RolePlay onLine RPoL Logo

, welcome to Theogenesis: Godhunter

01:31, 2nd May 2024 (GMT+0)

MINIGAME: The Definition of Domains and Fiefs.

Posted by The FoolFor group archive 0
The Fool
GM, 196 posts
Limbs Are A Privilege
Sat 3 Sep 2022
at 19:16
  • msg #1

MINIGAME: The Definition of Domains and Fiefs

The Definition of Domains

Each of you have been granted part of your divine domain by Eri.

Callisti > Shamanism
Demilupine > Water
Earthborn > Daemonology
Leise Schwertgeist > Air
Lunarian > Stormseering
Minor Grimalkin > Order
Restless Dead > Earth
Scapegoat > Necromancy
Unblooded Shage > Chaos
Young Dwarf > Fire


The second half of your domain is defined by the Pantheon as a whole.

This means that, including yourself, please vote for what each person should have as the second part of their domain, based on your character's understanding / perception of the other character (including your character's self-perception).

Of the sixteen magical strands, you may only assign each strand once. You also cannot assign the same strand to someone who already has been assigned that strand by Eri. So you can't assign Shamanism to Callisi because she has already been assigned that, but you can assign Order to Callisti even though Eri already assigned Order to Minor Grimalkin.

The sixteen options are Fire, Water, Earth, Air, Shamanism, Necromancy, Storms, Daemons, Life, Death, Order, Chaos, Illusion, Mind, Chance, and Time.

Please reply to this thread with a private line detailing your votes using the form below.

After everyone has voted, I will tally up the consensus for reach character, and then derive their final domain as a combination of the two strands. For example, if Callisti is assigned Shamanism and Order, then her domain will become the Logos (the spirit of order).



Callisti > Shamanism + ?
Demilupine > Water + ?
Earthborn > Daemonology + ?
Leise Schwertgeist > Air + ?
Lunarian > Stormseering + ?
Minor Grimalkin > Order + ?
Restless Dead > Earth + ?
Scapegoat > Necromancy + ?
Unblooded Shage > Chaos + ?
Young Dwarf > Fire + ?



Additionally, please provide a personalized description of your Fief. If you are Unblooded Shage or Minor Grimalin, then your fiefs are the outer grounds outside the walls and the guardians atop them, or the inner central grounds that connect the wings and towers, respectively; so you can have small buildings within those grounds, but they are mostly the spaces not otherwise defined by other player's fiefs.

Fief Name: give a personal name for your fief.

Fief Purpose: Observatory, Solarium, Den, Armory, Scriptorium, Laboratory, Training Grounds, Redoubt, Temple, Workshop, Forge, Feast Hall, Dungeon, Vault, Court, something that.

Fief Layout: If you're in a tower then keep in mind that your fief is vertical in orientation (up to seven floors), if you're in a wing then keep in mind your mostly horizontal in orientation (up to three floors) when describing how it is organized. Your fief can have multiple sub-purposes if they are linked (the Observatory Tower can also have an Archive of findings within it and a Dormitory for astrologers to rest in, etc).

Fief Servants: For now, these are dolls, servitor spirits, homunculi, lesser daemons, golems, bound shadows, or other artificial servants created by the magic strand that runs through the wing or tower, not sapient beings. How they look, act, and the function they serve is up to you.
This message was last edited by the GM at 19:59, Sat 03 Sept 2022.
Restless Dead
Ignorant, 8 posts
Sat 3 Sep 2022
at 19:28
  • msg #2

MINIGAME: The Definition of Domains

Hidden list:

[Private to GM:
Callisti > Shamanism + Water
Demilupine > Water + Shamanism
Earthborn > Daemonology + Time
Leise Schwertgeist > Air + Death
Lunarian > Stormseering + Life
Minor Grimalkin > Order + Chance
Restless Dead > Earth + Chaos
Scapegoat > Necromancy + Mind
Unblooded Shage > Chaos + Order
Young Dwarf > Fire + Earth
]

Fief Name: The Pit.

Fief Purpose: Mining.

Fief Layout: The fief is divided into two main sectors. The first is known as “The Cube”, a giant stone building that covers the southern area of the Castle. On the exterior, its surface is unnaturally pristine, seemingly unaffected by the erosion of the wind. It connects to the walls that lead to the Storm and Dead towers at an entrance that lays at the center of the respective walls of the cube. If one were to cross from either of those, they will find themselves staring at the second sector: The Pit. A seemingly bottomless pit that extends far below what the eye can see. Crossing between the walls of the pit, one may find a multitude of walkways and rough constructions set hanging in the air. The inhabitants of this wing know the whole of these as the Hanging City.
Down the pit, several artificially made tunnels branch out, where the miners extract the treasures the earth has to offer, and through a complex lift system they send it up to the upper levels to be later shipped to the other fiefs that may need them.

Fief Servants: The whole wing is populated by golems. They are divided into two castes with no physical differences: the Miners, who are in charge of extracting stone, metals and gems from the Pit and sending it upwards to the Cube; and the Senders, whose job is to collect all the materials received from the Pit and redistribute it to the rest of the castle.
This message was last edited by the player at 18:22, Sun 04 Sept 2022.
Minor Grimalkin
Pyrmalkin, 115 posts
White Prince
Sat 3 Sep 2022
at 19:31
  • msg #3

MINIGAME: The Definition of Domains

PM

The sixteen options are Fire, Water, Earth, Air, Shamanism, Necromancy, Storms, Daemons, Life, Death, Order, Chaos, Illusion, Mind, Chance, and Time.

[Private to GM:
Callisti > Shamanism + Mind
Demilupine > Water + Earth
Earthborn > Daemonology + Life
Leise Schwertgeist > Air + Storms
Lunarian > Stormseering + Air
Minor Grimalkin > Order + Illusion
Restless Dead > Earth + Chance
Scapegoat > Necromancy + Death
Unblooded Shage > Chaos + Fire
Young Dwarf > Fire + Order

]

Fief Name: Grimhold

Fief Purpose: Royal Woods



Fief Layout: A noire almost black and white realm of forest and occasional building outside the walls. Including a large hunting lodge. Homes for rangers and stables can be found as well as the lairs of some beasts of the wood. Some small tunnels criss cross the realm sized for Grim and Josh.

Fief Servants: The rangers and various animals and beasts of the wood. A few shadows of dreams or nightmares. They follow the noire look of the realm. The Rangers look like dolls of fantasy woodsmen with doll horses they ride. The beasts guard the wood and tend to look menacing or look beautiful. The animals look like origami versions of themselves.
This message was last edited by the player at 20:30, Tue 06 Sept 2022.
Young Dwarf
Ignorant, 55 posts
Fattus Rattus
Sat 3 Sep 2022
at 20:25
  • msg #4

MINIGAME: The Definition of Domains

Private Line Follows:

[Private to GM:
Callisti > Shamanism + Daemonology
Demilupine > Water + Stormseering
Earthborn > Daemonology + Water
Leise Schwertgeist > Air + Earth
Lunarian > Stormseering + Air
Minor Grimalkin > Order + Chaos
Restless Dead > Earth + Necromancy
Scapegoat > Necromancy + Shamanism
Unblooded Shage > Chaos + Fire
Young Dwarf > Fire + Order
]



Fief Name: The Ratworks

Fief Purpose: Manufactory

Fief Layout: A massive internal open space that takes up 80% of the fief that looks like a cross between an ironworks and a mechanics garage. Chains, ropes, work stations, pits, benches, lifts, drills, conveyor belts, scaffolding, suspended walkways, generators, plugs, tool racks, lathes, cables... everything you need to make just about anything, and do it efficiently. Almost everything is rat-sized, allowing the space to house four-times the normal amount of stuff.

The rest of the fief is living quarters, recreation, admin offices, and storage. Also nearly all rat-sized. It's essentially the Lockheed Skunkworks, but... The Ratworks, instead. Sarolt's quarters are nicer than most others in the fief, but still pretty modest. A mid-sized apartment that overlooks the factory floor, compared to the studio/barracks/dorm-style housing that will eventually host future sentients and guests.

Fief Servants: Rat-shaped Golems with very dextrous hands and tails with 'tool tips' that can be swapped-out for just about any tool in the 'works, for any job. By default, usually a cutting or welding torch.
This message was last edited by the player at 19:38, Tue 06 Sept 2022.
Lunarian
Familar, 140 posts
Sat 3 Sep 2022
at 22:12
  • msg #5

MINIGAME: The Definition of Domains

PM for voting minigame:

[Private to GM:
Callisti > Shamanism + Order
Demilupine > Water + Mind
Earthborn > Daemonology + Illusion
Leise Schwertgeist > Air + Chaos
Lunarian > Stormseering + Shamanism
Minor Grimalkin > Order + Fire
Restless Dead > Earth + Death
Scapegoat > Necromancy + Daemons
Unblooded Shage > Chaos + Life
Young Dwarf > Fire + Earth
]




FEIF DETAILS

Fief Name: Starspire

Fief Purpose: Celestial Observatory (Mixture if Astronomy, Astrology, and Magic Channeling elements)

Fief Layout:



-Floor 1: "Public Face" Floor (i.e. Reception desk, offices and conference rooms, a drawing room for entertaining and receiving guests, etc.)
-Floor 2: Barracks and Jail (There is a small jail here for enemies of the fief or trespassers, but this is not commonly used. The majority of the floor is split up into residential, administrative, storage, and training areas for fief-guards and it also acts as a buffer/gauntlet protecting the upper floors from unauthorized intrusion from the lower floors and the path to the third floor is through a gauntlet on this floor).
-Floor 3: General Storage and Servant Quarters (Fairly self-explanatory. This floor also has supplemental kitchens and prep areas to help the 2nd, 5th, and 7th [for Starling] floor's function. But its main purpose is to store general supplies for the fief and house the servants).
-Floor 4: Archive and Library (A repository and library of findings from the observatory functions of the fief, but also houses other types of books as well as has a wing for books about magic and mysticism. Has some quiet study spaces as well, along with other spaces for researchers and other staff to confer in when they need to deliverate about their findings and projects.)
-Floor 5: Dormitory (Residential quarters for higher-ranking personnel like astrologers, arcanists, theurges, etc but also has some chambers set aside for trusted important guests)
-Floor 6: Chamber of Wonders (i.e. has a font for channeling magical energy through the 7th floor into mana crystals for rituals and storage, has a storage vault for magic items and mystic paraphernalia, and has magic-related practice and work spaces).
-Floor 7: Star-Chamber (Has an orrery and other fixtures that track the movements of the stars, other celestial bodies, and also fluctuations in the void, in magical patterns, etc. Has a central oculus-style dome on the ceiling that can be opened to the sky above or closed and sealed shut, and also an oculus in the center of the floor that can open or close that allows access to the open sky from the 6th floor when the channeling font is trying to gather power from celestial currents and conjunctions and moons and so on. There's plenty of space for mystics and astrologers to work here, as well, although a part of the floor is sealed off to act as Starling's personal quarters as well.)


Fief Servants: Servants are humanoid dolls in butler suits and maid outfits animated by minor anima spirits that are grateful for the chance to become embodied. Soldiers are lesser moon and star daemons drawn to Starling's celestial affinity. Higher-skilled servants are shadows of arcanists, astrologers, and even some theurges and shamans that were left behind from other worlds that were conquered and devoured by gods, and whose essences were slowly fading in the Void. These shadows were barely clinging to life and existence, and are being given a second chance at life and animation through Starling's eri-given divine sphere in exchange for fealty to the fief. They are literally shadows of their former selves right now, but perhaps as Starling grows more of their essence can be restored?
This message was last edited by the player at 22:13, Sat 03 Sept 2022.
Scapegoat
Expert, 50 posts
Sun 4 Sep 2022
at 12:23
  • msg #6

MINIGAME: The Definition of Domains

PM List: [Private to GM: Player Votes:

Callisti > Shamanism + Illusion
Demilupine > Water + Daemons
Earthborn > Daemonology + Chance
Leise Schwertgeist > Air + Mind
Lunarian > Stormseering + Chaos
Minor Grimalkin > Order + Fire
Restless Dead > Earth + Death
Scapegoat > Necromancy + Life
Unblooded Shage > Chaos + Order
Young Dwarf > Fire + Time
]




Fief Name: Tower of the Dead

Fief Purpose: Watchtower, Library, Transit Hall

Fief Layout:




Floor One: Entrance Auditorium - The entrance level of the Tower is a large chamber, shaped as an auditorium in design. Those entering find themselves in a large place with but three paths: the way they entered, a large door in the back and the stairs up. Contrary to the outer appearance of the Tower, the interior is brightly lit and warm. Multitudes of chairs and benches carved out of the rock are available to sit. Beyond this, though, there are also a multitude of ledges and alcoves for those entering to be watched - or attacked.

Floor Two: Judgement Hall - The second floor arriving from the stairs brings one to a singular room, smaller than below, with a risen platform. Here, it seems, the dead may be judged and their ultimate fate determined. Or perhaps the living are judged here to determine if they may join the ranks of the dead? Two doors (one to either side) lead further into the floor. What lies behind them is unclear, but perhaps this is the entrance to a heaven or hell.

Floor Three: Halls of the Dead - Here the restless dead who have gathered and convened to the Tower reside, housed within its walls for safety and refuge. Each has its own place within the Halls, but while it provides a place of safe haven for those souls, it also requires a price for such safety. These are the damned who have not submitted to Judgement or are otherwise kept from such, so here they must stay and serve. Peace at a price.

Floor Four: Army of the Dead - Here the soldiers, guards and servants of the Tower are housed and prepared. Many merely stand watchful and alert, ready to react at the commands of the Tower's Master. Some go about duties as ordered. But this floor provides the forces to repel any invaders (or troublesome (un)dead).

Floor Five: Throne of The Dead - Here rests the throne room and main residence hall for the master of the Tower. Again, in contrast to the outer appearance of the tower, the inside is bright marble and brightly lit. Inviting. Comforting. Alluring. A crystal and marble throne rests at the central point of this floor, with a grand chamber for individuals to meet and gather before it. A spacious room is also behind the throne where the ruler can find peace and quiet.

Floor Six: Library - The third floor of the Tower houses the History of the Dead. An ever growing expanse of the stories of the dead. What is the life of an individual if it is forgotten? Here, at least, the story of the dead may be recalled and studied by the curious. If they may gain admittance to the place at least.

Floor Seven: Watch Spire - The upper most portion of the tower provides a vantage point to observe all activity in the realm and nearby. Those approaching (or continuing into its domain) can be watched from a significant distance. How far that view goes, especially for a Divine being, can only be guessed at - or learned in time.


Fief Servants: The servants of the Tower vary by the floor. For the upper levels, servants adopt more humanlike forms with qualities of their origins: lesser daemons having discolored skin and daemon appendages, etc. The Army tends to be a mixture of various forms, all armed and intimidating.
Leise Schwertgeist
Ignorant, 52 posts
girl help i got
turned into an implement
Sun 4 Sep 2022
at 15:45
  • msg #7

MINIGAME: The Definition of Domains

[Private to GM: Callisti > Shamanism + Life
Demilupine > Water + Fire
Earthborn > Daemonology + Illusion
Leise Schwertgeist > Air + Mind
Lunarian > Stormseering + Air
Minor Grimalkin > Order + Necromancy
Restless Dead > Earth + Chance
Scapegoat > Necromancy + Order
Unblooded Shage > Chaos + Storms
Young Dwarf > Fire + Earth
]

Domain: The Hall of Skye

Domain Purpose:Relic Hall, Barracks, and Armory

Fief Layout:



Standing in the middle of Haloise's Fief is a massive gate made of quarried stone and opened through the pulling of magical chains. While there is nothing behind the Gate if you walked around it, walking inside the gate reveals a massive hall made of quarried stone and showing off every weapon Haloise has ever possessed or collected. A large portion of the wing is dedicated to the display of these 'Relics,' though other, more rudimentary weapons are also created and stored here. A well-trodden path exists between the Ratworks and the Hall of Skye, as a majority of the standard weapons the Dwarf creates would be stored at this very space. There is also room dedicated to the training and care of soldiers, once such people exist: for now, all that train here are the servants.

Floor 1: Training Grounds of the Barracks, standard weaponry storage.

Floor 2: More weapon storage and living quarters of the barracks, as well as the Relic Hall.

Floor 3: More Relic Hall, and Haloise's own quarters, which contains a bed, a fireplace, a workbench, and a pile of whatever old rocks, relics, or tomes she's studying.

Fief Servants: Unseen Servants, barely tangible beings of force most often created to do busywork for novice wizards. Haloise's each hold a wooden spear or similar poking implement and stand perfectly spaced so that Haloise's Swordsense has complete awareness of the Hall of Skye and the surrounding area.
This message was last edited by the GM at 18:21, Sun 04 Sept 2022.
Demilupine
Familar, 41 posts
Sun 4 Sep 2022
at 18:19
  • msg #8

MINIGAME: The Definition of Domains

[Private to GM: Callisti > Shamanism + Order
Not trying to copy the example. I think Callisti still being tied to the Oath-spheres makes her a  good candidate for Order.

Demilupine > Water + Life
I see Demilupine as someone who tries to defend life rather than kill foes. His primary focus has always been trying to make sure others, be it the other character or his family, are taken care of.

Earthborn > Daemonology + Illusion
Earthborn seems to be all about knowledge, magic, and learning. It was tempting to give him shamanism. In the end though he used to be a magician, and on Earth that means he was a master of misdirection. Seems that would make him well suit for Illusion.

Leise Schwertgeist > Air + Mind
Leise almost seems like a spirit than a person if I understand it correctly. She can possess and empower weapons but her true self is basically ethereal. Thus in some sense she is a purely mental creature. Add on the telepathy and her seemingly having multiple personalities, it seems like mental would suit her.

Lunarian > Stormseering + Wind
Lunarian seems to value his personal space and his freedom. To me Wind has always been the element associated with freedom.

Minor Grimalkin > Order + Chance
So Grim seems to be incredibly curious, like a proper cat should. So like a cat he should have 9 lives and get some extra luck.

Restless Dead > Earth + Necromancy
I'll be honest. Restless hasn't been around that long. So taking the obvious necromancy for the undead guy.

Scapegoat > Necromancy + Daemonology
Didn't have a great reason for this one honestly. He seems to be involved in redacted stuff, so this seemed decent?

Unblooded Shage > Chaos + Fire
Shage is all about action and passion. She also seems to be all about offense. Fire seems a good choice.

Young Dwarf > Fire + Earth
If Dwarf is gonna be a crafter he'll need as many material roots as he can get. Plus dwarfs are all about Earth.
]
Fief Name: Pools of Predilection

Fief Purpose: Feast Hall, Den, Kitchen, Healing Springs

Fief Layout:
Main Floor: Several entrances that surround the wing all direct you to the primary room. The majority of the floor revolves around the feast hall, a massive cylindrical room that rise all the way to the roof of the structure. In the center of this room, sectioned off from the rest, is a large natural stone outcrop. Water gushes from the top of the rock revealing it to be a spring. The water pools at the bottom of the outcropping before it drains into other areas of the building. Surrounding the centerpiece are various tables and chairs where anyone is welcome to sit in and order fresh food. During the day the room is lit with skylights while at night large fireplaces that are located on the outer walls provide warmth. Some claim the food served is magical enchanted to provoke pleasant memories, others just think the food tastes delicious. Aside from the feast hall are various kitchens and storage facilities the servants use to prepare the food.

Bottom Floor: Below the main floor the spring water is collected and used in a variety of rooms. Public baths are available for any guests to clean themselves and relax in the Springwater. More private rooms are available and filled with their own springs that keep the water pleasantly warm. Besides relaxing the waters also have healing properties for the body and mind.

Top Floor: Above the main floor are a series of suites designed for families or honored guests. Each suite has a den for people to gather along with two bedrooms. Most of these suites also have balconies that look out over the feast hall. One of these suites is always reserved for Atilla himself, and another is reserved for Eri.

Fief Servants: Staffing the Pools are human sized ceramic dolls fashioned to look as lifelike as possible. Every doll is slightly different to help distinguish one from the other and to make them seem more real. For every adult doll they are usually accompanied by a smaller child sized doll that assists them in daily tasks. Although incapable of speech they are instructed to act as cheerfully as possible.

Aside from the dolls, Atilla has also stationed several golems at the entrances. Creatures made of stone and metal they were made in Atilla's likeness. They were created as sentries for the Pools. They wait motionless and lifeless until they sense some disturbance inside the building or some intruder attempts to enter.
Callisti
Expert, 28 posts
God laughed at me.
So I must devour them.
Tue 6 Sep 2022
at 17:43
  • msg #9

MINIGAME: The Definition of Domains

[Private to GM: As for my power votes:
Callisti: Shamanism + Mind. I would like to lean into prophecy a bit, as well as some psionic abilities to interact with the world and combat with.

Unblooded Shage: Chaos + Time (She already has a skill that effects move economy, could lean into that)

Demilupine: Water + Order

Earthborn : Daemonology + Life

Leise Schwertgeist : Air + Chance

Lunarian : Stormseering + Illusion

Minor Grimalkin : Order + Fire (could use the light of fire to cast shadows perhaps)

Restless Dead : Earth + Shamanism

Scapegoat : Necromancy + Death

Young Dwarf : Fire + Earth
]

[picture pending]

Fief Name: Ainsworth Tower

Fief Purpose: Oracle Temple, War Rooms & Intel Center

Fief Layout: Ainsworth tower is seven floor tower, six floors and a basement. The decor is floral in aesthetic, and littered with spheres wherever applicable.

Basement level: Reflection Springs
The basement of the tower is a reflection pool for meditation. It branches off into several private deprivation tank-like chambers. Here is where most astral projections and interfacing with the hive-mind takes place. Visitors and members of the Pantheon can also be guided into meditative states.

First level: Adventurer’s Guild
The ground floor is a place for adventurers as the world begins to populate. A quest board is maintained and handled by a receptionist. Quests are written using the intelligence collected on the upper floors. There is ample seating arranged in rings for parties to meet and gather. There is also a modest bar so drinks and a limited menu can be served.

Second floor: War Room
This space is reserved for qualified personnel and the Pantheon. Ornate meeting rooms are made available for comfortable cooperation. The most opulent of all is the one reserved for the Pantheon to wage war against the Gods.

Third floor: Spymaster Gallery
Spies and intelligence operatives meet here for debriefings. It also serves as an archive of objects, trophies and other spoils of war. They are displayed here for study as well as vanity.

Fourth floor: Clockwork Dormitory
Just as it sounds, these are quarters for the mechanical servants and the upkeep of their bodies. Unused bodies are also stored here with the expectation they will one day be filled with the consciousness of other Callisti who are indoctrinated into the Pantheon's cause.

Fifth floor: Prophecy Repository
Here an archive of prophecies and intel is stored. One must have the highest security clearance to reach this level and the precious records are always guarded heavily by servants.

Sixth floor: Temple of the Oacle
The top floor is a beautiful temple, decorated in golden flowers. There is a throne for Azalea at the apex. The throne is shaped as a large flower in bloom. Above hangs a larger, golden flower with a large silver orb at it's center, reflecting the original form of the Callisti. This floor has a high, domed ceiling, giving the tower the illusion of seven above-ground floors from the outside.

Fief Servants:

The servants of Ainsworth Tower are mechanical in nature. Many are fully bipedal, meant for physical tasks. Those meant for computational and administrative tasks are shaped as orbs, smaller than Callisti. Naturally, they are lesser versions of herself.
This message was last edited by the player at 17:44, Tue 06 Sept 2022.
Unblooded Shage
Familar, 75 posts
It's My War and
I Can Cry if I Want To
Tue 6 Sep 2022
at 23:22
  • msg #10

MINIGAME: The Definition of Domains




Secret Message: [Private to GM:

Callisti > Shamanism + Mind (Big orb nerd.)

Demilupine > Water + Order (Dad energy. Also, a lot of bodies of water, like the tides, are influenced by natural orders and laws.)

Earthborn > Daemonology + Storms (Reads like a summoner magician type. Summoning elemental demons would be so sick. Also og wizards cast lightning bolt.)

Leise Schwertgeist > Air + Chance (Swapping btw weapons seems very luck/chance driven.)

Lunarian > Stormseering + Illusion (Revealing secrets is like dispelling illusions.)

Minor Grimalkin > Order + Daemons (His fief commands lots of animals and other beings like nightmares. Very binding creatures into one's service.)

Restless Dead > Earth + Necromancy (Some cool Zombie/undead vibes. Esp if he can make ppl to work in the mines or do some graveyard burial stuff.)

Scapegoat > Necromancy + Death (Doubling up on the Hades metaphor. I mean tower of DEATH. Obvious choice.)

Unblooded Shage > Chaos + Time (Leaning into Thought Acceleration power, where my sense of Time has dilated already. Esp with the trippy space-time nature of my fiefdom.)

Young Dwarf > Fire + Life (Makes things using fire. Life and creation go hand-in-hand.)
]



 



Fief Name: The Golden Artery

Fief Purpose: Castle Defenses & Dungeon.

Fief Layout:

The Golden Artery and the land beyond is a realm of chaos. It shifts organically, free from the direct control of Lyngel-Lajos, but forever shaped by her influence. When the kingdom was born from the Lake of Echos, it rose into the sky. It is a massive spire of land residing in heaven. The Citidel perpetually floats through a sea of stars. Celestial spheres loom overhead like giants. With the Pantheon's power combined, its trajectory can be controlled, like a ship. As a warden of crossroads and liminal spaces, Lyngel-Lajos' fiefdom is both a wall you pass through and the highways traveled to reach it. These roads run through an Escher-Esque city carved into the earth that hangs below the Citadel. For now, these are overgrown ruins, yet to be populated by more than aimless servants and lost souls. The palace, and its four elemental wings, lie in the heart of a labyrinth.

All roads lead to one of the Golden Artery's gates. There is one in proximity to each tower of Wisdom: Mercury Gate (Ainsworth Tower), Sulfur Gate (Demonology/Name Pending), Moon Gate (Starspire), and the Black Sun Gate (Tower of the Dead). The Moon and Black Sun gates loom in the Eastern and Western walls respectively. The Gates of Mercury and Sulfur lie underneath the Citadel, secret to all but the Pantheon. A moat separates the Golden Artery from the shores of the Royal Woods. Two rivers mingle here and run throughout the rest of the Citadel: Aorta and Vena. The water shimmers with gold licked from the artery's walls. They flow over the palace cliffs into waterfalls. Defying logic, some flow upwards, circulating the waters of Echo below. The same phenomenon exists throughout the kingdom, creating a kaleidoscope of waterways that fall and then crawl back over the edge of the island. The Abyss lies beyond these cliffs, and what was once the Lake of Echoes. The world below is yet ripe for discovery and transformation.

The Golden Artery is an unscalable wall of stone and metal that encircles the Citidel. On the outside, it is beautiful. Mismatched architecture forms an opulent, golden patchwork. Inside, it is labyrinthine and alive. It devours anyone who attempts to navigate the inner sanctum. The walls shift to confuse prey. Few rooms serve any purpose or offer any respite. The rest is an endless sea of twisting hallways, staircases that go nowhere, and nauseating patterns of windows and doors. Natural order dictates none of this should be possible within the dimensions of the wall, but there is no order here. Rooms contain repeating assets, randomly generated and spat out by a sinister algorithm. Servants must guide allies through the maze so they do not become lost. The halls seem to ebb around members of the Pantheon, leading them seamlessly from one end to the other. If Lyngel-Lajos resides anywhere, she has not shared it. Rumor is she wonders her fiefdom aimlessly, just like the monsters that haunt it.

Fief Servants:

Beautiful and horrific statues are carved into the fabric of the Golden Artery. They dislodge themselves from decorative thrones to enact their mistress' will. Stone gargoyles perch in the shadows. Marble maidens watch over the fountains. Keyholes shaped like animals spin riddles. Sets of living armor patrol the labyrinth, hunting trespassers and prisoners. Sentinels are peppered throughout the outskirts of the kingdom, lying dormant and overgrown until the day they are needed.




Sign In