look like scales of any sorts, but rather are named this because they're all about weighing the odds. This berry can cure nearly any disease when consumed, though it's often replaced by another, and it's difficult to predict which one.
» WINTERPEA
A pea plant with stunning periwinkle flowers and a permanent layer of frost. The plant will slowly freeze water around it as it grows, and one pea can freeze a gallon of water on contact.


FAUNA+

From ordinary critters to bipedal nightmares, the same rule applies when it comes to animals and various other creatures, sentient or otherwise. However, some of them have caused enough trouble to be deemed threatening in one way or another, and are thus worth mentioning. Take a look at the Bestiary for more information.

CULTURE

The Netherworld being what it is, Stygia's population is vastly diverse. If most still celebrate and cling to the various cultures from their respective worlds, others have erected temples for brand new made-up Gods, and from there, legends were born, myths, superstitions and traditions. Stygia-made beliefs are typically much too scattered among the population to be well-known, but some of them have stood out over the centuries, for one reason or another. Here's a non-exhaustive list:

» STORM TIDE
Observed on the first day of extremely favorable winds, Storm Tide is a moment of celebration in the Harbors. Ships are prepared to set sail, cargoes are loaded, and offerings are made to the Ascended for a safe and profitable season... even if it rarely lasts longer than an earthly week.
» REMEMBRANCE
This holiday honors the various souls that were sacrificed to the Forges by holding solemn rituals and observances to mark their noble deeds. It's also a time rife with religious intrigue and controversy, as some of them may well have been forcefully thrown into the fires by the Hierarchy. In the past, crowds of zealots have armed themselves to rampage about the city in fury and vengeance.
» TRANSCENDANCE
This is a religious holiday where all Restless - even the rich and powerful – are invited to don simple robes of sack-cloth and march bare-foot through the districts as a show of penance. It's a grim, solemn parade that involves a great deal of alms-giving, perhaps bringing them a little closer to Ascension.

» SUPERSTITIONS
If a lizard dies and is found belly up a flood is coming.
Placing a dove feather in the pillow of a suspected cheater will cause them to fess up.
Never hand citrus fruits to a friend. If you do your relationship with them is sure to turn sour.
Spreading eggshells in front of the entrance to a kitchen will prevent illness.
Leaving a candle in a window overnight is a sure sign to invite Nightweavers over.
Make sure to bury your hair after you cut it lest it fall into the wrong hands.
A pillow sewn from a sick person's nightclothes will prevent nightmares.



MISC

» TIME
Time isn't real. A second, a day, a year... It doesn't really matter, and the Hierarchy ordains festivities and the likes--as well as sanctions, curfews, commands, etc--based on climate, popular demand, or their own whims. A great number of Restless still observe personal traditions, using whatever measuring concept that suits them best. Lunar cycles are fickle at best, the twin moons above seemingly having a mind of their own.
» SEASONS
Annoyingly unpredictable, dictated by the Tempest's whims. A heat wave quickly followed by a snow storm isn't that far-fetched in the Netherworld, though there is some semblance of stability from time to time.


MINOR LOCALES

A masterlist of minor locales added by players (click to expand):

MIRTH
THE CAIRN
The cairn is a bar that serves strong alcohol and dubious appetizers. Its dingy and dimly lit interior incidentally makes it the perfect place to start a fight or hide from one. Its main draw, however, is its central pillar, a former observation deck overlooking the round counter bar below. It was built for the building's previous business, an arena for the experimentation and monitoring of Spectres. this is a lie perpetuated by its owner, Jewel, an antiques thief in life, who needed a remarketing strategy to break even. The gossip about it has made it a popular stop; its patrons are usually daring, uncaring, or exceedingly stupid.

Features include (but are not limited to): shitty washrooms with graffitied stall doors; rotating, cheap beers on tap and powerful spirits; gambling machines; and the central loft that can be rented out for get-togethers or other things. people even hock wares inside with permission from jewel, so expect to find all manner of items that may catch your eye.
THE HARBORS
Haruno Clinic
Sakura's running a little ad-hoc medical clinic down by the docks to help new arrivals and treat injuries!

Anthanasia's Hortus
Anthanasia's Hortus is a quaint little flower shop that specializes in handmade bouquets for every type of occasion. It's a rather unusual looking shop thanks to all the decorative herbs and flowers at the front. While most would assume a flower shop would be more cheerfully decorated, this one carries a more somber color palette in the forms of dark blues and deep grays. There's plenty of little antiques and oddities scattered about all of which were found in the Barrens. If one looks closely, they might see a few spooky skulls decorated with lovely dark flowers and little charms. There's even a number of old dusty books lining the many wooden shelves, all of them findings from the Barrens.

The shop is a little cramped at best but every bouquet is carefully made and sustained by the proprietor himself. More expensive looking bouquets often cost a little close to 100 coin while the cheaper and frankly more economical bouquets tend to cost roughly around 15 to 20 coin each.

Adventurers' Guild
A simple tavern with the intended purpose of providing a location for adventure-minded Restless to gather, learn about available jobs, coordinate joint ventures, relax after a hard day's work, etc. Restless who want to join the guild only need to sign their name on a ledger, agreeing to be contacted by the guild or other adventurers looking for help on their jobs. There are no dues.
SERENE
►Han Sooyoung Corporation
Han Sooyoung saw a need in the Netherworld... With otherworldly Restless scattered across the Stygia, what they lack is a sense of community, so forth she set out to renovate an abandoned apartment complex and create a safe haven(?) for her fellow wayward souls. For a low fee, she can provide them a roof over their heads and three quality meals. Perhaps in these walls, bonds everlasting can form.

Han Sooyoung Corporation is an apartment complex in Serene meant for fellow Restless to cohabitate! All are welcome to sign up to reside and enjoy rooming shenanigans. More information can be found here.


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