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[ VILLAINY ] Location Compendium

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Kaypar
Captain

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PostPosted: Sun Jun 20, 2010 3:34 pm


Villainy: Location Compendium

This thread contains, in separate posts, all of the key locations discovered so far. You can poke through here and read as you please. The most frequent use of the compendium will be to link them to the location description directly, in case they've forgotten or are new to the game. This makes things a little more convenient for the GM and removes the need to re-describe a location multiple times.

These descriptions will be periodically updated as players reveal more of their secrets.
PostPosted: Sun Jun 20, 2010 3:40 pm


Contents


Antidem
Village


The Twisting Labyrinth
This enormous black hexagonal building sits on the outskirts of the Kingdom of Antidem.
It's quite peculiar in structure... the stonework seems to be pure obsidian, with no clear separation between the bricks. Each of the six faces has a large set of double doors allowing access.

The Labyrinth is the primary set piece in Villainy. Within, a bizarre world all of its own awaits, as well as the person responsible for the trouble in Antidem...

Grand Hall
The Archives


Battlegrounds

010: Arcane Cave
390: ???

Kaypar
Captain

Friendly Friend


Kaypar
Captain

Friendly Friend

PostPosted: Sun Jun 20, 2010 3:41 pm


Grand Hall


Before you is a great chamber. You immediately see a stark contrast to the entrance hallway...

Immediately ahead is a soft red carpet rolled ceremoniously over a sleek marble floor of subdued pink. Three pillars on either side, generously spaced and immense in size, stretch to the high ceiling. Just past the last pillars is a grand staircase, almost completely covered in well-worn red carpet and bearing meticulously shined silver hand rails. Several dozen steps lead to a balcony the floor above, spanning around half of the room. Below and above this grand balcony are several passages just big enough for two average men to enter shouder-to-shoulder.

The big draw here are the ornaments, though. It looks like every six feet or so, a floating white globe is set into the walls; they're doing a splendid job of banishing every shadow in the well lit hall. There's also an enormous, ornate golden chandelier hanging from the ceiling--it must span at least twenty-five feet across! Hanging from the chandelier are smaller, more delicate, prismatic lights.

Immediately below the chandelier is a lavish, round fountain of white marble. It has three tiers, each smaller than the last, and gurgles with crystal-clear waters. The base of the fountain is set with many violet stones, some of which have been pried out.
PostPosted: Sun Jun 20, 2010 3:42 pm


The Archives


This place is wall-to-wall books. You'd expect that in a library, but you've never quite seen one so extensive. The far wall is almost out of sight, blocked by countless shelves of dusty tomes. Ladders and stairs to catwalks paint the warm, softly-lit room in thin black streaks. The whole place is nearly three stories tall.

Every shelf within sight is tightly packed with books ranging the gamut; thin periodicals, well-kept novels, enormous tomes. The place contains more shelf space than you can imagine, yet it's packed to bursting; here and there, more books are piled carelessly on the pink marble floor.

Closest to you, there are a few dark, wooden desks, with their own heaps of books and small landstar lamps attached to a corner. Each desk has a simple wooden chair, and a few more chairs are standing in a small space cleared for study near one of the exits.

Kaypar
Captain

Friendly Friend


Kaypar
Captain

Friendly Friend

PostPosted: Sun Jun 20, 2010 3:47 pm


010: Arcane Cave


There's an immediate change in scenery. What you're standing in seems much more arcane.
You appear to be in a large crystalline cavern. Large, hexagonal violet crystals that taper to a point of varying sizes jut out everywhere the eye can see, sometimes alone, and sometimes in clusters. Here and there, a turquoise light shines from a tunnel high in the ceiling, far beyond your reach. You get the very distinct feeling of being inside of a geode.

Immediately below and before you are more of the violet crystals. They're eight feet across and interlock tightly, unlike the wild crystals above. They have flat, level ends. The heights of these crystals change in places, forming small pits and clusters of pillars, mostly obstructing view, though a few here and there are translucent enough to see through. Here and there, small clumps of wild crystal jut out from between cracks.

The cavern is shaped like a globe, and the flat crystals form an isolated island, hundreds of feet above the bottom of the cave.

This cavern is Blight attuned, and the crystal pillars here retain temperature in a similar fashion to metal. Towards the center of the island, there is a strange carving of a wolf's head accompanied by the word "five".
PostPosted: Thu Jun 24, 2010 9:37 am


Village


Stretching before you is a vast, rolling sea of green. The breeze gently tickles the long grass, playing waves across the unchecked vegetation. Out in the distance, through the hornbeam trees that lightly dot the plains, you can see a couple of plots of land growing hearty, light-blue grains. You even spot--just faintly--a distant grapefruit orchard. At the farthest your eyes will grant you, you can see a bluish-purple mountain range stretching off in either direction. The outskirts are warm and moist, and the whole place smells of life.

Tromping leisurely down the dirt road a few yards from the Labyrinth, the farms and orchards begin to get closer. A lot of the barns are made of stained, unpainted hornbeam wood, and the thatched roofs are bright yellow. Continuing along the road, the farms are left behind, and homes become gradually more dense. Most homes are squat, circular affairs cobbled together of stones, grey and red and green. Almost all of them have domed roofs of bent hornbeam planks, and most if not all have chimneys, even for how mild the cold seasons are here in Antidem. Marking boundaries between the homes and providing protection from the frequent rains are deep rain gutters lined with cobblestones. They probably lead out to the ditches near the farms.

After a long, but pleasant walk, you come upon the center of the village.
Here, there is a large seven-sided well.
There are much bigger, rectangular buildings here with angular roofs, though the building material is much the same; mortar, stone, and hornbeam.

Regardless, the town square shows some modest activity. Little paths deviate from the square, turning and looping through the many buildings and shops to be found. The people are lively and well-tanned from working the fields. Children romp out in the square and in the alleys.

Kaypar
Captain

Friendly Friend


Kaypar
Captain

Friendly Friend

PostPosted: Tue Jul 20, 2010 2:18 pm


390: ???

A foul, sulfurous smell assaults your senses, and the hot air around you is unpleasant and difficult to draw into your lungs. Heat less forgiving than the Antidem sun practically sears your skin. A quick glance skywards reveals that the walls of the blisteringly hot chamber you find yourself in gradually slope upwards, ending in a hole some forty feet up. Through this hole is the open sky and fresh air.

Below, lighting the place with an orange-ish glow, is a roiling, churning pit of lava. It must be hundreds of feet down, but even up here, it's too close for comfort. Around you, clinging to the walls of this place--you assume it must be a volcano--are jagged black platforms. They only jut out about seven feet and are not much more across. The platforms are too meticulously placed for them to be entirely natural; each platform is exactly level with the others, evenly spaced, and seem to be oriented to compass points.

If you take a running leap along the wall, you might make it to an adjacent platform. There's no way you could leap directly over the circular pit to the opposite platform.

There are many levels, growing gradually farther apart and more numerous as the walls slope down.

The levels are little more than eight feet vertically apart, and the platforms seem to be positioned in such a manner that you could jump down a gap between any two adjacent platforms and land safely on the next level.
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Absolute Zero (archived threads)

 
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