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Post by Lucian on May 6, 2006 16:29:48 GMT -5
(This was for planning purposes only, it obviously won't happen unless Ash is interested in a little one on one though controling enough characters to make this work would be tough.)
1) *Insert Map Here* Once I get my computer at home working again.
The Land of the Dead, or Zone Between Zones, like the Chaos Realm and the Void have access to all other realms by one form another. In some cases the dead naturally fade from one universe to the Land of the Dead via the expiration of their life energy. Certain tears can be rent, by those indigenous or empowered to do so to travel to any unsealed portion of those three realms in which I've already mentioned. IE: The Goddess will, Syntaru's Shadow Holes, or Syth's tool of office his Scythe.
Other than that, there are few ways to enter or exit that realm with out the permission of the ruling diety. Though like the Gates that Aries protects into the Chaos Realm there are doors and portals that would allow a mortal, spirit, or undeadite into any of those places. They are usually heavily guarded or warded to permit only those that belong but like all enchantments and protections there are ways to circumvent their usefullness.
In a manner as of yet defined, something very very bad will happen to Thanatos, God of Life Ended, previous adopted father to Syth. The rifts caused in the Land of the Dead will cause no small amount of panic in the unverses that feed into the Zone Between Zones. As such, both hero and villain will have to investigate to see what is the matter with the Grim Reaper.
In the transition from where ever they depart, the protagonists either good or bad will find themselves in serious trouble to begin with. The portal that they take to enter the Death Realm will become corrupted and unstable, resulting in a collapse. Both hero and villain will be flung across the realms various landscapes and eventually have to work their way to Thanatos Tower located in the center of the gigantic island that makes up the Zone Between Zones.
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Post by Lucian on May 7, 2006 19:27:41 GMT -5
There are six basic archtypes of terrain surrounding the central building in the Land of the Dead, the Hexicate Desert, the Niefelhiem Tundra, Darken Wood, the Lethe River Delta, the Infernal Mountains, and the Necrotpian Fields. Each locale has a different type of indigenous people and creatures as well as climate and physical features.
The Hexicate Desert: The obisidian sands of this particular moistureless land are harsh indeed. Few if any plants grow there and it is an oasisless locale. And what does grow there is hostile to anything that moves. Carnivorous plants, akin to the Venus Flytrap, equiped with sticky aposable tongues are a major hazzard to any one not familar with the locale. Quicksand, strong winds, and blinding black sand storms constantly rage through out the land. Towards the center a permentant twister roars unendingly in a large pillar of swirling death. The locale people are the Skeleton Clan, their bony bodies excellent in handling the shifting sands and dry environs. They favor blade weapons and have no known language though they generally get their point across, usually on the end of a sword.
The Niefelhiem Tundra: The expression, when hell freezes over, was never so ironic than here. The artic area is similar to Ice Cap Zone, but the purple waters that make up the ice flows and snowy caps are an odd sight indeed in comparision to it's Mobian counterpart. While a mixture of clear and windswept, the occational blizzard does rend visability to virtually nothing to the unlucky traveler foolish enough to move about during those few times when the air works it's harsh magic on reality. Similar to the desert, there are few if any plants or people, though the errant ghost is known to howl through the frozen ravines. The local wonder here is a large ice formation that reflects the suns rays in an Aurora Borialis kind of effect that flows out into the night from this region. The only locals are a sentient form of Snow Golem, part of the Tundra Clan, characterized by large snowman like hulking beasts that have no eyes or mouths yet can see and speak. This is the only environ where creatures and found and are oddly enough in spite of their cold physicallity are a friendly race and will aid stranded adventurers.
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Post by Lucian on May 7, 2006 19:48:38 GMT -5
Darken Wood: So named for it's sense foilage, this deciduous forest blocks all sunlight from ever reaching the earthy forest floor. All manner of sentient beasts stalk this land and few save the hardiest of hunters would brave this wood for any reason other than escape from something much much worse. Legend has it there is a spring that can cure any wound, heal any sickness, and invigorate the soul some where in the bowels of some well protected grove. These crystaline waters some long lost attribute from the Mobian land proper that had fallen through the cracks of reality. In addition to the furred creatures walking about in their dead states the woods also play host to a group of very hostile Ravens. Part of an assassin guild that while they did kill, they never did so for pleasure or in anger, merely for money. They haunt the dark bows of that forest like their own citadel of shadow. Favoring short blades and daggers, these avian killers are formidable foes alone with their secrative preemptive strikes and right out deadly in hunting packs.
The Lethe River Delta: The swamp, the burbling, churning, danger filled swamp. Murk waters, lake reeds, moss covered trees, and dank air make up this light forsaken locale. Insects buzz by the billions here the creatures that lurk beneath the surface of a foolhardy wanderer have no reservations with chomping down on a muddy sloshing leg. It's a small wonder that few people traverse the land fewer still inhabit it. Floating barges do make up the source of tranportation and small enclaves of civilization. In the bottom of bog a legendary pirate met her demise here after battling a dracolith to the final strike. Her fine rapier blade still protrudes from the skull of the fallen beast and it is a most fine weapon indeed. The locals here are a very secretive race of humanoid aracnid. Ninjas by trade, these silent assassins live off the plethera of insect live indigenous to the region. Favoring darts and projectile weapons they are never seen alone and travel in groups of five. Masked and clothed in silken garb their agility and ability to jump makes them prime killing machines. Constantly at war with the Raven of Darken Wood the two assassin guilds have been in conflict since they both arrive to the Land of the Dead at about roughly the same time.
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Post by Lucian on May 8, 2006 16:41:55 GMT -5
The Infernal Mountains: Known as the Fire Pits, Hell's Pot, and "Dear god any place but that." This small range is reknown for it's complete lack of water, snow, or moisture in general. Huge preasure rent fishers permeate the stone of this moutain and frequently errupt in bursts of steam, hyperheated air, or magma. This is a forsaken place even to those that dwell there what few there are. Even in the foot hills of this range the sky is almost always clouded over black with the smoke, ash, and debris that clog the horrizons. The gray rock is a granite/obsidian hybrid that's both very tough to crack and very sharp once it does. Only one locale in the whole area isn't baking hot, upon the tallest mountain, named Demon's Tooth, there is a block of ice that never melts, constantly replentished by the Fingers of Shiva. A magical artifact that has control and manipulation over the frostier elements. The only indigenous peoples here are as the name belies, demons. Invaders from the Pit, even Thanatos can't rid his land of Syntaru's presence. Though they are largely restricted to the mountain range. They favor no weapons, as they're already equipped with claws, fangs, wings, and muscles enough to make the Governator shudder. In addition to an immunity to fire they fear no stone smaller than themselves and have remarkable resistance to magic of any kind save cold.
The Necrotopian Fields: Also known as the Lich's backyard, or Zombie Town. This ramshackle den of the dead appears to be a deserted town at first. Delapidated buildings, over grown gardens, and ill kempt roads would remind one of a nuclear testing site long since abandoned. But when the green sun sets on the rim of the island the true occupants of the Fields rise up and run about. Creatures of all shapes, sizes, and power claw their way from what is actually a massive graveyard. A Necromancer of some power, built the town in the past and has since vanished. A skeletal Jackal's Fang is all that remains and is inshrined in the Town Hall. As I've already said, all manner of undead that have perished from the world of the living end up here. Not welcome as abominations in the eyes of Thanatos yet incapable of ascending to the Chaos Realm nor wanting to sink into the Pit. The patchwork undead claim this slice of the Land of the Dead as their home. They favor all weapons and have little in the way of weaknesses, being lumps of semi-sentient dead flesh.
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Post by CC on May 9, 2006 8:15:24 GMT -5
questions to add to the thinking process:
will we be splitting up the heroes and villains into the different lands like was done with the shard search? if so, wil we be mixing good with bad so that they either have to work together or create havoc for eachother? will the mods be taking a more vigilant stance in the npc posting, or are we going to leave them to it and "help" the less... productive... members of our little group? (meaning if they are breezing through areas to quickly or easily stopping them with some nastyness etc)
other than that, I like it. The ideas are coming together well and obviously you have thought about this a bit and I like the mention of past characters and storylines *grins*
speaking of which, if you happen to need a certain undead pirate lass who just happens to be defending her treasure, I would be more than happy to play the part
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Post by Lucian on May 9, 2006 16:18:41 GMT -5
Yes, but they will be led to believe that they are entering as a group. Nothing like a sharp shock to start off the festivities!
They will be mixed, provided Batz allows it, as the theme will be a mixture of capture the flag and simply to survive. As for working together or tearing each other apart that would depend largely on a group to group basis. Though a wise player would tollerate their antagonist to get at the specialty items I've laced the land with.
I'll handle most of the antagonistic NPC's as my lead character, Paladin, won't be able to enter the LotD at all. Lucian will be teamed up with one other and going after the Rapier.
You ain't seen nothing yet, wait till you see the ghosts I've summoned up from TOM's fateful past!
Actually, I had a plan for you there. I was going to give the guys in the Necroptian Fields the chance to free that salty lass from her imprisonment in the town square before she gets turned into a banshee. The weapon you refer to will be guarded by three Dracolithlings, or baby dracoliths.
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Post by Stealth Greyblade on May 10, 2006 7:47:22 GMT -5
Ghost's from TOM's past....................
sounds intresting
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Post by Lucian on Jun 18, 2007 15:14:33 GMT -5
After rereading a good chunk of my time as Lucian on the ye olde T.O.M. Boards, I got to thinking. Especially when I depicted my treasure vault deep beneath the Shifting Sands Zone. All kinds of wonders both blessed and infernal along with neutral weapons, items, and spells the likes of which to make a greedy soul drool.
As a side adventure for the heroes or the villains, depending on what is feasible and what is possible. We send the folks into the Omega Universe, the technical term Batz and I have for the T.O.M. Realm. They must brave the traps and undead left by Lucian after being ripped from that zone by Syth. Another side story for later. Should they survive the traps and downfalls, should they reach the Great Cursed Door and solve the riddle they each could walk away with a reward with a cost.
The Viatae Artifacts are the ulimate tools for a vampiric army, items of power capable of harnessing massive amounts of destructive force with little to no knowledge of how to use them. The price how ever, is that the Artifacts drain the user of blood. Like inanimate object vampires, depending on the ability and the durration a person could be drained to the point of death. The items are neutral as they'll feed on good and evil, and possess a certain degree of sentience. The five in question are as follows.
The Tyranus Gauntlets: For those favoring a hand to hand style combat these fingerless black leather gloves were crafted with metal inlaid. Derriving it's powers from the resiliant vampiric bone bound with the Sands of Time, this weapon is a mighty thing indeed. Upon donning them the vampiric effect happens every time a person strikes an object, and can become overwhealming in long drawn out battles. Via means of space distortion, the persons fist posses a gravity many hundred times their normal ratio. Like turning air into lead, a strike thrown with such a heavy hand would be desimating to a wall, robot, or living foe. Over use results in the user being unable to lift the gauntlets until the effect wears off.
The Pegasi Sandals: Plucked feathers of the winged horse and bound in spirit to the tan leather sandals that make up this artifact allow the user to run incredible speeds and jump obsene amounts of distance. The vampiric effect happens when a person braces themselves to start running or to jump and is relatively small in draining. But caution is advised, going to far would leave a user too weak to land properly.
The Obsidian Mirror: This roughly two feet by four feet shield has a polished surface that reflects everything save living beings like mobians or sentient animals. Actually a slice of Oblivion, the great nothing that wraps the universe, it can obsorb any force be it kinetic, pyrotechnic, infernal, or holy. The vampiric effect transpires based on the degree, durration, and intensity of the attack it absorbs. Sure, you can absorb a blast to save a planet, but you'd end up a husk to do it.
The Mercurial Dagger: A silver blade decorated with a varriety of runes going to a polished black wood handle, finishing with a pummel sporting an open eye crying a tear of blood makes this Artifact one of the deadliest. Lucian's pride and joy, the dagger was taken from a holy paladin and had it's evil striking abilities nulled. Leaving a blade that was hostile to all walks of life, not just dark ones. Striking a foe will do absolutely nothing to the flesh, bone, or even skin. Instead, the thin blade sinks right in and instead strikes at the core of the persons being. Their very soul can be shredded. Any mental abilities, innate powers, or skills can be disrupted by cutting into an opponet with this blade. The vampiric effect happens after the damage to a soul is done, over use leaves the wielder unconscious.
The Insanity Flute: Even the great undead feared this item for it was so indescriminate in how it attacked. The threads of Chaos were wound into the wood this instrament was carved from. The result was when played, any one with in ear shot would begin to over personify their deepest desires or fears. A lech would rape and pillage. A bully may go on a bloody rampage. A simple grunt may run about in object fear. The lazy, fall asleep on the spot. It is the ultimate tool for wreaking wide scale panic. The Vampiric effect happens as long as a person is playing, over use leaves the person drained and exposed.
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