(no subject)
livejournal game info ports:
coding
Date/Time Structure (ic calendar format)
OTHER NOTES THAT WERE IN PLAY ON LIVEJOURNAL...
And some beast things.
the bestiary is currently up to date with childs recorded when seen. it will be updated as further subspecies are spotted.
There was a war. A civil internal war far more devastating than from any army could possibly result. It ravaged the once grand city: drowning it with mass force, burning and peeling away its very core, suffocating the very last life from its fingertips and burying the torn remains. There was nothing left standing. No victor, no prize, no people, no citizens. A tragedy at best. A disgusting example of a crusade gone wrong at its worst. The once grand city, known as Nuadoria, lies in ruin somewhere someplace, but it is that very same city you find yourself standing in that is completely in tact, deserted only as if the population has fled. (A war happened here over the control of something that was uncontrollable. In the end, a demon destroyed it all, leaving nothing left. But, it seems as if you have found where it was taken to.) | I |
It smells like blood, is the first thing you notice when you come to your senses. The air is dense, heavily pressured and full of the deadly scent of metal seared raw. It's coming from nowhere, at first, you're sure. The entire air is saturated, drowning in the putridity. You're sure of it, until you hear a scream. You turn to look, and there's red out of the corner of your eyes, blood splashing but it and its source are gone when you finally get a full view. There it is again. But, the same thing happens. The sound of yelling; warcries in the night and again you're looking for the ones responsible, but there is nothing. Weapons—you're sure they're weapons—clash against one another (swords slice air and embed into flesh, guns release sprays of bullets, magic crackles in deadly warning at its opponents before its fatal strike) and it feels like the ground is shaking beneath you. The earth roars its discontent. The air answers with a breeze that makes its smell overpowering (it smells like sweat and blood and filth and death now). You hear the cracking of ice, great glaciers falling apart underneath the roar of flames and you can only wonder what you are experiencing inside your head (because it's all in your head—it has to be). And then you wake up. Sounds and smells gone, leaving you to your disoriented thoughts as you find yourself very alone in the streets of a grand city. Welcome to Nuadoria, a device attached to your wrist flashes at you mockingly. And whether you try to pull it off (which you can't) or merely scowl at it before ignoring it, you realize one very important thing: you being here isn't a mistake even though it should be. Someone or something brought you here. | II |
s e t t i n g | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A . C . 0 3 9 9 exitium mercedinus
![]() PHYSICAL Physically, Nuadoria is a circular structured city securely situated to be protected by natural boundaries. Despite the damage having been done to the city itself, the natural boundaries still remain: a massive body of fresh water surrounding three sides of the city and a dense forest separating the Nuadorian palace and cathedral from the city itself. In order to exit the city (and it is possible), a bridge must be crossed as well, which leads to an open field prior to the forest. This field is littered with remnants of battle (armor pieces, broken weapons, helms) but no sign of bodies or other once-living remains. For more information on Nuadoria's layout and area's of exploration, please see here. ![]() The atmosphere, while full of breathable air, is subject to creating dangerous mental alterations and even a monster or two hiding within the fog. Threshold levels rise and fall throughout the city, affecting individuals senses of sight, touch, hearing, taste, and smell both mentally and physically. It acts like an illness, a person becoming increasingly moreso until they can no longer tell the difference between fantasy and reality. If left in to suffer these effects for too long and not returned to a safe place, the individual has a high chance of going insane and dying (how is unknown). While it's technically unknown if the fog and ash are responsible for the effects that the city creates, they are generally accepted as part of the problem. There is a pattern of relation between the amount of fog and ash and the strength of the effects an individual experiences. Hallucinations, insanity, physical injury, voices, ghosts, and monsters await in those more dangerous areas. The more dangerous the area, the thicker the fog. Therefore, the city has been separated into zones, mapping out the most dangerous atmospheric areas.
Yellow represents mild fog and ash and thus mild effects. Hallucinations occur frequently here as well as personal threshold level drops to dangerous if extended stay occurs (the character could become physically ill, become mentally unstable with varying emotions, be injured by things that are not/should not be there, etc). Yellow zones are recommended to stay out of as much as possible, although a little exposure with the right preparations may be good. Some individuals report being able to build some tolerance to the effects, allowing them to stay out in those areas longer. Red represent severe fog and ash and thus severe effects. Hallucinations, voices, ghosts appear within minutes, physical ailments soon follow and the sanity threshold level is increasingly eaten away at to the point an individual cannot function and thus cannot get out of the area alive (by themselves at least). Monsters have also been known to hide in this dense fog. Red zones are not recommended under any circumstances, including venturing in to save someone else. The chances of survival of a rescuer are less than the survival of the initial person needing to be saved. (Basically, you're probably screwed if you get messed up in a red zone unless you happen to be very close to the edge). Dark Red represents ash and fog so thick it's hard to see one hand held in front of the individual. The mental and physical effects of this atmosphere are devastating within minutes and if one loses their mind here, they're subject to almost certain death. Proceeding into these areas is not advised even under extreme conditions that leave little choice (you'd have a better chance surviving a fight with that monster chasing you than running into the dark red zone). However, those that are able to withstand the effects even for a little while may be able to find very significant things of value to their search to return home. Afterall, there's got to be something hidden there, right? ATMOSPHERE CHANGES
Although the phenomenon cannot be tracked visually and can happen more quickly at certain times than others, it is generally said to expect trouble when ash like snow falls. For the natives, this is the marker of a fully red-zoned city. These maps are available on all communicator devices and are present upon arrival. While "minimal" "mild" "severe" and other key words litter the maps, characters will need to find out what all this means from others. While the city is supposedly beyond repair, it looks normal and well kept, despite being eerie and deserted. That is, until the Cathedral Bell Tower bells sound to reveal something more...
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Is there a power cap? |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
When you die, you become a spirit for approximately 5 days (real-time). During this time, they may post on other people's network posts, but their replies are invisible to the living. The only ones who can see them and talk to them are other characters in the same perdicament and NPCs. Usually, one of the natives will assist in returning the dead to living, for a price. (You still post/tag around in cryptamnesia, just make sure to note it in the subject line of the comments that your character is dead so people know if they can actually respond to it or not. |
|||||||||||||||||||||||||||||||||||||||||||||||||
⇪ what happens if I get killed? |
FAQ: OOC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
cryptamnesia
crypt-logs
crypt-ooc
![]()
|
|||||||||||||||||||||||||||||||||||||||||||||||||
⇪ How are the communities used? |
![]() |
NUADORIA The central port city While the city is deserted other than for the few natives left, the individuals pulled into the city, and the monsters that roam between the city "planes" (more info can be found on Nuadoria's planes here), there are several locations that still exist from the time the city once thrived. Some of these areas are currently accessible, others are not. Some have been available in the past or will become available in the future either temporarily or permanently (PCs are responsible for the appearance/disappearances of some areas). Below is a current list of areas, not all discovered, although there may be more as well. |
the ruin ♦ ignis t h e f i r e m a g i s t e r . ![]() the balance ♣ glacies t h e i c e m a g i s t e r . ![]() the order ♥ terra t h e e a r t h m a g i s t e r . ![]() the chaos ♠ aer t h e a i r m a g i s t e r . ![]() | I GUARDIANI m a g i s t e r m i l i t u m Magister Militum: a rank both respected and feared within and beyond the Nuadorian border as the highest attainable official militaristic position possible. Before Nuadoria's mysterious destruction, Four Magisters were assigned at any given time, each one a master controller of a respective element. This control was designated as an unsurpassed affinity to pull, manipulate, and execute elemental energy offensively and defensively with flawless mastery, making them invaluable in combat. Officially, for the public, they were Masters of the Military—top generals specializing in different war tactics. Unofficially, however? They were dogs of the royal family; at their beck and call for everything and anything: from assassins to ambassadors. At the core, they were a limitless power system set up to ensure the royal family their continued reign, and the Magisters themselves were only restrained in power by one another in order to prevent chaos. While the current four Magisters were the last to hold power, their code of conduct has strayed from their predecessors into something all its own. They've split and their sense of unity has all but disappeared. Now, with Nuadoria in ruins, their purpose is unknown, but they seem willing to finish what they started, if necessary, regardless of who they involve.. Let's Begin. t h i s i s w a r . profile codes: palebird. |
- livejournal npc journals for kinda reference i guess...
- Ava
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
Belin
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
Caim
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
Dai
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
Erielle
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
Fallon
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
Gaea
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
Helena (mentioned in historical file)
Illias (mentioned in historical file )
Julianna
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
Kaden
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
Lawfer
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
Mathe (black hand's shadow leader—never made appearance)
Nina
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
ETC. {LILITH, Dalamar, etc.}
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
Date/Time Structure (ic calendar format)
- Current IC Date:
A.C. 0400 || IV-III exitium mercedinus
(4th year, 5th day, 00 month of the exitium era)
OTHER NOTES THAT WERE IN PLAY ON LIVEJOURNAL...
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
The name for the fluctuations that happen to the city and how it is viewed/experienced by its occupants via the five senses of touch, smell, sight, sound, and taste. Not much information has been revealed on how the AT works. In fact, it seems to be mostly randomized and affect every individual differently. The only constant that seems to be present concerning the Atmosphere Threshold is that there are designated areas where the AT has concentrated itself into a very low system. These areas allow the AT to have significantly greater affects on individuals who pass through them. Someone seems to have scoped out the city and these areas, however, labeling them on the network map available to everyone by color codes. The communicators give off a warning sound when approaching one of the areas. | |||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Atmospheric Threshold |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
Childs are the name give to the monsters/demons that invade the city from time to time. They usually remain in Niflheim or on the Otherworld plane, but when things shift or become unstable, it's possible for them to appear. There are varying kinds of childs, ranked by classes E to S with a separate class ranked as SX. The lowest ranked childs tend to be the bottom feeders and lack intelligent and etc. As you go up the ranks, this changes. Class A and up usually are able to think and feel and take the form of a humanoid rather than remain in their natural form. Childs also vary across the ranks by size and aggressiveness. Some childs are not interested in fighting and will not attack unless attacked first. Other childs will even assist you if they can. And still there are the ones that will hunt you down from across the city (so you better keep moving). |
|||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Childs |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
While not as strong as the Magisters, in the city with powers suppressed they tend to be a fair match to them (possibly even stronger). These childs are ranked A+ and by their titles, may or may not command their own armies (if they do, they've yet to be seen). Prithvi is the leader and the only one to take on a female appearance. Phalanx, Azmeth, and Cthluhu don't seem to be her servants, but will take orders from her when it's necessary to make decisions. Azmeth has a somewhat soft spot for the foreigners, sympathetic from being tamed by Rhode Kamelot and now Shiro. Phalanx and Cthulhu are somewhat unknown in terms of motives and status, but it wouldn't be a surprise to see them around again. They do need Azmeth back, afterall. It is unclear if Gaea controls the four of them or if she is merely a higher rank that conveniently has them to do her bidding. Interestingly enough, they all seem quite aware of what is happening around them, but have no interest to tell. Not even tease by vague hinting at having information. |
|||||||||||||||||||||||||||||||||||||||||||||||||
⇪ God Generals |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
Keys, like they do in most places, open doors. These particular keys, however, formally known as "Gate Keys", are specifically created to unlock the possibilities in the Plane Shifts. They have the power to specifically alter the finer points of reality — to speed things up, slow them down, to change various factors. Short of the runes, they are the most powerful devices in play in the game, and they can also be fabricated by the relevant sorts of PCs if the characters are the type to do the research. However, they are very mysterious devices, and even the Magisters don't know much about them or how they work. After all, they probably didn't appear until after the incident with the Minerva Seal. Currently there is only one known official Gate Key in play in the game, originally belonging to Lilith and currently in Dan's possession. However, the Cauldron Hazama created from the false rune is being used as a Key. |
|||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Keys |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
Lilith is She is also the bearer of one of the Keys (a key to what is currently unknown), which is in the form of a scythe. Dai and Lawfer flirt with her mercilessly, mostly to piss Caim off. They'd encourage you to do the same. |
|||||||||||||||||||||||||||||||||||||||||||||||||
⇪ LILITH |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
The Magister Militum are specially-selected individuals who act as protectors for the royal family, and are granted special abilities from the runes they inherit. They are ageless, but can be killed in action. The four current magisters are Caim (ice), Dai (fire), Ava (earth) and Belin (wind). However, Dai and Belin defected shortly before the effective destruction of their world's objective reality and couldn't be replaced, so they're Magisters by technicality and not in the eyes of the royals or other Magisters. |
|||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Magister Militum |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
The name of the city you've arrived in. A thriving port city that makes its considerable wealth in trade, tourism and travel, also home of the royal family of this region. It could be seen as the country capital. It was once a beautiful and historic city, but the incident several years ago caused reality to crumble and most of humankind to be annihilated in this area, and the city fell with it. Outside of it, the Atmospheric Threshold becomes too considerable to attempt travel. | |||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Nuadoria |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
Natives can refer to anyone present in the city that was not forcefully brought there from another world. It has generally been associated with the Magisters, however. | |||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Natives |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
The "abode of mist", the place where the foreigners go when they're killed on Nuadoria's current Plane. It isn't actually "death" as much as a Plane below the ones affecting Nuadoria, and there is normally a toll required to make it worth expending the energy to return someone. In the past these tolls have included memories, servitude/energy-draining (specifically where Dai's concerned), orders to carry out, and so on. It's a dangerous environment populated by minor Childs, making extended stays or permanent living in that Plane unfeasible. While there, the dead can view the activities of the living and comment on it on the network, but they can't be heard by anyone except the fellow dead, the Magisters and other natives. |
|||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Niflheim |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
Planes are different "forms" of Nuadoria, each having their own unique attributes. The primary plane is the one that is default to Nuadoria. A branch plane refers to the elemental planes particularly as they branch out from Nuadoria and "rotate" around it. They are usually considered inactive, but have been known to become active and settle on the city. The branch planes also include the ones called Otherworld & Regeneration, but there is no elemental attribute to it. Some suggest that Otherworld is the true state that Nuadoria has been left in and that the default plane is nothing but an illusion. When a plane actives and settles on Nuadoria, the physical area gains particular attributes that the plane offers. These can range from variations in the environment as a sustainable atmosphere, to reorganizing and stilting the elemental balances in favor of the element of the plane. |
|||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Plane, branch plane |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
The term used for when an inactive plane activates for one reason or another. Plane Shifts are usually spontaneous and little warning can be given. Predicting which plane will activate and shift at any given time is also near impossible. | |||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Plane Shift |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
Four master elemental runes that were the blueprints to all other elemental runes in the world that Nuadoria once belonged to. At present, these four runes belong to the Magisters, these are the primary source of each Magister's power and play a part in maintaining order in reality. When they were recently shattered, the reality of Nuadoria shattered with them and the world became an amalgamation of everyone else's worlds, held together by a sinister mountainous ridge in the distance. The master runes are able to gain a "living" corporeal form that each master has at their command. They can be viewed as very powerful and distinguished summons, serving only one master and protecting them at all costs. That includes protecting them from each other. There is currently one known false rune in play. It was created by Stein, received by Kaden and given to Hazama when he struck Kaden a deal, and is currently in the form of a Blazblue "Cauldron". |
|||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Runes |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
There is a rumor that there is a seal that locks away the demon Minerva. Some say Minerva is actually a goddess, others say a lifeform from another planet, and still other have further varying opinions. The truth is that no one knows exactly what Minerva is or if Minerva even exists. According to a classified file on the network, the Minerva Seal was cracked due to a failed attempt by someone unnaturally powerful to break the seal. A dark concentrated mist leaked out and spread over the city, causing chaos and destruction until there was nothing left. Or so they say. Either way, the seal seems to be of great value to all the natives, whether to break it and free Minerva or to protect it from being tampered with at all costs. It has been mentioned more than once that Minerva is the key to getting the characters back to their homeworlds. Minerva's Seal cannot be simply broken and is protected by several other minor seals which reside on the various planes. |
|||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Seals, Minerva's Seal |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
The name of the "stump" of the planes, it resides somewhere in the middle of the default plane and all other planes connect to it. In Sefirah it is said that all 7 branch planes come and meet together as one single new plane, but no one has ever stepped foot inside it other than a few natives back before the disaster happened. They're not so inclined to speak of it, but there has been increasing evidence that it is the place where the Magisters took their last stand. Sefirah is also said to be the home of Minerva's Seal. |
|||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Sefirah |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
The Yggdrasil Network is the net that connects all of the communicators. It was a technological device offered by Caim's home city, Sophron, as part of a trade agreement/truce deal with Nuadoria. It was used as a Nuadorian military network and is intended for secure communication between authorities, but since all of the new arrivals come with a communicator, the network is now just a communication point between everyone in the city. | |||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Yggdrasil Network |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
Zones are places marked on the network map by color coded sections of the city's terrain. These areas are identified as high concentrations of AT that formulate into varying levels of systems, creating more dangerous pockets of the city to travel through. Green Zones indicated areas with little or no AT and thus minimal risk of adverse effects are assumed. Yellow is the next level of danger from green, posing possibly moderate effects and more frequent minimal occurrences. The next level is red, which is considered a danger area as all have high potential of being effected the longer they stay in a red zone. Red zones can sometimes combine and form Dark Red Zones, and a few times the city has even experience a Black Zone, which no one is able to withstand and are knocked unconscious. | |||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Zones |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
The City of Andreia. | |||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Ἀνδρεία |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
The City of Dikaios. | |||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Δικαιοσύνη |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
The City of Sophia. | |||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Σοφία |
FAQ: IC | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
The City of Sophron. | |||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Σωφροσύνη |
And some beast things.
INFO | TOP ⇈ | ||||||||||||||||||||||||||||||||||||||||||||||||
Below are some (but not all) of the creatures (known as childs) you'll find wandering in the ash and mist of Nuadoria and its surrounding terrain. Whenever a character enters Nuadoria from their world, it is possible some for of enemy or mob-type monster may appear in Nuadoria as a regularly seen danger. This is due to the threshold levels and the city's way of instilling fear. Even though it will be said to be a hallucination, it's one everyone can see regardless of the world they come from and is just as susceptible to its attacks as the one from that same world. If you would like to add a monster to the bestiary to be roaming Nuadoria from your character's canon (or from a canon series that is currently in game), please leave a comment with the following form: Please note all information below is available ICly to your characters by accessing the bestiary file on their communicators. |
|||||||||||||||||||||||||||||||||||||||||||||||||
⇪ Bestiary |
![]() Before Nuadoria's destruction, mages sometimes controlled Cyclops and were able to train and tame them for proper use on the battlefield. However, since only a few natives still remain within Nuadoria and its surroundings, Cyclops runs free and untamed, driven by its hunger and natural instinct. When wild, the Cyclops has similar behaviors to a large dog. They are not very intelligent and easily outsmarted, meaning escape is possible if encountered (and defeat, if one or a group is properly prepared), however they should not be underestimated. A smaller more human form of cyclops also exists, but those are much less power and travelers will make formidable opponents. While aggressive to travelers, particularly in hopes of food and loot, they are more intelligent than their larger counterparts and will refrain from engaging if they believe the victim to be stronger than they are. Both versions of cyclops are found within the city. |
![]() Since travelers can no longer navigate the forest and prolonged exposure creates disorientation and hallucinatory effects until the victim passes out, it's speculated that these large creatures may be responsibly for the rescue of these fallen travelers. They can use earth magic both offensively and defensively and are a force to be reckoned with if provoked or otherwise attacked. |
![]() Larger Louves are generally found in the Necropolis and are said to nest in the Sky Isles. They are neutral creatures when adults, only aggressive when protecting their young of feeling threatened. Younger (and consequently, smaller) Louves, however, are very aggressive, driven by their hunger and need to consume large sums of food in order to grow to the size that they do. They are particularly drawn towards magic users, but will attack and feed on just about anyone if paths are crossed. It is possible to cross a younger Louve and have it dismiss a traveler if it has recently eaten. Louves consume a large amount of food and let it slowly digest over time, meaning they only eat at very infrequent intervals. Their feeding periods are averaged to be once every two months, although have been known to vary depending on the success of hunts. |
![]() The Prometheus usually roams the red and dark red zones of the city although has been known to trespass out into yellow and green zones if hungry or marking territory. While they make their home in the abandoned city, they are also often spotted within the forest in packs hunting larger childs. |
![]() These monsters have a strong defense against magic and are best taken down the old fashion way with physical weapons. While they usually stay in their normal habitats, ogres have been known to trespass into the safer areas of the city in search for victims when starving. When hungry, they monsters lack reasoning and will attack anyone and anything they deem to be prey (which is just about anything living or breathing) at will. |
![]() Usually, this creature is nonaggressive, however its eyesight is poor and often mistakes travelers to the Necropolis of being its prey or its children. It is unable to tell the difference between hurting its prey and caring for its children, often resulting in this child's prey being its own species. If flesh is cut by the incredibly sharp claws on this creature, spirit energy from the individual is drained as well as physical injury. This doubles the fatigue and makes fighting it twice as dangerous. Swords and other weapons can only defend against attacks from Spiritus, but they cannot deliver successful damage or attacks. In order to defeat it, it's necessary to use magic via a user's own means or a gestalt. |