Difference between revisions of "Underworld Protectorate"

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* <span class="hilite"> Biome:</span>   
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* <span class="hilite"> Biome:</span>  Many massive caverns, the only light comes from the active volcanoes and countless streams, rivers, pools and lakes of never cooling lava.  The 'sky' is unending ash clouds that occasionally rain their load, and are darkly glowing via the fire storms within. The land it's self is made of exposed mineral, metals, and exposed sulfur or coal veins ablaze.
* <span class="hilite"> Draws:</span>   
+
* <span class="hilite"> Draws:</span>  The exposed mineral type resources and lava.
* <span class="hilite"> Threats:</span>  
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* <span class="hilite"> Threats:</span> Random chokings ash rain, volcanic eruptions, lava flows, and the PTBs.
* <span class="hilite"> PTB:</span>  
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* <span class="hilite"> Powers That Be:</span> What were Christian Demons the last Opening, this Opening they have been reformed into what gamers would recognize as Warhammer 40K's Khorne Daemons-Ish.  Some wander the land on unknowable chores, sometimes small warbands of one 'Baron' hunt for those of another. Occasionally one of the four Barons will send a massive army into one of th other Regions to vent hatred, and cause death.
 
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Revision as of 06:34, 25 July 2020

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Tidewall Freehold & Underworld
  • Nature in the Dreaming: Connected directly to a Deep Dreaming Nightmare Realm of violence, death, sadism, and predatory hunting... Yet balanced by it's innate boundaries/imprisonment and a Dreaming theme of defiance, hope, and questing... The Underworld is by it's very nature as rewarding as it is dangerous. A completely enclosed 'bubble' realm aside from one portal to the Nightmare Realm and another to the Near Dreaming, it is honeycombed with passages, tunnels, and caverns linking it's three Regions together, growing more dangerous yet rich the deeper one goes.
  • The Opening: This Realm opened long ago, fastening on to particular negative dreams of the then people and creating Regions of themed Chimera with which to threaten the near Dreaming. Malevolent Norse Svartálfarn, predatory Animism plants/beasts, and hate filled Christian demons. An unknown group or force battled these beasts back into the Underworld before capping it with a gated temple which was sealed with powerful Arts then burred. This put the whole Underworld into a semi unformed sleep.. Until enough blood sacrifices on the near by Bleeding Stone Temple broke the seals down. Once again the Underworld sought out dreams and nightmares of this time, reforming it's Regions and the themes/natures of it's Chimera as it did long ago. Finding a set of modern ideals within Humanity that closely resembled it's old nature, the chimera reflect the Warhammer 40k: Khorne Daemons, Tyranid, and Dark Eldar. Likely this had Fate-bound happening influenced Corinthia Shaserra's personal fate. As Gozer said: "Choose the form of The Destructor!"
Tidewall Freehold - Fortified Underworld
NaturalSelection1.jpg
  • Biome: A cavern where tunnels from the Crystal Underground, Briar Underground, and the surface world meet. In light jungle, a small fortified frontier town, set to control who/what leaves the Underworld.
  • Draws: The only Underworld exits(Flickerflash redirects outside the fort, which must be passed to FF out). Access to the underworld for resources, chimera, adventures, lost treasures, jobs gathering/escorting, quests.
  • Industrial Military Complex: The tower has foundries and machinery shops, secured storage and vehicle bays, barracks and command center. Even a stockade.
  • Utilities: There is actually a Chimerical electricity grid providing light, cooling, and news/entertainment radio. Hot and cold running water, sewerage, and tiny bot who clean up trash.
  • Merchant/Services Courtyard: Tent shops are set up in the courtyard, selling or processing raw materials, frontier survival/gathering tools, repairing, food, repairs, even a doctor/barber!
  • Inns: There are several fortress bunker Inns for people to live, relax/recreate, and retreat to in times of attack.
  • Brothel: It's going to happen so she makes sure it is done right and safely.
  • Threats: Incursions or hunting predatory chimerical animals from neighboring Underground Regions.
  • Powers That Be: Commander Shaserra , her Companion and Automata Chimera, built up defenses, and townspeople interested in not being killed.
Briar Underworld
NaturalSelection2.jpg
  • Biome: This completely lightless region is made up of Mesozoic rainforest growing atop of truly enormous thorn vines that twist and knot into a briar a half mile high and untold miles across. Rivers flow around where the house wide vines push out of the ground.
  • Draws: Every type of plant and animal from the Mesozoic period can be found in near endless supply here.
  • Threats: Navigating the vines, predatory Dinosauria, the PTBs, and incursion from the Nightmare Region.
  • Powers That Be: Dreams of the ultimate predators have coalesced into the forms similar to what gaming characters would recognize as Warhammer 40k Tyranid-like. There are numerous hives, all hunting in the Briar and fighting each other.
Crystal Underworld
NaturalSelection3.jpg
  • Biome: Massive caverns made entirely of various crystal in many forms. Crystal rock, gravel, and sand aside rivers of liquid crystal. Massive dark crystal obelisks push out from the ground or the cavern ceiling as mountains. The 'sky' is a constant broiling electrical storm and some of the crystal mountains have small dark suns hanging near by.
  • Draws: Crystal resources in plenty and in every dreamt of form.
  • Threats: Random lightning strikes, incursion from other Regions, the PTBs.
  • PTB: What were Svartálfar has been redreampt upon the Underworld's reopening, now recognizable by the gaming inclined as Warhammer 40K Dark Eldar-ish. The obelisks with mini-suns near are fortresses of these sadistic, monstrous, flesh crafters.
Nightmare Underworld
  • Biome: Many massive caverns, the only light comes from the active volcanoes and countless streams, rivers, pools and lakes of never cooling lava. The 'sky' is unending ash clouds that occasionally rain their load, and are darkly glowing via the fire storms within. The land it's self is made of exposed mineral, metals, and exposed sulfur or coal veins ablaze.
  • Draws: The exposed mineral type resources and lava.
  • Threats: Random chokings ash rain, volcanic eruptions, lava flows, and the PTBs.
  • Powers That Be: What were Christian Demons the last Opening, this Opening they have been reformed into what gamers would recognize as Warhammer 40K's Khorne Daemons-Ish. Some wander the land on unknowable chores, sometimes small warbands of one 'Baron' hunt for those of another. Occasionally one of the four Barons will send a massive army into one of th other Regions to vent hatred, and cause death.