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That Artemis
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PostPosted: Mon Aug 11, 2008 10:43 am


Draeutia
Draeutia is the realm of flame and shadow. It is a plain that transitions into desert gradually with a huge volcano somewhere in the center of it. A forest surrounds the base of the volcano, the trunks are singed black from frequent lava flow though the trees never burn. Eons of evolution have made them adapt to high temperatures and little water, the trees have black leaves and live off the light from fire. The forest surrounds the base of the volcano for hundreds of miles, the leaves obscure the brightness of the sun and moon. The moon of Draeutia is so bright that it is like a never ending day. Most of the realm falls in the volcano’s shadow and it can be seen from anywhere in the realm.

The desert is made of black sand and aside from a few tiny oases it is dry and without vegetation. The sand is volcanic and makes the already high temperatures even higher. Getting lost in the desert is a death sentence to anyone who is not of the realm, unless you manage to find one of the many bunkers that have been dug into the ground. Odds are you won’t though, because more often then not they are all buried under the sand. Should you actually find one, they are stocked with enough supplies to last for several months and checked regularly.

Water is scarce in this realm, as one may guess. Most of it is imported or drawn from wells dug a thousand feet or more into the ground.


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Faithofthefallen

The Kingdom of Draeutia

Pronounced: Drow-tee-ah (Drow like the elves)

Nature/landscape: The Kingdom is in constant twilight, the sky a dark purple lit with multicolored flames (think the Aurora Borealis 24/7). The cities are lit by the light of the moon along with various light bearing crystals that line the roads and hang from street lamps. It is a mountainous kingdom, the capital city is ringed by the five tallest peaks in the land, all of which are inactive volcanoes that still belch soot and steam on occasion. The valleys are densely wooded, for harvesting the forests for timber is a crime punishable by Death. The inhabitants reside in castle like dwellings built out of colorful quartz, or in elaborate tree houses shaped out of the bellies of ancient silver oaks with magic. Their cities are one with nature, the cobblestone roads winding through ancient tree trunks that often rise hundreds of feet in the air, and are carved with runes for protection and health. Tiny bluebell like flowers grow in abundance throughout the kingdom and sing like bells when disturbed by motion.

The Palace where the Queen resides is situated in the center of an amazingly clear lake filled with tiny silver and gold fish that dart in and out of homes made out of colorful coral. There is always music, tinkling and faint echoing through the ground filled with cherry trees in constant bloom and breathtakingly beautiful gardens and fountains. The petals on the cherry trees are blue and purple instead of pink, and shower across the grounds with every slight breeze. The palace itself is enormous, and magnificent. Constructed entirely out of a pure white marble veined with gold. Fluted pillars, engraved with pictured of flowers and birds support it. The palace is always open, for the temperature is always warm and perfect, gauzy curtains provide its many inhabitants the privacy they require.
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PostPosted: Mon Aug 11, 2008 2:45 pm


ENTHELDA
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Enthelda is a giant floating landmass, surrounded by nothing but sky and suspended by its elegance. Enthelda is a place of beautiful forests, rivers, and citys. The giant tree of life stretches its branches over half of Enthelda. its roots run so deep that they can be found all over Enthelda's underbelly.
Three blue stones are Enthelda's source of water. they provide an endless flow that flows right off the surface.
The Airetta Forest covers much of Enthelda's middle surface. And the city of Airenath is nestled on the east edge of the forest. Airenath is the second largest city in Enthelda.
Arathira is the capitol city. it is surrounded by a bright ivory colored wall and is decorated with flowering vines. The royal palace and gardens float above Arathira. white suspended blocks form the stairway up to the palace and garden.
On the far west end of Enthelda, behind the tree of life is a sandy area full of sleeping ancients. Entheldians call it the Graveyard of Ancients. this sandy, sunny, and unforgiving place is home to the toughest Entheldians. they endure the dry, hot climate to worship the Ancients that sleep there.
Gatetown is located at the base of the Tree of Life, and it is where the portal/gate to other realms is located. Gatetown is full of merchants and the city flourishes on trade. the people of Gatetown build their homes up high on the curving trunk of the tree.
overall Enthelda is a wonderful and peaceful place that its people call home.

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PostPosted: Tue Aug 12, 2008 12:02 pm


Toleranth
ARYNIA



You have entered the realm of Arynia, home of many species seeking refuge in its lush rainforests. with 60% of the land consiting of swampy river delta, and the many islands that dot the delta are home to the Lighting demon tribes. On the 40% that is not swampy mixed villages and light demons prosper. This is where Lord Toleranth calls home, his people teaching other demons turned away by their people for lack of abiltiy.

The Pa Delta:

The massive swamp delta that covers most of Arynia is perhaps a great lure for radical demons. With many small rivers that make up a network of transportation and the fact that many places from the eye look the same it goes to say that getting lost within the Delta is easy to do. Teaming with sand crab, crayfish, bottom feeding fish, the deadly water asp snake, various other snakes, frogs of many varieties both poisonius and non poisoniuns, and lastly water dragons(alligators to us)

Inhospitable as it sounds the Pa Delta is home to the brave souls who have the abilites to defend themselves against the hostile enviorment to which they call home. The lighting demon tribes are the primary majority in this region of Arynia, using its frequent stroms to practice their craft, and the ease of people becoming earth grounded is easy with so much water present.

Lighting Demons:

Lighting demons are very territorial, meaning the closer you get to their villages or living areas the more dangerous it becomes. They attak without warning, and in group of two to three. Usually a low level will start the attack with a higher level finishing the job. They are immune to lighting based or eletrically based attacks.

Women rule, their social structure revolves around men doing the unwanted labor, defense, and in the off time pleasure of the mistresses. The mistresses of other tribes trade their men like property or sell them for things they want.

The leadership trial: Once a year the tribes send their best females and they all make their way to the mainland for the sole purpose of proving themselves and their strength to the leadership in the village they are ready to lead,own property, and own men. However this is no easy task as it involves killing a dragon, and more times then often village difference on the battlefield have caused many a whole season to fail. To fail is to die, but the last one to strike when the kill is made chooses three others to join her as champions and new mistresses. So many rivalries have formed and bad blood in early years between the generations of young girls.

The most notable mistress of the lighting demons is Merril, strong as she is wealthy with a grand total of 100 men under her rule and a very good subordinates who bear her many prime men for trading. During her trial, she successfully killed two dragons, a feat that has not been repeated since, but it cost her most of the movement in her left arm.

Whenever Tolly ventures into the delta region for anything he sends word to her first, and he usually encounters no problems. She never once replied with permission, always with a warning that they will be watching, and that he is no different then others who invade their territory.

Free men: Men who have advanced in their abilites to their peak are granted their freedom from being lower then the women. They are branded by hot iron with a mark, and given a choice by their mistress to stay or to leave the protection of the village. If they choose to leave they are forbidden to return to that village under penalty of death.

The Golden earth:

Arynia's Golden earth refers to the mainland section where light demons reside, Toleranth also teaches in the city there, and it is completely surronded in fields. The earth being very fertile, the yeilds are exceptional, and prized upon by the lighting demons. So its a constant battle along the lower fields, one that is always a source for strong debate, but no matter the incident open war between the two tribes has always been avoided by long periods of inactivity.

Lord Toleranth: A teacher of his craft in the city of Arias, and collector of books and journals. He accumlates any knowledge he can from other realms, and applies it too better instructing his students and improving his craft. He is also known to possess a map of the Pa Delta, in the great detail of those carried by senior mistresses of the lighting demon villages. As part of a previous peace agreement he is forbidden from ever showing it to any outsider.

The city of Arias:

The mainland being mostly farm ground, the city plays host to the many markets where product is brought in and sold to local familes and by large brokers who ship it elsewhere. Craftsman hove moved in to repair and build equipment for the local industry, and temporary housing(inns and hotels) for the migrant workers who help during the harvest and planting seasons.

The leadership of Arynia is also seated in this city, and upon occasions of great change, the Lighting Demons have been invited to sit in without hostilies. However the current ruler is having health issues and the whole of Arynia is silently figuring out who will replace him. His wife holds no popularity with the people, and in her weakness she has sought to announce she would not take over should he pass away without a heir being announced.

Naturally the Lighting demons want the chance to rule, but the border riads and the blood shed by both sides have cast a long shadow on that opportunity. This has caused some issues to form iwth the lighting demons and they are being rather quiet about them. A free man leaked that a possible assassination would take place followed by a swift attack on the city could take place. When sought out to be asked further, they found only his head on a pike, burns to the head told all to well that treason even by a free man was not tolerated by any of his kin.

So with the health failing of the current leader and the threat of war looming. The current leader of Arynia stalled the war by allowing the Lighting demons to send their elligable candidates to be voted upon. No surprise that Merril would be one of those said candidates as she strives to secure power over the other tribes in the delta and a foothold in the territory of the Light demons.
PostPosted: Tue Aug 12, 2008 12:05 pm


Toleranth
Rodasia

Populated mostly by psychic and healing type of demons.

Surface terrain:

The terrain is graceful grasslands leading up to a small chain of low mountains (ex. Appalachin mountains USA, Ural mountains of europe) at the eastern most extension of these mountains lies the Temple of the Oracle. Here is where many from neighboring realms have come to get the most difficult of life's questions answered. The temple is massive, and cut out of the white limestone that makes up the mountian. Maintained by native demons, the system of rooms, tunnels, and labyrinths grows yearly into the mountain and under it.

The fallen expanse: Rumored to have been broken under the weight of a battle of gods, this particular area of Rodasia appears sunk into the ground from a distance. its many pieces of orginal surface line dot the landscape and only show how far the ground truly sank. This is also littered with springs and caves, and is very rugged to hike through. Those who wish to practice their craft in secrecy go there as it is very tough to travel. Many avoid the area for tis fact on their pilgrimages to see the Oracle.

Surface water:
Water on the surface is scarce given the thin soil layer in areas, but many lakes formed as a result of area sinking do to natural rock erosion and season inflictions. There are also springs that have formed where the underground rivers have met their end to filter up to the surface.

Underground Terrain:

Rodasia sets atop some of the most geologically unstable ground. Caverns and cave systems are frequent throughout the country side and underneath the thin layer of soil that makes up the grasslands. Openings are sometimes small to very large sink holes. The primary sources of water are within these caves as the water table and under ground rivers flow thorugh these caves. They provide shelter to those who do not wish to live on the surface.

Goverment:

The Oracle is the leader of Rodasia, and perhaps viewed as the most wise in craft. She serves a 70 year term once she is proven worthy to be or is recomended by the previous Oracle. The healing demons have their say in matters through a representive that serves as immediate replacement should the Oracle die as a result of illness, injury, or murder. The two get along okay, though issues do thend to spark a rift now and then, but the Oracle usually keeps internal matters under tight regin.

Beliefs: (when i say gods, i am including goddess as well, and since I'm unsure of)

Philosophical mytholgy

As stated above the fallen expanse is rumored to have been caused by fighting gods, and many of unexplained events are rumored to be the work of gods. practices include prayer, learning to interpret events, and investigateing the unkown while practing thei craft.

Healers tend to spend a few years practicing before the lure of better things takes them out of the realm. The same goes for some psychic demons, the lure of new places and challenges draws them to move away.

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PostPosted: Tue Aug 12, 2008 12:06 pm


Aquious

Aquious is the world of Water and Ice. The world is split in half; divided by a huge fault line known as the Equadoral Expanse, or to some, the hole of no return. It wraps all the way around the planet and seems to be never ending. Many villages have tried to build a bridge across it, but all have failed and at great costs. Its center is actually made of a large ball of chaos; one that provides suction to keep the planet together and also acts as an endless pit.


The ice side is white. It always will be white. Its basically the definition of white. But then you reach the center, and life breaks through.

Basically, the ice side is all snow and snowdrifts. Much like a desert; there's no mountains, no plans. Just miles and miles of snow.

However, you reach the center to find a beautiful design of mountains, where many villages have gathered to be sheltered from the harsh wind. The snow is a lot thinner there and conditions are livable. The villages rarely get in fights because they depend on each other for their survival.

The capital city is Yukon . The city is at the center of the mountain structure, and is highly populated. It is also the only city with actual paved roads. Their main transportation are animals such as elk, dogs, trained bears, etc…

Every year the civilization as a whole packs up large huts and gathers enough food for a month to venture to the edge and visit their neighbors, the water demons.

The water side is a variety of climates. They range from places like the Amazon to places like Mount Fuji… The water source is plentiful, but dangerous. If you're not careful and know how to treat the water you could end up with a horrible illness or even instant death.

The land capital is called Paradime, and for good reason. It is very unique because no building touches the ground, yet they are all connected. The entire city is built up in trees and connected by rope bridges and swings. During the day the center of the town is filled with markets and people bustling about, but come 8:00 pm everyone is tucked away in their little huts for the night.

The water capital is Aquaria. it is deep within the largest body of water in all the realms called the Veritian Ocean, it is very similar to ideas of Atlantica, and is ruled by Merpeople. There are other cities under the water, but none as spectacular as Aquaria


The end!
PostPosted: Wed Aug 13, 2008 12:03 pm


Sub-Realm of Enthelda


Latera, The Skylands


Latera the Skylands is what the homeland of the Laterans is called. Massive floating islands that are arrayed in a set of eight interconnected islands. These islands are connected by 'gates' that have been in place since time in memoriam, and allow them to freely travel between each island with a minimum of effort. The older ways relied on good knowledge of the air currents, strong wings, and a sense of insanity. Altair, the First to have constructed the Gates, and arguably the most powerful Lateran caster Latera had ever seen, linked each island to each other with eight gates, arrayed in the center of the island. Thus, the Laterans, whose own name or how they got there, for that matter, was lost to the mists of time. Uniting each other in a series of internecine wars, peace has finally settled among the Skylands.

Latera is far above the normal cloud layer, a bit further then where the most daring of flying creatures. However, they can barely see the outline of the islands. The air in Latera is quite breathable, however. On the other hand, no one has been capable of getting up there, due to simply running out of energy on the way up. Hence the Laterans have been reasonably isolated from the rest of the world.

More-over, a complete eco-system exists on all of these islands, leading some scholars to believe that the island was originally attached to the mainland. They also think that this happened before the evolution or whatever it was that started jewels and the population below. After all, they've never had jewels in their recorded history.

The Government of Latera
Each island, Korei, Alvar, Seyren, Katrynn, Orthos, Valsir, Beoran, Usara, is independent of each other. However, when matters that effect ALL of the Islands, a council meeting, five representatives from each island is called to Seyren, the largest island. There the various political wheelings and dealings go on there. The main government building, the Palace of Latera, was built with materials from all eight islands, creating a luxurious and stately structure that is the symbol of their unity. Rare woods from Korei, precious gems from Alvar, Marble from Katrynn, Orthos engineering and architecture, Valsir furniture, dinnerware, and rugs, Beoran arms and armor for the guards, and Usara magic. It is a testament to the fact that they were able to unify their islands.

Cultural Overview
Everything is highly ritualized since time immemorial. While most day to day life is not steeped in ritual, most families will say a prayer to their goddess Latera. The currency of Latera are various colored gems, provided by Alvar. Emeralds are considered the smallest denominator, sapphires are equal to ten emeralds. Ten sapphires are considered the same as one ruby. Ten rubies, to complete the final form of trade is equivalent to a single diamond. Each gem is roughly the size and thickness of a Quarter, with the symbol of Latera etched into the gem with almost mechanical precision.

The Islands themselves.

The islands themselves are a wide assortment of cultures, from the belligerent Beoran, to the sagely Usara, there is a mixture of types within all the islands. Einherjars and Valkyries come from all walks of life. It doesn't matter how old one is, when they begin the training, for the magics and surgery will return their youth, if only for a limited amount of time.

Korei, Latera's Bounty.
The island of Korei is mostly tropical jungles, with abundant wild-life. The people here are gentle upon the land they inhabit, making sure that their rich coal mines are unobtrusive to nature, and import many metals. They are a quiet, peaceful folk, and will only raise what few weapons they have in pure self-defense. They will never attack another living being unless it is for food, or their lives and loved ones are in mortal peril. They all speak with a quiet, respectful tone of voice. Korei livery is wooden browns and dark greens. They will often wear feathers of exotic birds in their hair.

Alvar, The Shining Eyes of Latera
Alvar is a land of gentle foot lands and valleys. The Laterans who live here organize themselves into small clans, usually consisting of a small town. Alvar is known as the Shining Eyes of Latera simply because of the huge gem mines here. From time to time, during clear nights, one can see the hills and valleys twinkle from the light of exposed gem deposits. The Alvar are a hard working, industrious folk. However, they are rather 'uncouth' and uneducated, with literacy being relatively low compared to the other islands. Alvar is also known as the bread-basket of all of Latera, for its lands are quite fertile, when you can take the time to remove the unusually high gem deposits from the top soil. In addition, all currency is manufactured and distributed from Alvar, with the major banking companies headquarters being in Alvar. On other hand, there is no gold, silver or other traditionally valuable metals. If one were to bring a small fortune of gold and silver to Latera, they could certainly completely destroy the economy, reducing it to a bartering system with ease. Alvar livery is plain, with browns and crème colored clothing being their favored colors.

Seyren, the Heart of Latera
Seyren is the largest and most populated island, it being the heart of the Latera government and people. Almost all trade goes through Seyren to ensure that quality is upheld. Most of the island is covered in a massive sprawl of Lateran construction, with aqueduct, channels, and water-falls bringing a peace and beauty to the city. While everyone can fly, it is considered dignified and a sign of status if you ride in a gondolier's boat. Needless to say, the gondoliers make an absolute killing for sheer vanity reasons. However, while the city seems splendid from an aerial view, the slums are perhaps the worst in the Latera nation. Here the poor are truly down-trodden and looked upon. Many stay in Seyren simply because there is nowhere else to go. Seyren livery is scarlet and dark blues with plenty of steel jewelry with gems set into the pieces.

Katrynn, the Soul of Latera
Katrynn is considered the spiritual center of Latera. Many marble temples exist that are dedicated to her are here. These temples often have torches that are never put out. Almost all of the priests and priestess are trained at the main temple, a massive, marble structure that towers above all else. The temple is considered sacred ground; only those who are approved may enter the temple. Outsiders, if they do get up to Latera, are uniformly blocked from entering the Temple of Latera. The honor guard of Valkyries and Einherjars here are among the strongest and oldest available. While frowned upon by more puritanical priests and priestess, even they can see the wisdom of the Laterans' greatest warriors defending their most sacred place with their lives. Every year, the Festival of Latera is held. For a solid week, it is nothing but celebration and praise for their goddess. This is done to help ensure that no sickness, famine, or demons will strike Latera. Katrynn livery is white with gold trim.

Orthos, the genius of Latera
Orthos seems to be the odd one out. By far the smallest island size wise, its inhabitants have come up with an ingenuous solution. They have forgone traditional town and city structure, and instead built up, down, and through their island. Most of the structures have terraces that are filled with dirt and are used as surrogate farmland to feed their population. Orthos has many schools for engineering and architecture, since their way of life depends on it. Orthorian livery consists of greys and blacks.


Valsir, the Skill of Latera
Valsir is a plain island, relatively speaking, with light woods, meadows, and gentle rolling hills comprising the terrain. Here it is where the artisans and craftsmen practice their trade, along with many apprenticeships. Here it is where all the fine goods of all of Latera are produced. Rugs, furniture, pottery, glass, etc. are produced here, and are shipped to all corners of Latera. Many of the crafting guilds are based in Valsir, in the central town of Korsica, as well as many of the schools. It is a peaceful island, to be sure. Valsir livery is a mixture of primary colors, often dyed to match specific patterns. Most craft workers prominently display their guild crest on their right breast.

Beoran, the Might of Latera
Beoran is where all of the Lateran might is located. This island, is not smooth terrain but mountainous. A low cloud of ash continually surrounds the island, staining everything a light gray. Here the Lateran warriors prepare for the occasion of war. The mountains are ferrous ore as well, providing all the iron, along with Korei coal to forge steel. Here, the Laterans have perfected the art of mass production in consumable weapons, such as javelins, bolts, and arrows. Beoran is also where they not only forge weapons but forge the Einherjar and Valkyrie. Deep in the older fortresses that have been constructed, ritual magic and arcane surgery is performed, turning the few candidates who are selected for the process, to be come more then Lateran. They become the very essence of Lateran strength and might. Beoran Livery is also white, except with red trim rather then gold trim.

Usara, the Will of Latera
Usara is where the magic academies, and various schools are located. Usara is a strange land, having been warped many times in early Lateran history, for when the Usara mages were first research teleportation magic. The lands seem impossible. Pefectly smooth cliff walls, towers that seemingly grow far larger the closer you approach them. Magic is very constant here, often being collected for study in the Usara archives. More-over, Usara enchanted item craft is very common here. Roughly ninety five percent of all enchanted items produced here go to the rest of Latera for use. The remaining five percent? Arms and armor for the Einherjars and Valkyries.

Auren Shiro


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PostPosted: Thu Aug 14, 2008 5:23 pm


THE FINAL PIECE OF DE PUZZLE!!!


Abyss.


The Abyss is the realm of death. There is one river, one sea, one forest, one desert, one city, and one monstrous mountain chain.

The Abyss’s sole purpose is to home demons that not even the devil could handle, but since the past ruler has moved on… all the souls there have been eliminated as well as heaven and hell. So the Abyss has taken their places in housing the dead in general.

There are Two rules; One : Do as your told.
And Two : It’s every man for himself.

When you arrive on the Abyss, you will be completely unscathed, and you will look how you did in the prime of your life, no matter how you looked or how old you were when you died. However, if you get in a fight you cannot die, obviously, but you cannot be healed. The only way to heal yourself is to chop your head off, because your body will completely generate. The residence of the abyss have made it a game to try to chop each other’s heads off, and keep track of how many times you lose your head. The more you’ve lost the lower you are looked upon.

As for the landscape… the entire realm is centered around Chrono’s Tower. It is a huge black tower that can be seen from anywhere on the realm. There are stairs that spiral around the tower and end at a big red door, which opens up into Chrono’s private study. Here is where he did a lot of his paperwork which had to do with all the creatures on the realm, documents on the residence, and information on the planet itself. There is also another door on the other side of the room which leads to another staircase that brings you to the top of the tower, where you can look out on all of the abyss. Unfortunately, the tower is strictly forbidden to everyone, except for anyone with the Abyss last name of course.

About a thousand yards away from Chrono’s Tower is the Abyss manor. This is where Chrono Abyss and his wife Lust raised their family. It contains roughly 2000 rooms in whole, plus 2 basements. From the lobby there is a split stairway that leads up to the second floor and a hallway that leads to another split stairway which leads to the third floor.

On the third floor there is a huge greenery. Chrono’s first daughter was named Lillia, and she was by far his favorite. She was always quiet compared to his four boys. The one thing she loved was gardening, but the soil on the Abyss was rocky and poisonous to most plants. So he dedicated the third floor to her, and her daughter who took up her love for plants. Aside from the greenery there are a total of twenty rooms on the top floor.

On the second floor there are a majority of the rooms. Though you don’t see much of the second floor when you go up the stairs, all you see is a small lobby and more stairs, but there are two big oak doors on each side of the room. The doors open to a long skyways with more doors on the other end. The skyway are held up by huge ebony roman style pillars, that boarder the manor’s courtyard. Through the skyway doors is a whole other part of the house. Between the first and second floor of this building there are around 1680 rooms leaving the remaining 300 rooms to the first floor and basements

On the main floor of the second building there is a large stain glass door portraying a large rainbow lotus flower surrounded by an abyss of blacks and purples. The assumption is that it has something to do with Chrono’s life. The glass door opens to the Courtyard. There is a large fountain in the center that is surrounded by walk paths made if Black Diamond. The Statue in the fountain is a little angel sitting on the top of Chrono’s Tower holding the Double-sided scythe. A large dragon is coiled up the tower attacking a Vampire in its bat form, and it also has a skeleton army crawling out of the graveyard in the bowl of the fountain. Along the path there are many twisted, thorny blood red bushes called Demonsin. The bush is VERY strong and almost impossible to get rid of; not even flames can destroy it and it is native to the Abyss. In the spring Demonsin blooms plum colored flowers that fade to orange at the tips.

The massive dogwood doors opens up to an old time saloon. To the left of the entryway is two large swinging hospital doors, which leads to a long wooden stairway to the basement. The upper left of the room is occupied by a large bar which contains every kind of alcohol. In the back right of the room is a lounging area, where you can kick back at the end of the day around a little fireplace on nice leather furniture and talk to friends. Lastly, the upper right corner of the room holds a beautiful antique poker table; always ready to play. In the center of the room it has a long hallway with rooms lining the walls. The end of the hallway opens up to a circle room with two stairs curling up the side of the wall connecting the first and second floor. There are 10 rooms in the circle lobby and 20 in the hallway.

The first basement is Lust’s lab. It is the sight of thousands of demon experiments, and millions of sacrifices. In her lab there are four doors; her private study, a wash room, a room which leads to thousands of cells where she held her experiments, and her and Chrono’s room.

The second basement is empty, un-designed. It has 266 empty rooms. They will remain unfinished until they need to be used.

On the Abyss there are no real cities, but a majority of people who create civilizations create them around the Manor; not close enough to bother the ruler, but enough to satisfy their safety needs. They are usually pretty plain, and old fashion.

The Krise River runs through the Abyss and connects to the sea, however it is a river of blood… as well as the sea. The sea has no real name, but Chrono likes to make a funny and call it the Dead Sea… so it kind of stuck. In the ocean there are the same kind of fish as in most places… but there just skeletons, or zombie fish… either way there not too pleasant to eat. Now, if its fresh water you are looking for, there is one source, Lillith’s pond. The only problem is… her pond is toxic to a majority of creatures, however, water demons or mermaids can adapt to it.

Lillith’s pond is a rather remarkable place. On the surface it appears to be a small, clear, beautiful backyard pond. Underneath the illusion is a ocean of water that runs for miles in all directions. One thing that is surprising is the fish in the pond are regular pond fish, only they are ten times the size of what they should be. Since the pond is “underground” it’s life is run on a special underwater plant called Livlyset. It grows in long stringy bushes that are randomly disbursed throughout the pond floor. These plants also have a slime coat on them that is used as food for the fish, but doubles as a good component to strong healing potions.

The Gruer desert is basically a vast wasteland… the only use for it is a battle or training ground. It contains large moldy lavender sand dunes, random demonsin bushes. The only good thing about the desert is that it is home to the most amazing food source on the abyss… the Gruer Rabbit. It is the same as any other rabbit, and actually harmless; the only thing you will find on the Abyss that is! They are all black with a red diamond shape on their fore head, also a red tail and collar of fur. These rabbits are from the Abyss so naturally they get huge, but only when raised in captivity. That is why there are various ranches placed throughout the Gruer desert, there is a huge profit in gruer jerky!

Skifting Mountain is a long mountain chain that stretches straight down the middle of half the Abyss. It begins at Skift Cliff. It is a mysterious place, and many unexplainable things happen there. It is also a favorite place of Chrono’s second son, Suzu. He loved to go there to think, and often brought his recent lovers there after fights. It has one of the most breath taking views at night. You get a perfect view of the blood red moon that shows up every so many days.

Finally the Madridt Forest. It is the only living breathing thing on the Abyss. The trees on the Abyss are very different from trees anywhere else. One, they live, literally. They don’t have mouths but they have sprites that will own your a** if you hurt their three. And two, they breathe miasma instead of oxygen, so anyone who was living before they came to the Abyss… won’t be for long! The Madridt Forest is a beautiful place despite its dangers. The trees are quite remarkable, the trunks are various colors ranging from ebon-brown to neon orange. The leaves are usually always a shade of purple, unless the tree is ill, then the leaves are green. Madridt is carpeted with various types of grasses. The most common is an ebon-gray color, but it also varies in shade. The forest provides the most protection from other demons in the area, and has many caves and hollowed out trees to live in. the Krise river runs through it, and Lillith’s pond is also located in the Madridt forest.


>>‘ well that’s the end of the tour.. ^^ hope you enjoy your death!
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Past Threads: T3h graveyard T~T

 
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