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nightfell mods

October 2022

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June 5th, 2022

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FAQ

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FAQ
overview | basics | setting | mechanics | apps & activity | rules | questions


OVERVIEW
  • WHAT KIND OF GAME IS NIGHTFELL?
  • The short version? Nightfell is a horror fantasy/sci-fi game revolving around elements of survival and conflict, in a world where emotions are key components.

  • AND THE LONGER VERSION?
  • The longer version is that Nightfell is a game of dualities, and the flip side to passion’s coin is horror. You're dead, vulnerable and still attached to pieces of your home, and you dwell in a Netherworld capable of eternal torment and cruelty. Monsters older than the universe lurk in the corridors of the Labyrinth, and every single one of the Restless (you) has to deal with the Shadow living in their head. The faint light of the possibility of Ascension merely allows the horrors of the Netherworld to cast longer, deeper shadows. Your goal, simply put, is to survive through the many dangers of the Netherworld, try to reconcile your Shadow and your Self, protect your Tethers, live your Passions, and weaken Oblivium. For this, you'll most likely need to forge strong relationships with your fellow Restless.

    We've prepared a glossary of general and key terms for your convenience as you browse the FAQ, and you can find it here.

  • HOW CAN WE EFFECTIVELY WEAKEN OBLIVIUM?
  • Emotions. Or so you're told. Don't get us wrong, nobody believes that Oblivium can ever be thoroughly vanquished, but it's seemingly possible for you to weaken its pull, and in doing so, to increase your chances of surviving and, perhaps, ascending. Your Shadow isn't going to make it easy for you, so you'll have to do your very best to experience great Passions during your stay in the Netherworld.

  • PASSIONS. DO YOU MEAN...?
  • Get your mind out of the gutter! Or don't. Events will provide opportunities to experience all sorts of feelings, though you don't necessarily have to participate in any of them for your character to feel any sort of intense emotion. The Netherworld is your playground, so consider your character your favorite toy to torture play with!

    Together, Passions and Tethers sum up a Restless' unfinished business with life (or unlife, if they were already dead). Any strong emotion can be the basis for a Passion; all that’s needed is an action, the emotion at the core of it, and voilà! Examples of Passions: protecting your loved ones, battles, playing or listening to music, cuddling, setting things on fire, punching a rival, winning an argument, escaping a Spectre or any other fiend, being lied to, betraying someone, tending to a wounded loved one... you know. Anything your character would feel strongly about. If felt intensely enough, grief and rage play their part in keeping Oblivium at bay, as much as love and joy do. Keep in mind, however, that any kind of negative feeling will most assuredly fuel your Shadow's intent to control you, so each character is encouraged to have at least one Soulmate.

  • A SOULMATE. R U KIDDING RN?
  • Listen. The term super makes sense within the parameters of the game, we swear! In Nightfell, a Soulmate is a fellow Restless with whom your character has or can forge a strong connection, someone to experience Passions with, someone to watch over you and help silence your Shadow. All that's required for another Restless to become your Soulmate is for them to enter your home, touch your Tethers upon invitation, and from then on, a piece of their soul will merge with yours, fortifying your Self. See. As a literal extension of your being, they'll easily gain access to your thoughts if you let them (or if you're careless), they'll experience your pains and joys on weaker levels, and their voice, touch and overall vicinity can become great soothing weapons against your Shadow. And yes, you can have multiple Soulmates if you so wish.

  • WHAT HAPPENS WHEN CHARACTERS EXPERIENCE A PASSION?
  • It's a direct blow to Oblivium for one, and every Passion fully experienced will then produce one small wisp energy that will merge with your Self to become a Spark. Sparks are, essentially, powers, and Sparks born from shared Passions with a Soulmate always tend to be a little more potent. ICly, your character will gradually feel its magical potency, a light buzz in the back of their mind, a tickle beneath their skin--an ability inherently learned. OOcly, one wisp can be exchanged for one Spark, and each Spark can only be used once, unless stated otherwise. This basically means that every time your character intensely experience an emotion, let us know HERE and we'll provide a Spark for you! We trust you to use your judgement to decide whether whatever your character has experienced is worth a Spark. A Spark can also be given to another character through a simple, deliberate touch, and after 4 months, unused Sparks expire. One character can have a total of 6 active Sparks at any given time.

    NOTE: don't forget that your Shadow will undoubtedly try to coax you into using your newly found powers to wreak havoc.

  • WILL THERE BE CONSEQUENCES TO A CHARACTER'S ACTIONS?
  • Yes, and while you'll usually receive them after AC, they can occur at any given time, randomly or as an outcome during an event. Instead of a specific comment count, for instance, you'll be asked to summarize what your character has been up with a focus on good and bad deeds (more info on this in the AC & APP section!). This, essentially, is a reminder that whatever path your character walks--or whatever option you decide to pick for them--doesn't guarantee a happy ending.

  • SO NOTHING IS SET IN STONE?
  • Some things are. There is an overarching plot, but your character's fate is relatively uncertain. Some outcomes are planned in advance, others are dictated by your choices. There's plenty of room for worldbuilding, character development, and even opportunities for player plots to occur if you have anything specific in mind that you’d love to explore. That being said, if the element of surprise isn't your thing, Nightfell might not be the game for you.

  • LONG-TERM EFFECTS OF LIVING IN SUCH A WORLD?
  • We see you, monster lovers, and there are possibilities for your characters to experience certain transformations! Sparks will sometimes reflect the changes they go through. For example, if you'd like your character to gradually become a Gargoyle, one Spark could allow them to turn anyone into stone, or to prevent anything from entering a specific location. Transformations can be temporary or permanent, and you may choose a different type of alterations every 3 months. Take a look at the Bestiary for more information!

    BASICS
  • HOW DO I EVEN GET THERE?
  • You die. You may not know why, how, or when, and if you were dead before, consider yourself now colossally deceased. The process of becoming one of the Restless is deceptively simple: cease to exist with unfinished business so pressing that you're anchored to the lands of whatever world you were in, and you become Restless. These can be regrets, unfulfilled calls for vengeance, overwhelming love, etc. The details matter less than the emotions behind them, stronger than death. Your soul then materializes in the Shadowlands, wrapped inside a protective Shroud.

  • AND THEN?
  • The Shroud cushions the shock of arrival on a new plane of existence, though it's almost impossible to break out of it on your own. Generally, new Restless require the assistance of others to help them out of it, be it fellow Restless or Reapers, and the process can definitely be overwhelming. As a new Restless, you go from the semi-sensory deprivation of the Shroud into your new existence without warning or preparation. And you're basically naked. It's tough.

    Once you're freed from your Shroud, and when your eyes get used to the twilight-hued ambience, you'll immediately see more Shrouds, everywhere and ripped apart like a vast nest of broken cauls. Through the emerald fog surrounding you, doors. An endless cluster of them, no frames, no jambs. Your name is carved on one of them, and you'll find yourself inherently drawn to yours: maybe it's a pull, a hum, a light, a quiet sound in the static. It's up to you. No one else can enter your home without an invitation... generally, anyway. When you find it and cross the threshold, you'll wind up somewhere familiar. Don't be fooled: it's only the grim mirror of a place you once knew, and if you need a visual of what it might look like, think something similar to Stranger Things' Upside Down. This is now your humble abode, and you're absolutely welcome to visit it. It can be anything, so long as it's a place that you're greatly attached to, such as a bedroom, that place where you had your first kiss, a meadow, a space ship, anything that is meaningful to you. Size doesn't really matter, though we ask that it remains reasonably smaller than a full-fledged town, for instance. You can invite others over if you so wish, though make sure that your Tethers are adequately out of range, lest they be damaged.

    If you're in luck, whoever helped you out of your Shroud will tell you how to reach Stygia, be it a fellow Restless or a Reaper. You can also ask the Netherwork. But watch out. Souls are the biggest business of the Netherworld, and so many Reapers have neither the time nor inclination to work gently with the new Restless they find. Instead, they might just rip off the Shroud, slap on Stygian steel cuffs, and send the poor soul packing to the forges.

    Immediately, or a few hours after your arrival, you'll also experience your Shadow's presence for the first time, a vague and odd impression that your inner voice seems louder, perhaps even a little chaotic. Intrusive thoughts, anyone? Yeah.

  • IF I ESCAPE THE FORGES, HOW DO I REACH STYGIA?
  • You will typically always escape the Forges in the beginning, as they are mostly reserved for prompts or events, but if you must know... By river. The main body of the River of Death can be found underground, and tributaries flow through the Shadowlands in whatever direction they need to, and not always consistently at that -- river sections that reverse their flow are commonplace. It also descends through rapids, falls, twists through multiple dimensions and flows deep, with shoals that may rest just a few feet below the surface. The main channel, however, is always hundreds of feet deep, often thousands, and in many places it is apparently bottomless. Stygia rests on and around the main islands in the Sea of Shadows, surrounded by the Tempest, and if you find a deserted vessel -- or politely ask one of the Ferrymen patrolling the waters--soon you'll find your way to Stygia's docks.

  • DO CHARACTERS KEEP THEIR POWERS?
  • To an extent. You'll find yourself weaker than usual, and even if you're a seasoned mage, your spells will tend to fizzle unexpectedly, and more often than you'd like them to. Frequency and potency are up to you, just keep it reasonable. Sparks, on the other hand, will rarely let you down or desert you.

  • WHAT IF MY CHARACTER IS INJURED?
  • Injuries are healed upon arrival, within the Shroud. Subsequent injuries can be tended to in Stygia.

  • WHAT IF MY CHARACTER IS ALREADY DEAD?
  • They still are, just in a different way.

  • CAN MY CHARACTER DIE HERE?
  • Well... yes and no. Oblivium could swallow them whole, causing them to cease to exist completely. Alternatively, they could be turned into Spectres, a less-than-ideal fate. For obvious reasons, neither would be viable outcomes in the beginning of the game, but both could be temporary possibilities. In the long run, however... who knows. Dun dun dun.

  • WHAT IF MY CHARACTER IS POWERLESS? CAN THEY SURVIVE?
  • Sparks should definitely help them along the way! Vestiges and Artifacts as well, Soulmates, and teamwork.

  • WHAT IF MY CHARACTER IS A VAMPIRE/WEREWOLF?
  • A vampire's options are countless in the Netherworld. They may rely on the kindness of strangers for willing blood donors, or hunt and drink from the local fauna, which unfortunately also include different types of monsters. As for werewolves or any other characters under the moon's influence, both moons operate on a system similar to earth's... albeit a lot more fickle. Creatures with an existing condition that stifle their self-control in any way may find it harder to keep their Shadow at bay. A monthly calendar will give you a few pointers as to what to expect weather-wise and moon wise.

  • WHAT ABOUT ROBOTS
  • Listen. We're just here for a fun experience and would like to keep the community as laid-back as possible, so yes. If you can think of a reasonable explanation as to how or why they'd have a soul somehow (or anything similar), bring 'em in!

  • CAN MY CHARACTERS KEEP THEIR ANIMAL COMPANIONS?
  • Not unless they died as well, but boons or any kind of rewards will frequently be offered by NPCs. Sometimes with a twist!

  • HOW LONG IS THE GAME SUPPOSED TO LAST?
  • Anywhere between 1 - 2 years-ish, probably, depending on player choice and player plots (if any), how the general story unfolds, and whether we get hit like a brick in the face with additional material to explore.

  • IS MATURE CONTENT ALLOWED?
  • Considering the nature of the game, it's inevitable. Dark themes are to be expected, violence, body horror and so on, and we are a sex-friendly community. Just make sure to mark trigger warnings accordingly.

    You can also absolutely expect more casual or sillier situations at times!

  • CAN MY CHARACTER GET PREGNANT?
  • No. They’re in the NETHERWORLD.

  • WHAT ABOUT THE PACE OF THE GAME?
  • Mostly defined by players, though we aim for a slow-medium pace and a homey ambience. Main events will typically occur once a month, or once every other month. Aside from those, there will be Exploration Logs available, as well as mini quests from the Notice Board. Exploration logs aren't events per se; they're another kind of prompts, not unlike the Notice Board's, albeit (typically) more fleshed out. They serve explorational purposes and will, at times, moderately correlate to the overarching plot. Characters might stumble across Artifacts, puzzles, new transformations, strange people or locations -- among other things -- which may give you deeper insight into the Netherworld.



    SETTING
  • WHERE WILL MY CHARACTER LIVE?
  • In their Shadowlands' home, or anywhere in Stygia. Tethers, however, cannot be moved outside of the Shadowlands.

  • WHAT ABOUT THE FLORA AND THE FAUNA?
  • In the Shadowlands, plant life is glimpsed here and there, mostly abounding with gnarled trees often devoid of leaves, twisting vines blackened with soot, muddy sand and coarse grass clattering in the dank breeze. The earth is usually bare, blasted by frost or scorched by fire, and ashes and sleet regularly drift by. Stygia, on the other hand, offers large gardens in certain districts, where the trees burst with fruit and the clear water is cool and refreshing. For more information, you're welcome to browse the Bestiary as well as the Setting page.

  • WHAT ABOUT THE ECONOMY?
  • Though most merchants gladly accept coin, trade by bartering is frequently observed. For some, coins remain a little too creepy, a fate that might just await them. Or you! Exchanges of services are also acceptable, and you'll often come across Notice Boards all around Stygia, odd jobs requiring your expertise. ICly, you can find them here.

    As a quick and rough guide:
    ► Renting a room for a day ≅ 50 coins
    ► A decent meal ≅ 15 coins
    ► Poultices ≅ 5 coins
    ► Having anything soul-forged ≅ a soul + 100 coins
    ► Movie ticket ≅ 10 coins
    Unoccupied houses and flats can be found all over Stygia, though most require various levels of renovation. They're yours for free!

  • FOOD? CLOTHING?
  • Because Nightfell offers an environment where characters dwell on the past--or certain aspects of it--any previous needs they might have had before still remain. Hunger is thus definitely a thing, and luckily, merchants abound in Stygia. You'll find shops of all kinds in the marketplace there, and you can even start your own business.

  • IS THERE A GOVERNMENT?
  • Of a sort. The Hierarchy is not Stygia, but Stygia could not survive without the Hierarchy. Instead, the Hierarchy is the term for the organization that supports the Eternal City and keeps it functioning from day to day. It’s the vast network of clerks, soldiers, accountants, guards, and other souls who keep the Netherworld from devolving into total chaos, and they take their work very seriously. It's also the strongest bulwark against Oblivium, made up of the warriors who keep Spectres at bay. They represent the status quo, and not everyone agrees with their methods. Renegade brigades are known to exist, and sometimes directly act against the Hierarchy. Perhaps you'll get an opportunity to join them, or simply align with the Hierarchy's inclinations.

    As a fair warning, the threat of the Hierarchy identifying you as potentially too dangerous and ordering you soulforged into furniture, building block, object of art, piece of machinery or weapon is ever-present.

  • CAN WE TAME SOME OF THE CREATURES AS PETS?
  • You're absolutely welcome to try, though we suggest that you stay away from certain beasts.

  • HOW DO CHARACTERS TRAVEL?
  • Take a swim, walk, captain your own ship or ask a Ferryman. Teleportation will sometimes be available, as well as mounts. Seemingly dormant portals might also eventually awaken.

  • PLACES TO EXPLORE?
  • Please refer to the current setting page for information on most accessible areas to explore for the time being.



    MECHANICS
  • IS THERE A LANGUAGE BARRIER?
  • No. By default, the common tongue of the Netherworld is known by all upon arrival. You may still speak and/or teach your native language whenever you wish.

  • IS THERE A NETWORK?
  • Yes, and it's called... wait for it. The Netherwork. Please don't throw your rotten tomatoes at us.

  • DEVICES & INTERNET?
  • You'll find a cellphone in your Shadowlands home, possibly left there by the Hierarchy. Who knows. ICly, an instruction manual covering basic functions should be nearby, such as the Ethernet. Please know that the temptation to name it the Nethernet was nearly unbearable. It's very similar to our own internet, though it's a lot more limited as far as websites and the likes go. It's also soul-powered, much like everything else, and just like a coin, your device might make undesirable noises when you least expect it.

  • ARE CANON UPDATES ALLOWED?
  • Absolutely! ICly, rifts sometimes appear in the Shadowlands, pretty much looking like giant mirrors. If you stare into one long enough, you'll be shown all the "what ifs" of a life you have not yet lived, but could have. A future that might come to pass.

  • ARE PLAYER PLOTS ALLOWED?
  • Yes! If you have anything specific in mind that you’d love to explore (ideas for quests, new creatures and so on), we encourage you to check out the worldbuilding page.

  • WHAT HAPPENS TO A CHARACTER WHEN THEY ARE DROPPED?
  • One can assume that they've been obliterated by Oblivium, turned into a Spectre, or maybe they've managed to ascend. It's unlikely that you'll ever unveil the truth, but should they somehow resurface, they'll keep no memories of their whereabouts.



    APPS & ACTIVITY
  • WHAT IS AC LIKE?
  • You’ll be required to link a minimum of two (2) threads, as well as a brief summary of what your character’s been up to. No comment count required! Regarding summaries, a few lines are perfectly fine! We’re mostly looking for clues in order to adequately track your character’s ambitions/intentions/deeds so that we can 1. dole out suitable consequences (immediately following AC or at random), and 2. observe their evolution until the inevitable end. Will it be Ascension, or annihilation?

    We realize that this can be extremely subjective as far as good and evil go, so to keep things simple, we'll have to adjust the consequences based on the character's overall intent. You'll be notified ICly or OOcly as soon as they come into effect (which might not necessarily happen right after AC or every round), depending on the action and what the outcome entails. Examples of consequences include, but are absolutely not limited to: a sojourn in jail, physical transformations, valuable artifacts, a harrowing, a permanent Spark, a power fully restored, a loss of any kind, privileges, information, etc. Consequences may not be doled out every time, but keep in mind that every action leads your character closer to Oblivium regardless, or Ascension. We'll keep track.

    Bonus: optional perk! Each extra thread you provide must have at least 8 comments from you. 1 thread = 5 points, which you can use to receive a trinket, a boon, a Spark or an Artifact.

    If extenuating circumstances prevent you from playing or notifying us in time, a retroactive hiatus will be available to you once every 6 months. Otherwise, to avoid a warning, please notify us at least one week before the end of the month!

  • WHAT HAPPENS IF I GET A WARNING?
  • A warning is cleared after you’ve successfully passed AC two months in a row. Three uncleared warnings = game over.

  • WHAT KIND OF THREADS ARE ACCEPTABLE?
  • We accept links from TDMs, inboxes, logs, the netherwork, and Soulidarity (except for bonus threads!). You may submit threads from up to two months prior to the current month if you're still tagging them, but you can’t submit the same thread twice. Subthreads from a top-level or a catch-all log can be used as separate proofs for AC! As for bonuses, we'll be limiting submissions of subthreads to one (1) per round.

    Additionally, we simply ask that you don’t exclusively tag inboxes and/or castmates, repeatedly submit network-style comment spam, or drop your threads as soon as you pass AC. If a consistent pattern occurs, we’ll reach out to the player and discuss with them before issuing a warning.

  • CAN I TAKE A HIATUS?
  • Absolutely! You may hiatus once every three months, and if you’ve taken an extended hiatus (3+ weeks) recently, you can't hiatus again for four months. Please note that you can't miss two AC cycles in a row! If you need to take a hiatus longer than one month (4 weeks), please contact the mods.

  • WHAT KIND OF CHARACTER CAN I APP?
  • 15+, canon and original characters. Minor characters & silent protagonists can be app'ed as well, so long as there is enough canon material (vs headcanon) for them to be deemed playable. CRAUs are not accepted at this time.

  • WHAT ABOUT DOUBLES/MULTIPLES?
  • Judged on a case-by-case basis. Please keep in mind that characters from various adaptations should be significantly different from one another in order to be accepted, personality wise.

  • GAME CAP? CAST CAP?
  • Currently, the game has a cap of 75 characters. Individual casts and OCs are capped at 8 characters, while franchises such as Marvel are capped at a total of 14 characters.

  • HOW MANY CHARACTERS CAN I APP?
  • One per app cycle, for a maximum of two.

  • CAN I APP TWO CHARACTERS FROM THE SAME CANON?
  • From the same individual canon, no, but you may app two characters from the same franchise (like Final Fantasy, for example).

  • WHAT ABOUT RESERVES?
  • Reserves open 2 days before apps open and last through the first 2 days of the app cycle. We operate on a first-come-first-serve basis.

    * for transparency's sake, please note that this game was originally set to be invite-only. invites were sent out during its early stage, which means that a handful of characters are technically already reserved.


    Reserves are closed for the time being.

  • AND THE APPLICATION CYCLE?
  • Apps open for the last 4 days of the month. A new TDM should be available once every two or three months. You may use the latest TDM to test the waters.

    Applications are now processed on a queue system. Applications can be submitted at any time throughout the month. Upon character spots becoming available, queued applications will then be processed at the beginning of each month, with acceptances being sent out. Recipients of these acceptances will be given 48 hours to respond for their acceptance to be finalized.

  • WILL THERE BE A CALENDAR?
  • Yes, here!



    RULES
  • Be respectful of one another. Don't be afraid to address grievances and to communicate, but do so in a constructive manner. Fostering a comfortable and fun environment for both players and mods alike is our top priority.
  • Due to Nightfell's nature and potential mature themes, you must be 18+ in order to play here.
  • Always honor the IC/OOC divide.
  • We understand that playing your character's Shadow might lead to OOC situations, and to an extent, it's kind of the point. We simply ask that you remain particularly vigilant, and always keep in mind your character's essence, who they are at their core. In short, don't use their Shadow as an excuse to go wildly OOC all the time; make it make sense, as much as you can.
  • Remember that RP is a mere hobby, and our main goal is to have fun!
  • Treat your fellow players with kindness, and respect boundaries.
  • Make sure to mark trigger warnings accordingly.


  • FULL NAVIGATION

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    GLOSSARY

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    GLOSSARY


    ARTIFACTS

    Anything that comes out of the forges is considered an Artifact. Soul-infused objects are the most durable in the Netherworld, which inevitably makes them extremely valuable. Examples of Artifacts: weapons, armor, ammo, machinery, building material, etc. Not be confused with Vestiges.

    ASCENSION

    An ascent to a higher state of being, a beacon of hope. Perhaps the road to redemption, peace, and ultimately, home. It's a counterweight to the omnipresent darkness of Oblivium, the one thing that encourages the Restless to keep resisting its hunger. Some seek it in the fabled paradises of the Far Shores, but others seek it within, and speak of virtuous Restless who suddenly vanished in a bright beam of light, leaving profound feelings of happiness and peace in their wake. Still, despite the lack of evidence — or perhaps because of it — the concept of Ascension hangs on, passed from one hopeful Restless to another like a candle in the darkness of the Netherworld.

    FAR SHORES

    Sitting across the Netherworld from Stygia, the Far Shores are an endless archipelago of islands shrouded in mist. Some Restless believe paradise can be found there, or Hell; explorers who’ve ventured that far say they’ve found both, lorded over by would-be gods and devils, but the dangers of journeying there are too many for their claims to be true.

    FERRYMEN

    Ancient, powerful Restless who guide travelers through the Tempest. Some say they once ascended and came back to help the fight against Oblivium.

    FORGES & SOULFORGING

    Through the process of soulforging, souls can be transformed into inert objects, the raw materials of everything from construction to cash. The currency of the Netherworld is a heavy, slate-gray coin made from a single soul, melted down and reforged. Souls are not only the population of the Netherworld, they are also its dearest resource. Spectres can be hunted down and sacrificed in lieu of other Restless, but the bulk of souls that are fed to the forges come from aggressive and amoral Reapers who care very little for newcomers. It is a brutal, inhumane system, and yet it persists because no one chooses to do anything about it; the forges will thus keep burning bright as they turn out the arms, armor, and other indispensable materials Stygia needs to sustain itself...unless someone finds another way. Can you?

    Unless the smith deliberately develops a new metaphysical system, soulforging looks like blacksmithing with iron that screams. Accordingly, the forges require the expected tools, even though they don’t necessarily have the same smithing functions as their mortal counterparts: a bellows, an anvil, a quenching trough, tongs, chisels, and hammers. The finishing workbench includes punches, drills, files, jigs, wire brushes, grinding stones, etc. The smith then converts a soul into raw plasm, paralyzes all vestiges of consciousness, and then shapes it into the desired configuration. This stage turns the soulforged object from a basic shape into a fully functional implement. The smith uses tools, soulfire, barrowflame, or alchemical treatments to file off burrs and rough edges, shape and polish surfaces, increase hardness or flexibility, and add utilitarian or decorative patterns, coloration, or inlay.

    Plasm is soulforging’s ubiquitous raw material. Worked on its own, it yields soulsteel.
    Stygian steel is an amalgam of exotic ingredients, very strong but very difficult to work with. It requires plasm harvested from dense clouds in the Tempest, for instance, and is both more ductile and more malleable than soulsteel.
    Ash iron is produced by burning one of the priceless trees that struggle to grow in the Shadowlands and is prized for its color and flexibility.
    Labyrinthine silver is vanishingly rare because of its reliance on a dove-gray, coal-like substance mined deep in the Labyrinth.
    Other alloys are possible; the extent of necrometallurgy is unlimited.

    HARROWING

    When a Restless suffers grievous damage or loses a Tether, they might be pulled down to the very depths of the Labyrinth, which is called a Harrowing. They become the star in a perverse psychodrama concocted by their Shadow in conjunction with troupes of Spectres. In essence, the Restless lands in a nightmare landscape where anything can happen and anyone can appear. Harrowings are nightmares, and it’s nightmare logic that applies there. Within the players’ comfort zones, anything and everything is fair game, and no idea is too illogical or strange. Once a Restless is trapped inside a Harrowing, there’s no way out except by plunging deeper in. If, by dint of awareness, persistence and determination, they survive the struggles of the Harrowing, they're ultimately released back to the Shadowlands. Failure or refusal to engage, on the other hand, force the Restless to pay a heavy price before moving on.

    Harrowings can be self-inflicted or provided by the mod team, at random or during events. Whether your character succeeds or fails is up to you: if they succeed, they'll be spat out to their home in the Shadowlands, and if they fail, they'll be thrown into the Tempest and forced to find their way back on their own. For the sake of roleplay, the same nightmare can be experienced by multiple characters at once--think of it as a kind of memshare oppportunity.

    LABYRINTH

    Oblivium has also birthed gruesome fiends, and they gnawed endless, twisted tunnels in the very fabric of reality that underpins the afterlife, carving it into a mind-blasting labyrinth. This maze became their prison, an ever-shifting nest that is now home to all the foulness of the Netherworld. At its heart is the maw of Oblivium, always ravenous.

    There are some who voluntarily venture into the Labyrinth, either to hunt Spectres or to retrieve materials and Artifacts, and needless to say, it's a rather dangerous endeavor. The same rules as the Harrowings' apply.

    MAELSTROM

    Monstrous storms that roar out of the maw of Oblivium to hammer Stygia and the Shadowlands. They carry Spectres and other less identifiable things on their winds, and are generally triggered by too many strong Shadows. A Maelstrom could very well be the consequences of an increase in questionable actions or choices.

    NETHERWORLD

    A catch-all term for the lands of the dead, from the Shadowlands to the Far Shores and encompassing Stygia, the Neighboring Isles, the Labyrinth, the Tempest, and Oblivium, perpetually twilight-hued.

    OBLIVIUM

    The corrupting hunger of entropy to devour all things. It fuels the Shadow and marshals legions of Spectres. Most believe that Oblivium is the inevitable end of the road, which is why they cling so tightly to the Tethers that anchor them against Oblivium's pull. It wants you.

    REAPERS

    Some of them are peaceful, even friendly. Others are called Harvesters, and they hunt down newborn Restless for the express purposes of transforming them into material wealth. This process is called Soulforging, and whether souls remain self-aware after they’ve been soulforged is still uncertain. What is known is that soulforged items have an uncomfortable tendency to wail and moan softly to themselves, often at the worst possible time.

    SHADOW

    The devil on the shoulder, the imp of the perverse, the little voice in the back of your head telling you to do the thing you really shouldn’t. It's the self-absorbed, self-destructive, sentient side of a Restless' personality bent on eventually dragging them down to Oblivium. To be a Restless is to be divided, and it's nothing entirely new: every living person sometimes feels torn between rival goals, or impulsively does something they wouldn’t have chosen after a moment’s thought. Will, desire, hope, fear and everything else that influences choices of action add up to a messy churning stew of the soul. It gets more complicated and dangerous across the Netherworld, because Oblivium’s all-consuming power can — and does — echo inside each ghostly soul. Your Shadow is your self-condemnation, and everything in you that yearns to destroy your own accomplishments and lash out at the world. Selfish, sadistic, and seductive, the Shadow will bribe, cajole, threaten and occasionally take control, all in the interest of edging you one step closer to the eternal precipice. It would be very convenient, morally, if this were all forced on the Restless by Oblivium and had nothing to do with who they are, but it doesn’t work that way. Oblivium calls to the urge toward destruction in everyone and everything, giving power to what’s already there; baser impulses, some drives anchored in fear, envy and the like rather than nobler feelings like hope and joy. Essentially, you are your own enemy.

    It's good to note that every Restless will eventually realize that every other Restless has also a Shadow, which means that every Restless will eventually be aware that there’s a good chance that when someone they know does something out of line, whether it be an outburst at exactly the wrong moment or the inappropriate use of a Spark, the Shadow may very well be at fault. That can produce a certain level of understanding, but also a certain level of frustration as “we’ve all been there” wars with “get your shit together.” If they've never had trust issues before, well...

    *listening to their Shadow may not always be in your character's best interest, but as a player, you're 100% encouraged to go wild! it's up to you to find the right balance; we won't be policing how you choose to play their Shadow.

    SHROUD

    The amniotic sac of a Restless' birth into the Shadowlands, thick, green-ish, and egg-shaped. It heals injuries and minor infections, but does not get rid of scars or chronic illnesses.

    SPARK

    Powers/abilities. Every Passion fully experienced will produce one small wisp of energy that will then merge with your Self to become a Spark. ICly, your character will gradually feel its magical potency, a light buzz in the back of their mind, a tickle beneath their skin, an ability inherently learned. OOcly, one wisp can be exchanged for one Spark, and each Spark can only be used once. This basically means that every time your character intensely experience an emotion, let us know here and we'll provide a Spark for your character! After 4 months, unused Sparks expire, and one character can have a total of 6 active Sparks at any given time.

    SPECTRE

    A Restless who has given into Oblivium. Their Shadow is now dominant, and they work to serve Oblivium's goals, aka making your life a living hell. Spectres are creatures of unbridled emotion, of dark rage and complex melancholy. They are cold, cruel, and twisted, and they exist to inflict their suffering upon others, to end their own pain through the extinction of all reality.

    STYGIA

    The Netherworld's capital, also called The Eternal City, which is scavenged from the destroyed monuments of history and sits in the middle of the Tempest. Ancient beyond comprehension and constantly inhabited by thousands upon thousands of Restless, it sprawls for miles across its original island as well as a few nearby islands. It is simultaneously altogether unlike any living city and deeply familiar in its parts, since it includes the memories of famous buildings, monuments, roads, and features from across the entire universe.

    TEMPEST

    The endless storm that rages through the Sea of Shadows where Spectres roam free, where Ferrymen silently pole their rafts to unknown purposes. 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 smaller realms are known to stand against the storm. There are safe paths through the storm, but their locations are known only to a few, namely the Ferrymen.

    TETHER

    A Tether is a person, a place, an object that anchors you to the Netherworld all the while tying you to your old life. Every new Restless has Tethers, and the best ones are singular and easily identifiable -- an individual, a home, a car, a pet, a book, you name it. You'll find them in your home, usually in the form of small sculptures representing your tethers, wrapped in a blueish glow. Some may be holograms, especially (but not necessarily) if they represent people. Whatever your Tethers are, protect them. They're some of the most important elements in your afterlife, and some of your greatest sources of vulnerability. They can be used against you, held hostage, damaged, or even destroyed, which would automatically plunge you into a Harrowing.

    Note that losing all your Tethers would eventually sap you of all your hopes, making room for your Shadow to grow even darker, bringing you ever closer to Oblivium.

    *if one of your tethers is a person that is eventually app'ed (or an item from their home world that they'd request/receive), that particular tether would simply disappear. while it might induce a little panic if noticed (esp. if your character is unaware of their literal presence in the netherworld), there's no need to fear a harrowing, as it's not exactly considered "lost" or "damaged".

    VESTIGES

    Echoes of things that have been destroyed or abandoned. Think of it as the death of an object, if you will; any item retrieved from your world would be considered a Vestige, for instance. Unless reinvested with soul energy, Vestiges eventually crumble and fade, as they’re simply not made to last in the Netherworld. Artifacts, on the other hand, tend to endure the ages exceptionally well, and thus are generally more desirable.



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