Outworld

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When players book for their first event, details of their Territories (and the Qualities inside them) will be added here. After each event, this will be updated to reflect the changes made by Geomancy. They are separated into five Realms, which came into being when the shapers arrived. Whoever is a Realm's Sovereign when an event ends may rename it; it may also change in nature to reflect them, but this process is not under any knowable control.

Qualities marked with an asterisk (*) are starting ones; they cannot be removed, and will provide the Territory's owner with a stipend of mana or majesty at the beginning of each event.

Contents


The Chromatic Expanse

Sovereign: Abyss, Ranger

This is a land of dreams and stories, of strange possibility and subtle revelation. The breath of the Skalds whispers through the twilight air, a spoken archive of legend and wisdom unfettered by time. Among these living words lies an endless wasteland, wrapped in the mists of tales yet to be told. Geography is not subject to maps and logic; the inhabitants navigate by pure desire. The points of the compass are curiosity and song, insight and bloodshed.

Yet there are islands of stability here, where great sagas have found form in the minds of the Tribes. Bulwarks of growth harbouring whole ecosystems have been shaped into existence. Hives and webways thrum with glittering life and calm pools provide oases of respite for travellers. But this is life in all its unfettered aspects and only fools think every tale ends well. Here too beasts track burning footprints through the nightmares of the unprepared and an endless storm shatters the distant sky. Among the auguries and portents of many futures The Shapers of the Tribes lay the foundations of a new and better world, through unrestrained passion and the raw power of biomancy unleashed.

Geomantic Engine Status: Optimal

AthlantiX

Owner: Crystal Nex

The triangular island of AthlantiX emerges with the tides from the oceans of the Outworld. Its gorgeous caves have vast ceilings of shimmering obsidian crystals in geometric patterns, with pools of bright cyan water and white sand below. These caves are the place of secret convocations with sea monsters, great and small. Above the caves, the island pretends to be a beautiful paradise – however, every bit of it is made out of treacherous machinery, and contains hidden defences.

  • Creation*: Mana is brought to the AthlantiX’s caves by a variety of sea creatures.
  • Embassy: advantaging Lanuaria Crystal blue pools in the caves of AthlantiX. (Crystal Nex, II)
  • Wonder: A group of birds that gather mana. (Mirador, II)
  • Advisor: advantaging Ribs A pool of brackish water contains insects that chitter trange and unsettling advice. (Abyss, III)
  • Geomantic Exodus: The hidden machinery of the island reconfigures into a great fan which propels the territory. As air passes through it is infused with the essence of change and resilience and transformation, which diffuses through the air and water, granting the power of self-transformation and freedom from need, age, and all limitations that those affected wish to transcend. (Leaf, II)

Storing 5 green mana
Storing 10 blue mana
Storing 7 majesty

Athyrium Falls

Owner: Mirador

A tumbling waterfall in the foothills of towering mountains, partially hidden by thick deciduous forest.

  • Wonder*: The power of the falls causes glimmering stones to be revealed, washed clean and life giving.
  • Traders: advantaging Abyss Travelling caravans of catfolk gather outside settlements promising unique and curious artefacts for sale. (Abyss, III)
  • Creation: A crystal statue that gazes at the starblossom. When the blossom blazes, the statue weeps. When the blossom is dead, the statue looks on with radiant joy. (Celestial Grid, II)
  • Masterpiece: The highest peaks of the mountains form wicked claws that tear open the sky, bleeding perfect crystals into the falls. (Abyss, III)
  • Embassy: advantaging Abyss The sabre toothed cats hoard mana in their dens, to give to Abyss. (Mirador, II)
  • Aegis

Austere

Owner: C60 2AT8

Tales of Austere

Emerging from turmoil of the ocean at Rift’s End, the twin spires of Austere rise skyward. White surf breaks over their sleek obsidian sides, then recoils to reveal the tip of labyrinthine structures that extend for miles into the deep. The mirrored walls within shift and change, diverting away those who advance without steadfast resolve. At its core the Geomantic engines grind into existence the dreamscapes of all who enter. “Better this than the deafening silence of ignorance” reads the iconography displayed across the inner sanctum’s vaulted ceiling.

  • Force*: Upon expulsion from the structure, mana bleeds from a Shaper’s skin and may be channelled to any will Austere has set in motion.
  • Wonder: Adorable small furry creatures spontaneously generate from the surroundings. Their fur bears a potent painkiller which reverses agin and heals all impairments. Those affected feel a strong desire to protect the creatures and expose others to their effects. (Leaf, II)
  • Miracle: Tentacles from the deep emerge to embrace the spires of Austere, crackling with bioluminescence. An enormous squid - delivering Aethernet connectivity - a marvel of biomancy! (Glint, I)
  • Traders: advantaging Orb-Weaver Creatures of glass with sharp teeth and claws step through the mirrored walls when all is dark at night. They trade in the dreams of those who dwell here in exchange for secrets from their hidden world. (Orb-Weaver, III)
  • Creation: A towering statue of a shark god rises over the land, worshipped by human-spider cultists praying for sharks to come to their lands. (Orb-Weaver, I)
  • Palace: A webbed shrine holds this revered biography and holy book 'Dr Weaver, or how I learned to stop worrying and love biological transmogrification'. (Orb-Weaver, II)

Storing 5 red mana
Storing 5 blue mana
Storing 6 majesty

The Beach of the Lost Souls

Owner: PebbleChrome

Desolate, cool, and bathed in moonlight. The sea and sky are dark but glimmering. Small crabs scuttle and burrow, building infinite sandcastles and fighting and breeding and collecting each other’s abandoned shells. Worms of varying sizes dig complicated cities under the sand. The main flora are thick long grasses and wiry bent trees. The human population mostly eat the crabs, build houses from the wood and worship the sea.

  • Creation*: A giant sandcastle made out of shells.

The Carved Land

Owner: Ribs

High peaks and vast moors, patterned with heather and small, twisting streams. A few determined trees stand battered by the constant winds. Strange figures roam the horizon, vanishing on a second look. Storms are frequent but never last long.

  • Creation*: Clusters of metal tubes and chimes harness the gales to create a haunting melody.
  • Wonder: A subterranean labyrinth, the pathways changing, growing and decaying like a living organism. (Soar Ever Upwards, III)
  • Traders: advantaging Orb-Weaver The spider-priests bring strange machines that pump raw emotion into the atmosphere, inspiring joy, rage, passion and fevered curiosity in those who live here. (Orb-Weaver, III)
  • Force: Great aerial leviathans travel from place to place in eternal migration. As they pass, stories carves into their bodies are displayed and disseminated for all to see. (Ribs, III)
  • Palace: This bone-wrought pillar/Speaks the wisdom of wildness/Growth arises here (Carrion Comfort, III)
  • Aegis

Storing 5 majesty

The Cave Of Stars

Owner: Hand

A honeycomb labyrinth of tunnels. Pulsing roots frame every corridor and tubers shed a gentle light throughout the domain. The inner sanctum is a vaulted chamber, constellations of the World Before twinkling above. The floor is unnaturally smooth, and a littered with keepsakes of the Homeworld.

  • Wonder*: Pearlescent salamander-creatures winding their way through clear rockpools, nesting amid mana-infused kelp, and growing vibrant with its power.
  • Traders: advantaging Abyss Flocks of crows, ravens and magpies carry glittering objects which sparkle in the light from their glowing eyes. (Abyss, III)
  • Creation: Turtles living in a waterfall collect mana in their mouths. (Mirador, II)

Storing 6 blue mana

The Catacomb of Lost Toys

Owner: Ash

A maze tunnels made of broken parts, rock, wires and metals. One moment you think you're in the ruins of a spaceship, the next turn might lead to an uneven tunnel of quartz. At the centre is a large den filled with mountains of shining junk and debris. Nestled between is a forge and workshop. Not that you could ever find it without a map or a guide.

  • Force: The forge is in the shape of a volcano and radiates heat constantly. You feel if whatever you made wasn't worthy it would pull you in and consume you as penance.
  • Wonder: Geometric hanging gardens span the walls, tessellated shapes composed of leaves and flowers. (Soar Ever Upwards, III)
  • Creation: Two small robot mice that move at incredible speed, taking the junk and turning it into mana. (Ash, III)
  • Masterpiece: A vast biomantic reactor snakes vine-like tendrils throughout the tunnels, threatening to ensnare and drain the unwary. (Abyss, III)
  • Dream Foundry: forging Infernal Seeds A great machine powered and kept alive and running by a force of hyperintelligent and obedient rats. (Red Tail, III)
  • Aegis

The Ceaseless Climb

Owner: Tor - NEW

A colossal mountain, appearing treacherously steep and inhospitable at first glance. However, burrowing creatures within the mountain carve out networks of caverns and tunnels which spiral upwards. Bioluminescent organisms have found permanent footholds in the tunnel walls, and any journey through the mountain is guided by their beautiful yet eerie glow. The sheer number of intersecting pathways means that disorientation is an almost unavoidable experience, and travellers convinced that their route has been carrying them upwards are often surprised to find themselves exiting the mountain no higher than they started.

  • Creation*: Perfectly still pools feed into streams which trickle through the mountain. For a time, a route upwards is made clear.

The Discordant Cradle

Owner: Ragweed

Amidst ever-growing, biotechnological spires, arcane machinery like great musical instruments calls into being creatures and lifeforms of various shapes and sizes. These creations live mayfly lives, compelled to return to the Cradle so that the energy composing them can be recombined into new entities, based on their qualities and experiences. This hyper-accelerated evolution continues with no apparent direction or purpose, creating an endlessly developing ecosystem.

  • Wonder: At the base of the spires, dead matter accumulates into life of its own, forming necrotic titans and skeletal conglomerations. Here even rot is verdant, developing, rapturous.
  • Miracle: Envisioning engines and thaumaturgical oracles extrapolate cultural and biological development, simulating and eventually creating visions of future denizens to mingle with the present. (Ragweed, III)
  • Traders: advantaging An Endless Falling Heavily laden monks arrive weekly with trade goods, mushrooms, and scrolls of philosophy and stories. (An Endless Falling, III)
  • Force: Occasionally, creatures find themselves compelled to make war, to prove themselves the stronger. The urge passes quickly – and they are united ever afterwards. (Ribs, III)
  • Creation: The dead aren’t gone, but live in what they become. This stela reminds us: YOU ARE WHAT YOU EAT. (If Only You Would, III)
  • Embassy: advantaging An Endless Falling Burning volcanic eruptions bring forth secrets long buried beneath the verdant rot. (An Endless Falling, III)

The Dreaming Savannah

Owner: Leaf

Endless blue skies broken only by sudden storms that bring the healing rain; wide rolling savannah, which feels like it might just go on forever. Everything is green and growing and healthy and beautiful, abundant and good to eat and delicious - plants and wildlife and people alike, if even there is a distinction to be made between them.

  • Force*: A beautiful, healthy tribe of nomads hunt, gather and photosynthesize, never aging past their prime, always ready for the chase.
  • Mercenaries: advantaging Ragweed The knife throwing act can miss a person on a spinning wheel from 100 feet, If they want to.
  • Wonder: A beautiful rainbow spring of fresh life-giving water rises from the ground; those who drink gain health and youth, and the compulsion to enable others to drink. (Leaf, II)
  • Creation: A glowing blue cavern imbues those who enter with powers of self-modification and personal sanctity. The leave in a self-designed and near-invincible form and with the desire to bring this power to all. (Leaf, II)

Storing 6 red mana
Storing 5 green mana
Storing 5 blue mana

The Emptiness

Owner: Cornea

The sands stretch forever in The Emptiness, but here a settlement clings, survives, despite all the punishment the world has thrown at it. Here only emotions reign, the Red Path, and here the betrayal and pain, the lies and the false, fuel the karmic heart. Here the pain she feels is crafted into guilt made manifest, to rip out the heart, to crush the breath, to show the art of the Red Path.

  • Force*: Emotional payback sunders the guilty betrayer of the karmic heart.
  • Mercenaries: advantaging From The Source, The Flow Sentinels of the Flow lend the combat experience of a thousand where needed. (Adversity Breeds, III)
  • Wonder: A sparkling oasis where it is always twilight. Those who drink find their memories replaced with those of exotic strangers. (Orb-Weaver, I)

Storing 6 red mana
Storing 6 green mana

The Ethereal Wilds

Owner: Juniper

A huge expanse of densely-packed forest, with a canopy that near covers the sky. Dangerous woodland animals roam these hallowed lands, and only those few folk with intimate knowledge of the forest survive here. Amongst grazers, predators, and scavengers, mysterious creatures prowl. Half-seen at twilight, they fit no description of any beast of the Homeworld, and no two encounters with these beings are the same.

  • Wonder*: A colossal, broad-leaved tree that reaches up almost endlessly into the clouds, emanating a sense of ancient wisdom.
  • Legion: The surface of the earth splits as a column of geomantic moles rise skyward, splattering the trees with red. (C60, II)
  • Mercenaries: advantaging Bunny Big cats stalk the land. Eating their hearts brings great strength and long life. (Bunny, III)
  • Creation: In the dark caverns below the forest where spiders roam, tribespeople gather to consume narcotics and dance to pounding tribal music. (Orb-Weaver, II)
  • Palace: A serene pool, hidden within a grove. It heals and energises any who walk within it. (Juniper, II)

Storing 2 red mana
Storing 2 green mana
Storing 2 blue mana
Storing 2 majesty

The Forgotten Path

Owner: Mist

A land almost entirely covered by marshy waters. Small patches of land, some big enough for villages, some mere stepping stones, litter the fetid land. Even young children learn which way to jump to get to where they need to – the fishing pools, the next village, home. Most days are forgiving to those who don't, but when the fogs descend, sometimes for weeks at a time, and you cannot see your feet, let alone where they are going, it is important to be confident where you step… There are things below the marsh surface, waiting.

  • Creation*: Eel-like monsters, ten feet long and slimy, that lurk beneath the waters of the Forgotten Path.
  • Tumult: A force of engineers, infiltrating and destroying tech. (Axle, I)
  • Force: There are mechanical sharks that swim out of waters - mostly fins. (Mist, I)
  • Mercenaries: advantaging Orb-Weaver Teams of daredevil shark riders thrill observers with their daring stunts, and cause the invading engineers to huddle scared in their camps. (Orb-Weaver, II)
  • Wonder: Wondrous tools and items hang from a tree in the swamp. But they are lures set by a giant jellyfish to attract and kill the unwary. (Orb-Weaver, I)
  • Traders: advantaging Orb-Weaver The shark riders trade mechanical parts taken from dead engineers. In return, giant spiders give silk hooked nets for catching sharks. (Orb-Weaver, I)
  • Miracle: Rainbow crystal domes protect settlements, admitting only things invited. People may let the crystal settle on their skin as they leave, restoring health, youth, and vitality. (Leaf, II)
  • Mana Fountain: enhancing green Fast breeding jellyfish create pools of glowing energy as they expire. (Orb-Weaver, I)

The Glass Jungle

Owner: Hawk

A block of skyscrapers made of metal and glass, held up by the myriad of trees, vines and other plants. The trees have absorbed shards of glass or grown around steel beams almost intelligently to support themselves without destroying the building and their place in it. The largest tree in the centre of the tallest building has its bark infused with glass and steel and has grown to the top of the building as a central pillar to stabilise the building itself. Some trees pass between the buildings allowing for free roam between them for those not afraid of heights.

  • Wonder*: Green bio­luminescent ant­like insects inhabit the Glass Tree, strengthening and fusing the natural materials to the glass and steel.
  • Force: A mist bank controlled by the strongest willed person in the area, used to confound their enemies. (Hawk, II)
  • Creation: A shimmering silver sphere that acts as a digital library. (Patient Guardian, I)
  • Masterpiece: A genetic splicing chamber for creating natural perfection. (Patient Guardian, II)
  • Embassy: advantaging Orb-Weaver Travelling through this series of tunnels changes the traveller into a spider so they can negotiate with the web-queens. (Orb-Weaver, III)
  • Mana Fountain: enhancing blue This territory is in flux, ever changing primal chaos. Inhabitants change their surroundings and forms according to their subconscious desires. (Orb-Weaver, II)
  • Palace: A library of empty books, where the pages are riddled with word-shaped holes. Moths of letters litter the ceiling. (Last Lingering Music, I)
  • Aegis

Storing 4 red mana
Storing 6 green mana
Storing 8 majesty

Grease And Bolts

Owner: Typhoon - NEW*

A vast toolshed full of tools - biomechanical and mechanical - and bits and bobs. There are benches and worktables full of plans and schematics, and a beaten up comfortable chair to rest in.

  • Creation*: A small mechanized sentient assistant who is much like a Swiss army knife, always covered in grease, and smells like a workshop.

The Grove Of Whispers

Owner: Rhapsody - NEW

Perhaps it is the wind moving the branches of the strange trees, or perhaps the oddly fleshy limbs move on their own. Either way, spend some time in this unsettling grove, and you will begin to hear them – the voices whispering to you. Some claim they tell secrets. Some claim they speak in tongues long dead. Some claim they tell stories of what is it to truly be free. Some claim the voices bring only madness and death. Find your own truth. Listen to the whispers.

  • Creation*: A tree that bears flesh-fruit, said to grant both wisdom and madness to those that eat it.

Labyrinth Of Mischief

Owner: Red Tail

A winding maze of long deserted sewer tunnels, that span for miles under the earth, giving easy access to the world above though hidden access points. The centre of which is a huge, living hive of rats, swarming around the bone throne and the piles of junk and scavenged loot.

  • Creation*: The throne sits around a large construct, a grinder. The rats scavenge for anything infused with mana, feeding it into the mechanical nightmare's teeth.
  • Force: A large swarm of painted rats, numbering from between 50-60. (Red Tail, II)
  • Wonder: A giant fountain in the shape of Cornea's wondrous tits produces owl-friendly coffee. Surrounded by a forcefield. Owls may enter but they cannot leave. Book-eating spiders erupt from the structure almost constantly. (Cornea, II)
  • Throne: A grand chair, made of the remnants of walkers past and anything scavenged. (Patient Guardian, III)

Storing 4 majesty

The Mountain's Jaws

Owner: Teeth - NEW*

A land of wild, sublime beauty - for those who can survive it. The best view of the blood-red sunsets and neon aurora lights is found in the place that gave this Territory its name - a high, windswept plateau, jutting out from one side of a rugged mountain and bordered by two rivers hurtling off the edge. Far below these twin waterfalls lies a rainforest, thick with lush plantlife and growls and chitters of strange creatures: an abundant yet threatening environment, easy to get lost in. Beyond even this, an untamed expanse of savannah stretches out to the horizon.

  • Force* - Close-knit packs of giant thylacines roam the land - efficient predators, though friendly and playful with Teeth.

The Paper Hive

Owner: Vespa

Catacombs of parchment, the air thick with communication and a thousand captured stories; huge sectoid insects gather words and mana and weave both into new structures. The walls beat with the tales of their enemies spoken through dripping mandibles.

  • Creation*: Soft-furred bees pluck ambient mana from the air and seal it into luminescent pulp walls, forming a chamber of manacomb.
  • Force: Swarms of bees gather in large spheres, condensing mana out of the air or anything trapped inside. (Hawk, II)
  • Legion: You will be safe. Security is winged and carapaced, slick with ink and biomechanical oils. They will hunt and provide for you all. Safe. (Vesper, II)
  • Mercenaries: advantaging Orb-Weaver The husks of an ancient army of warriors guard the land, animated by millions of spiders crawling beneath their flesh. (Orb-Weaver, III)
  • Mana Fountain: enhancing red The bees harvest blood, turning it into the sweetest honey. (Orb-Weaver, II)
  • Wonder: A beautiful oasis, which on closer inspection is made of infinitesimally small spiders. The trees, the water, the ground - all spiders. (Orb-Weaver, II)

Storing 4 green mana
Storing 5 blue mana

The Shrieking Canyons

Owner: Harmattan - NEW

An ever shifting set of sandstone valleys and channels that are constantly worn away and remade by the winds that blow across the landscape. A never-ending cacophony of howls, shrieks and whistles plays discordant music as the ground shifts and changes.

  • Creation*: Small, violent cyclones that remake the sand picked up into glistening droplets of beautiful glass and gems in their wake.

Sorrow Swamp

Owner: Bogwort - NEW

You smell the place long before you see it. The air is almost unbreathable, uncomfortably warm and thick with the stench of salt and tar and rot. It is a fetid swamp clogged with dead mangrove trees whose roots and branches twist into narrow paths across stinking waters. The surface of the water bubbles and oozes. Giant skeletons of long-dead kaiju rise from pools of smoking tar, among clumps of yellow grass and strange, calcified shapes. Despite the acrid air, there are people here. Well, not people; masked, mummified things that make their homes in the tree branches, occasionally traveling across the swamp on stilts or sending their deformed young into the water to hunt for (what may have once been) fish. They hide when they see you. It isn’t a good place for a picnic. Try somewhere else.

  • Force*: Tar-coated Kaiju bones from half-submerged skeletons; webs of light barely visible through surface fractures reveal mana-infused marrow.

Soulscour Bluffs

Owner: Tsingy - NEW

A desert landscape populated with razorsharp stone spires. Relentless heat beats down, and from the spires eyes watch, waiting for the unwary or weak. Each step is discovery of the self, as sins, flaws, and weaknesses are laid bare, the lies you tell yourself to help you live stripped, until all that remains is truth - about who you are, what you 've done, and what you want. The desert is the forge of the soul – the crucible in which self-deception is discarded, and the soul cleansed if it can survive staring at itself without the protection of lies.

  • Creation*: Moments of clarity – insights made solid and crystal by the hammer sun. Forged genius, frozen insight.

Telluric Fastness

Owner: Stratos

Tales of Telluric Fastness

There is a heartbeat in the air, an organic rhythm to the charged atmospherics. Above the tangled twilight of the Verdant Reach floats a strange geometry of stacked monoliths, slate-dark and glistening in the endless storm. Another pulse and the configuration of the towering construct shifts effortlessly. A gap appears momentarily in the formation and through it, lit by an actinic glare, you see a shuddering heart, a vast biomantic reactor connected only to the aether. Arcing energies scour the sky, earthing themselves in blinding flashes that leave living afterimages, ephemeral forms that breed and fight, even as they die.

  • Force*: Control rods of rune-carved vermilion crystal, plunged into the reactors heart.
  • Wonder: A glorious golden statue of Cornea's magnificent tits eclipses the horizon. Whenever someone approaches, a shrill voice exclaims 'SCREW SYNDARARARA'. (Cornea, II)
  • Creation: When the lightning from the maelstrom strikes certain patches of ground it causes, through intense heat and energy, a seed that has been dormant to germinate. (Mirador, II)
  • Palace: A webbed shrine holds a revered tome named 'Dr Weaver, or how I learned to stop worrying and love biological transmogrification'. (Orb-Weaver, II)
  • Ruination: The water the sharks were in turns into foul smelling acid, dissolving the sharks. Their remains float on the surface, spelling out 'GLORY TO THE COMBINE'. (Axle, II)
  • Festival: A festival is held outside the centre of Stratos’ territory, where all his majesty was once held. (Patient Guardian, III)

Storing 5 red mana
Storing 5 green mana
Storing 5 blue mana
Storing 7 majesty

The Temple

Owner: Bunny

“You are all gods, and this is your temple.” These words greet everyone in this land. Empty of people the terrain is flat and grey, given life and meaning only by those who enter it. The land responds to their moods, their needs, their desires, giving each person a small portion of their own personal heaven everywhere they go. When two stand close together their desires merge, showing a world where each one can have what they want without taking from others.

  • Creation*: At the centre of the Temple lies the Wall Of Glory, where every Walker's legend is constantly updated in real time. Every failure is a lesson, every victory an inspiration. You are worth more than you know.
  • Masterpiece: The Bonfire of Memory. An oil drumfire that remembers the stories told around it. A memory for those of the territory. (By My Crooked Teeth, III)
  • Force: The beasts turn into delicious prey. Eat their hearts to become your perfect version of your body. (Bunny, III)
  • Wonder: The great bounty, more than is needed, is harvested. The excess is stored here, at the entrance to the Green Roads, ready to be taken to feed the Outworld. (Bunny, III)
  • Miracle: Children are born strong and healthy. They instinctively know about freedom and personal boundaries. (Bunny, III)
  • Traders: Yaztromo A great pair of standing stones between a crackling arcane gate. Wizards and golems come, trading advice and arcane trinkets. (Yaztromo, III)
  • Palace: A webbed shrine holds this revered biography and holy book – ‘Dr. Weaver, or how I learned to stop worrying and love biological transmogrification.’ (Orb-Weaver, III)

Storing 1 majesty

Time's Ending

Owner: Wing

A lonely archipelago of islands, vainly reaching for each other within a bottomless indigo sea. From coarse sand, and rougher earth, springs a low brush; sheltering underneath towering branches of trees that grow towards a glittering violet sky, full of jewelled stars, and dancing nebulae. Lean beasts stalk the shadows - all opalescent scales and bold plumage - while glowing growths under the earth, and within the trunks of trees, throw the place into a sharply contrasting light. These islands are always rising afresh from the ocean, only to sink deep below them again later in a never ending cycle of rebirth.

  • Creation*: An endless path among the stars, evoking a butterfly's wings. Its glowing crystal remains as ever constant above the islands.
  • Embassy: advantaging Ash An old fashioned gentleman with a coon-skinned cap. (Rosie Ratchet, III)
  • Force: A seam of glowing rubies which, when compressed, produce vast quantities of energy, or even explode in extreme circumstances. (Wing, III)
  • Wonder: Vibrant, multi-coloured fruit that hum in minimalistic, ever-shifting harmonies. When eaten, the fruit nourishes and heals. (Wing, III)

Tranquility

Owner: Lanuaria

A land by the sea marked with ever-green hills, where ancient ruins are ruled by flowering ivy. Under the endless blue sky, in a small valley, protected by the ruins, grows an ancient tree. Its roots stretch wide and deep into the crystal-clear water of a small lake, where tiny fish find shelter. The tree’s broad canopy creates a peaceful spot to bathe in the warm water and watch other magnificent beings at rest and play. Those that do are regenerated, body and soul. Tranquillity is disturbed only by the rain drops that refresh the land and nourish its life.

  • Creation*: When the time is right, at sunrise, a branch of the ancient tree produces intricate blue blossoms.
  • Embassy: advantaging Crystal Nex An underwater embassy managed by biomechanical mermaids. (Lanuaria, II)
  • Force: A small legion of painted war rats. (Red Tail, II)
  • Wonder: Creatures of pure water emerge from the deep lakes, constantly transforming - now human, now beast, now water once more. (Orb Weaver, II)

Storing 5 red mana
Storing 5 green mana
Storing 10 blue mana

The Twilight Jungle

Owner: Hemlock - NEW*

The thick jungle that rises tall out of a wide bottomless ocean, reflecting the perpetual twilight sky. Luminescent lichen and playful fireflies light what lurks under the water's surface. Brightly colored plants release clouds of sweet smelling, mildly hallucinogenic smoke. Denizens sit with their feet dangling over the edges of their carved tree hollow homes, occasionally travelling along the vines that dip above the water's surface. The low light and soft sound of the waves entices visitors to relax, perhaps even fall asleep. Those that do find themselves adrift somewhere far away in the seemingly endless blue.

  • Force*: Snakes appear out of the water, leaving small piles of sparkling mana in return for the gift of song.

The Verdant Biosphere

Owner: Spine

A vast biome, with supports grown from the twisted branches of trees, and windows that look as if they are made from the wings of insects. It has many rooms, none with any apparent purpose. Walkways meander through vast areas of lush, and peculiar vegetation. The apparent chaos all works in perfect harmony, providing light, food, and seeds; each tells a story, or a tale. The seeds are the raw essence of geomantic energy, waiting to be grown and formed by the will of its shaper.

  • Palace*: A cathedral grown from trees, its windows made from the many coloured transparent leaves. Inside is a great organ that constantly plays the music of the earth.
  • Throne: When seated here, a person can engage in 2 way communication with kith and kin who are far from home. (Carrion Comfort, III)
  • Force: Giant beetles buzz around. Defeat them in a contest and they will tell you a story that will change your life for the better. (Bunny, III)
  • Wonder: A sparkling reflecting pool which reflects an idealised version of the looker. (Spine, III)
  • Creation: A stone golem covered in moss who tends the plants. (Ash, III)

Storing 10 majesty

The Void Below

Owner: Abyss

Deep below the Verdant Reach is what might be termed the very base of the world, if such a thing could be said to exist. Certainly none have returned to tell tales of anything beneath the vast network of twisted roots, exposed foundations, and odd crystal formations, used by the inhabitants to anchor themselves above the perilous, yawning nothingness.

And as you might expect, the people and creatures making their home in this world-below-the-world are strange indeed, but perhaps the strangest feature of the Void Below is the air itself - a strange, otherworldly, phosphorescent mist perpetually swirls and dances between root and rock and out of sight below, radiating power.

  • Creation*: When the conditions are just right, the mist forms like dew upon exposed surfaces, leaving behind tiny glowing crystals and an empty taste in the air.
  • Masterpiece: A great albino lizard-beast. Blind but tasting the arrogance and hubris of the unworthy who it devours. (End Of Hope Is Truth, III)
  • Embassy: advantaging Dahlia Twist The Divine Experiment: An Experience© testing facility, where citizens may temporarily experience the virtual reality of being a Shaper. (Dahlia Twist, III)
  • Force: Mosquitoes buzz through the darkness, alert for any movement. They taste the motives of intruders and swarm to drain the blood of those with ill intent. True explorers receive an infusion of healing, transformative vigour which lets them reinvent themselves from the inspiration to be found here. (Leaf, II)
  • Mercenaries: advantaging Mirador A band of shadowy warriors who fight and hunt in the fashion of big cats. (Abyss, II)
  • Wonder: The mana infused mists form dew which runs into rivulets, streams and torrents before cascading, unending, into the void below. (Abyss, II)
  • Palace: The huge, gnarled roots of the immense tree cradle a crumbling structure of crystal and rock perilously above the void. (Abyss, II)
  • Throne: At the nadir of the realm the mists coalesce into a throne - almost solid - from which can be surveyed nothingness. (Abyss, II)
  • Aegis

Storing 23 majesty

The Web­ways Of The Gossamer Athenaeum

Owner: Orb-Weaver

Ruined skyscrapers stand tall, a framework upon which the jungle has grown. From ground level the sky is obscured by an immense network of webs strung between trees and buildings. Daytime is a half­light as the sun makes the webs glow. At night the blackness is near absolute and there is often the sound of something...immense...moving in the darkness. But there is knowledge here – a great storehouse of biomantic research from before the Great Walk began. Up amongst the web­ways, humans and enormous spiders live in symbiosis, the humans providing warm host bodies for gestating spider young.

  • Force*: Powerful beasts move in the darkness, their life essence captured and harvested in the great webs.
  • Legion: Obscuring fog banks swirl with phantasms of pure desire. Those trapped in the fog are lost in dreams of their own creation. (Hawk, II)
  • Mercenaries: advantaging Hawk A smartly dressed spider-general commands an airforce consisting of heavily-modified insects. (Orb Weaver, I)
  • Mana Fountain: empowering red An intricate network of organic pipework pumps energy from deep in the ground to power biomachinery in the webway. (Orb Weaver, I)
  • Wonder: A pool glows with pulses of coloured energy. Those bathing there come back randomly changed: scales, feathers, claws, teeth, wings. (Orb Weaver, I)
  • Creation: The geomantic engines are laid bare here, their worker spiders churning out fantastical creatures, each one unique, each dangerous. (Orb Weaver, I)
  • Advisor: advantaging The Geomancy Apparition A hooded apparition calling itself ‘supremacy’ reads from a cobweb covered tome, sharing the secrets of world crafting with favoured acolytes. (Orb Weaver, III)
  • Aegis

The Winding Stream

Owner: Petrichor - NEW

The rain, a fine mist, falls through the canopy of the trees forming droplets on the twisted vines and moss covered rocks. They merge, rolling off the leaves to form rivulets in the soft earth. The rivulets flow together, becoming one. The gentle trickle becomes a stream and then a river: strong enough to shape the stone to be able to wind it’s path as it wills.

  • Creation: In sunlit pools, nestled in the roots of the oldest trees, iridescent crystals shimmer.


The Crucible Of Legends

Sovereign: Bethany, Protector

The Crucible of Legends; a mythic landscape where rugged mountain peaks and rolling valleys emerge from a primordial forest. Here, plants and animals from the mundane to the fantastical and the impossible mingle in an untamed jungle whose paths and colours shift from hour to hour. Any journey made through the Crucible will bring wonder, danger and adventure; a bold and resolute traveller will be both tested and rewarded by the land itself.

The further into the Crucible one journeys from the borders of the known territories, the wilder and less predictable the forest becomes. Close to the borders, familiar creatures make their homes between familiar trees; deeper in, creatures of dream and legend lurk between trees that blossom with rainbow crystals or move of their own volition; the only constant is the presence of spiders. Press on deeper yet, and the mists roll in; iridescent glowing lights guide travellers on into an otherwise featureless fog. Those who enter the mists with steadfast purpose shall find their path to their heart’s desire; the way to another Realm, the path to their destiny, the rebirth they long for. Of course, nothing here is without peril; and some would say, those who would journey so far and risk so much may indeed be seeking death...

Geomantic Engine Status: Anomaly Resolved, Engines Within Tolerances (0/8)

The Adumbral Isle

Owner: Pandora, the Libertine

A city that hangs in a lightless void. Rivulets of water stream over the edges, trickling into the vast obscurity. Within, all is larceny, decadence and perpetual night. Spiralling alleyways culminate in a vast rain-slicked square. A river splits the streets, winding its way around the dark, teetering buildings that overlook the shore; the rush of the waves is faintly musical. At the edge of one’s vision, shadows dance and twine.

  • Wonder*: A towering theatre in the round. Gargoyles and grotesques peer over the boxes, shadowing the sparsely-decorated stage. Strange light flickers behind an ornate velvet curtain.
  • Traders: advantaging Kerebos An alchemist, selling poisons to the malicious, and potions to the heroic. (Yaztromo, III)
  • Force: Swarms of dragonflies flock over the rooftops in infinite shades of purple. They prey on the unwary – drawing you in after one look. (Ribs, III)
  • Mercenaries: advantaging Celestine Siege weapons to drive back Combine assaults. (Theobald, III)
  • Coup: Dissuaded citizens take up arms against tyranny in the name of the People’s Combine! (Desiderata Violet, III)
  • Aegis

Bastion, The Arcadian Gate

Owner: Ghastly Whens - NEW*

The lands of Bastion are lands of duality. From dawn until dusk one might walk amongst the pleasant forests, enjoy the cool breeze, and drink from the streams that burble by the roadside. One might enjoy the taverns, the shops, and meet new and interesting people. From dusk until dawn the land is changed, and becomes one of superstition. Doors are barred, and running water provides protection from things that go bump in the dark. Fairy rings in the forest tempt unwary travellers. The land is harsh. But remember; do not go gentle into that good night.

  • Force*: A Wyld Hunt of animalistic hunters who traverse the land, maintaining the fragile balance.

Bethany's Castle

Owner: Bethany, the Steadfast

A wonderful, beautiful castle that, if one were to be honest, is rather impractical and unrealistic. If one asked a farm-child who grew up on fairy tales to draw one, it would look a lot like what you see before you.

  • Creation*: A farm in the castle grounds where somehow everything is constantly in bud, fruit and bloom, all at once.
  • Masterpiece: Monuments to the ideal world, a promise forged in untarnished metal and stone. Upon them is written 'To protect the innocent; Harm none and you will not be harmed; People have time to do what brings them joy; Those who can help those who need'. (By My Crooked Teeth, II)
  • Embassy: advantaging Theobald An Embassy to promote cooperation between Valtarians. (Theobald, III)
  • Mana Fountain: enhancing blue A fountain of sapphire gems and pure water that inspires the heart and soul. (Vermilion, II)
  • Force: A squadron of giant fighting dragonflies protecting the castle. (Bethany, I)
  • Legion: The waters of the moat move unbidden to defend against invaders with teeth of ice. (An Endless Falling, II)
  • Mercenaries: advantaging Theobald More armamaents to give the edge over the Combine. (Theobald, III)
  • Wonder: Foul swamp beasts emerge from the marshes, held back by valiant knights in glorious battle. (Orb-Weaver, I)
  • Miracle: An enchanted mirror continually displaying the tales of Valtaria; legends that inspire the viewer to seek out challenges to prove themselves against. (Vermilion, II)
  • Traders: advantaging Cam A long, sinuous dragon with iridescent wings the colour of dragonflies roars through the skies, pausing to speak to and offer rides to all it passes, making friends and spreading the Combine’s message of unity and liberty. (Abacus, III)
  • Palace: A tower of white stone. The sound of the sea echoes within it at all times. (Mariana, II)
  • Throne: A room which restores any object brought into it to shining and glorious pristineness. (Patient Guardian, III)
  • Dream Foundry: forging Congruence Confluences A great oak reaching towards the heavens, all the things of the world available to pluck from its branches. (Bethany, III)
  • Aegis

Storing 40 majesty

The Castle Of The Golden Blade

Owner: Demoiselle Lapin, The Lady Of The Golden Rabbit

A vast palace of glittering gold and ivory marble. The interior features hand painted walls and ceilings that depict past monarchs in all their glory. Neatly organised gardens and fountains and grand statues surround the palace for miles, and the smell of roses is always in the air. In the forecourt behind the pearled and gilded gates is a gigantic guillotine crafted from pure gold, from which the palace gets its name.

  • Palace*: The guillotine, grand and beautiful but also sinister. An aurora of fear dominates all that approach it. Some say this is the source of her power.
  • Throne: A golden throne with dancing rabbits engraved upon it. A perfumed smell surrounds this magnificent chair. (Lapin, III)
  • Force: Giant butterflies defending the realm, and looking dazzling. (Bethany, II)
  • Mercenaries: advantaging Adversity Breeds Beast wranglers dressed as finely dressed servants keep dangerous beasts at bay. (Adversity Breeds, III)
  • Wonder: Twelve carriages of ivory and gold, pulled by unicorns with golden horns and swan wings - those that enter are rejuvenated and healed. (Lapin, II)
  • Creation: Little diamond golems that fly around the spire. They are shiny and sharp! (Ash, III)
  • Aegis

Storing 13 majesty

The Catacombs Of The Forgotten

Owner: The Golden Lady, Laszvelar's Hubris - NEW

A mazelike structure, impossible to track where sounds come from within it, full and the howls of lost souls, and creatures of despair and misery which seem to reflect the failings and worst memories of the viewer.

  • Creation*: A pool of silvery liquid, the faces of the dead flickering across it.

The Citadel Of Night

Owner: Serennia, the Illustrious Conqueror of Drakenhold

A forbidding multi-tiered fortress-city carved from massive slabs of black granite, stalked by legions of twisted, joyless mutant darkling horrors with sewn-shut eyes and monstrous visages. At its centre lies a towering obsidian spire topped by a precarious windswept eyrie that draws a swirling cloud vortex around it, wreathing the surrounding lands in a perpetual dismal gloom.

  • Force*: A seething, churning miasma constrained within the frame of a magical mirror crackling with lightning discharges and acrid smoke.
  • Wonder: Within the darkness a faint ray of hope, a fountain of light. The sickly green emanations from within twist and sap and corrupt however, turning into monstrosities - all who congregate nearby. (Gedremonde, I)
  • Miracle: Bold and bright, a beacon arises from the shadows and drives back the darkness. Joy, hope, inspiration and love flow forth as a legion of shining warriors emerge to battle the shadow's denizens. (Serennia, II)
  • Creation: The Squamous Sages: Blind, albino lizardfolk lie waiting within the caves of despair. Those who brave the peril are granted incomplete wisdom. (End Of Hope Is Truth, II)
  • Masterpiece: A chamber filled with eyeless monsters, twisted and broken. If you can bear to gaze upon them they may dispense great wisdom to those who ask the right question. (Patient Guardian, III)

The Final Resting Place

Owner: Raziel, the Light In The Shadows - NEW

A series of catacombs, almost impossible to navigate unless you are a regular visitor. At its heart is an underground lake, surrounded by towering basalt columns.

  • Creation*: Fireflies light the way of any traveller, singing beautiful melodies in an unknown language.

The Glowing Labyrinth

Owner: Theobald, the Unbroken Shield

A series of walls, arranged in roughly concentric circles, with an elaborate network of passages passing back and forth between each layer. The walls themselves are styled in the grand architectural manner of the great Valterian cities, complete with towering spires, protecting the inner sanctum at the center of the structure.

  • Wonder*: A small bubbling brook, flowing into a wide, glistening lake, at the centre of the labyrinthine structure.
  • Miracle: A pattern of changing stars in the night sky from which the vigilant may draw meaning, inspiration, or insight into their problems. (Vermilion, II)
  • Traders: advantaging At Dawn And At Dusk Fruit traders to share exotic goods between our people. (Theobald, III)
  • Causality Weld: An emerald pool purifying the realm from dissonance. (Crankshaft, III)
  • Force: An ever-burning fire to roast the Combine upon. (Bethany, I)
  • Legion: A group of knights on dragons, keeping watch and guarding against the darkness. (Bethany, II)
  • Mercenaries: advantaging At Dawn And At Dusk A pact to allow our territories to defend one another, to ensure the weak don't suffer to the strong. (Theobald, III)
  • Creation: A small field of flowers, the same as grew in our village. (Theobald, I)
  • Masterpiece: A craftsman forged of steel and copper, with a face formed of porcelain. He sits and toils, creating devices of beauty, blades fit for Monarchs, and treasures for children. (By My Crooked Teeth, II)
  • Embassy: advantaging At Dawn And At Dusk An ever-blossoming, ever-fruiting strawberry tree that brings hope to those who eat from it. (Vermilion, II)
  • Mana Fountain: enhancing blue A fountain of sapphire gems and pure water that inspires the heart and soul. (Vermilion, II)
  • Synergy: advantaging At Dawn And At Dusk Get lost, and you shall find the Elephant Market, where fragments of prophecy and whispers of fortune may be traded for trinkets. (Whispers of Autumn, III)
  • Rich Pickings: A beautiful apple bush bearing sweet fruit (Gatling, III)
  • Rebuild: A heart for the craftsman of steel and copper, to allow them to love, and rouse them to fight back against the Combine menace. (Diesel, II)
  • Aegis

Gravin’s Fury, the Keep on the Ridge

Owner: Kaldoria, the Vanquisher of Dark Despair

An imposing fortress in a defensive position atop a great ridge with a view of the valleys for miles around. It’s loaded with history, the walls layered with stone from numerous generations who have built endlessly atop the previous structures. The gloomy walls weave across the ridge, while the fortress inside looms ominously into the sky. The impaling spikes, jagged portcullis and extensive dungeons speak of a dark past, and although the colourful banners of Kaldoria do add some brightness, the sorrow of history still permeates through.

  • Palace*: The grand throne room of Gravin’s Fury is shrouded in a thousand years of majestic and bloody history.
  • Advisor: advantaging Vermilion A shadowy figure glimpsed in mirrors and dark corners, who poses questions and dark choices, to shape a future of challenges posed and answered. (Vermilion, II)
  • Obliviation: Understanding the power of dissonance brought about by the bodies of the dead, the people pulled together to right these wrongs! (At Dawn And At Dusk, II)
  • Aegis

Storing 10 majesty

Homeworld's End

Owner: Ronan, Guardian of Valtaria

Snow covered mountains give way to gentle valleys filled with verdant, bountiful farmsteads. At the centre arises a single large rocky plateau upon which are carved the founders of The Valtarian Kingdoms depicting their adventures. A natural staircase built into the rock leads to a tavern of polished oak and marble, resting on the summit. The Inn’s sign reads; “Homeworld’s End” underneath which is the motto; “No Pawns. No Monarchs. Only Heroes” Beneath the warm, friendly tavern in caverns built into the plateau, the next generation of heroes drawn from the nearby farms train for the new world to follow.

  • Wonder*: The vast ornate plateau known as ‘Valtaria’s Legacy’ inspires hope in all who remember Valtaria’s rich history, myths and legends.
  • Traders: advantaging d'Eon At night, journeying through the shadows, traders meet to exchange armaments and advice to aid the people. (d'Eon, III)

Ildathach; The Island of Mercy, The White Shores

Owner: Mariana, Oceanheart

From the centre of a fathomless, sapphire blue ocean rises a small but perfectly formed island city that shines like the most beautiful of pearls. Crystal clear waters give way to softest white sands, and the city rises in concentric white stone tiers of protective walls, stylish villas, beautiful avenues and resplendent gardens, each more lovely than the last.

  • Palace*: Atop the island is a gorgeous, many-towered castle, made entirely from solid, sea-washed blue-green glass.
  • Force: A squadron of knights to inspire the people, and challenge them to better themselves. (Bethany, II)
  • Legion: A city watch garbed in blue and silver livery and upholding justice (Bethany, III)
  • Wonder: Exotic orchards covered in ripe fruit, glistening with dew. (Scarlet Crave, II)
  • Miracle: The sands of the beaches form abstract figures that rescue the shipwrecked and the drowning (Soar Ever Upward, III)
  • Traders: advantaging Bethany A floating market springs up every few days, boats full of food, drink and sparkling wares fill the harbour. (An Endless Falling, III)
  • Creation: Strange mists flow through the realm, ignoring existing weather. (Adversity Breeds, II)
  • Masterpiece: A white clipper ship with blue sails, which skims across the waves like a bird. (Mariana, III)
  • Embassy: advantaging Pivot An embassy from the fells, where people can learn about foreign lands and taste blackberry wine. (Yaztromo, III)
  • Aegis

Storing 3 majesty

The Labyrinth Of Echoes

Owner: Ariadne, the Irritant - NEW

A disorientating complex of subterranean caverns that resound with the chittering of arthropods and beset the unwary traveller with snares and pitfalls. Not the most convenient of bases, but the kind of place that oozes atmosphere. And ooze.

  • Wonder*: An immense central chamber, lit by luminous fungi, with a stronghold that resembles a cluster of cocoons, suspended on stalactites.

Land's Bounty, Protected

Owner: Milisandia, She Who Takes The Harvest - NEW*

Rolling farmland shared, without enclosures, in which iridescent vegetables grow, bulging with nutritious juice. This is no unified territory – those who refuse to live in harmony with the land form bands in the surrounding woods, riding on giant locustworms to pillage. Wooden watchtowers and ditches, and ice-cold streams moving at a breakneck pace, force invaders across small bridges on which owl-oxen guard. On common land, long ungulates with two dozen sharp, insectoid legs graze, awaiting herders to harvest their secretions. The farmers must train every hour they are not toiling, and each carries sword and bow at all times.

  • Wonder*: A thick forest floats above a clearing, ready to descend in case of attack, a fortress carved into the trunks.

The Last Beacon

Owner: Kerebos, Wielder of Dragonsfire

Once a small village, beset by darkness, now a citadel stands on the borderlands. Heroes rise in their fight against dread fortress which assails them, and they strive to push back the horrors.

  • Force*: In the heart of the fortress swirls a great storm of flame, with the souls of the taken writhing within.
  • Legion: A shining group of armoured knights to inspire the people to rise up, and bring down the darkness. (Bethany, II)
  • Mercenaries: advantaging Mariana The ghouls will fight for anyone. Their only price is the flesh they slay. (Theobald, III)
  • Wonder: A flight of dragons with phials of coloured smoke, able to etch in the sky the following message: "Cower, mortals, and redouble your efforts for you stand in the presence of true majesty". (Gedremonde, I)
  • Miracle: A tripartite mirror that reflects the viewer's full potential as a hero, a villain, or as one who acts outside the tales. A question posed? A glimpse of things to come? (Vermilion, II)
  • Traders: advantaging Mariana, Oceanheart A small, unremarkable shop, selling weaponry to those brave enough to fight against the darkness. (Theobald, III)
  • Creation: Mystical shapes flickering in the flames of the fortress, showing long-lost knowledge and ancient secrets. (Rain Falls On The Snow, I)
  • Masterpiece: I am immortal. I have inside me blood of kings. (Ziggy Love, II)
  • Embassy: advantaging Mariana, Oceanheart Adventurers from a strange land come, spreading tales of heroism. (Theobald, III)
  • Synergy: advantaging Whispers of Autumn A pewter elephant idol sits on a stone throne. It is coiled in vines and cables and wires, and speaks in prophecy. (Whispers of Autumn, III)
  • Dream Foundry: forging Bindings Of Chains for 8 blue mana, 8 red mana and 1 trophy each A focus of lines of power, on which is built a great ritual site. (Bethany, III)
  • Aegis

Storing 1 majesty

Light's Bastion

Owner: Celestine Brightheart, Blade of Truth

A gleaming, marble citadel spires above a dark, sprawling forest filled with lupine monsters. Radiant white banners hang from immaculate fortress walls which seem to never have been touched by tarnish or wear. At the centre of the fortress lies a vibrant flower garden where the resident Monarch-Errant may be petitioned by the local serfs for aid.

  • Force*: “The Companions of Celestine” are a band of gallant knights chosen from amongst the peasantry.
  • Wonder: New at Light's Bastion: Peasant vs. Monster. Fighters from all walks of life face hideous chimeras the likes of which humanity has never seen! BUY TORGUE (Ten Count, III)
  • Traders: advantaging Theobald Horses and carts ferrying wares between our territories. (Theobald, III)
  • Creation: A great library of heroic legends, each undone by a fatal flaw. The blind, albino lizard monks each whisper similar prophecies. (End of Hope is Truth, III)
  • Palace: A radiant tower, its grand edifice is covered in stark, grey roses (Celestine, III)

Storing 7 majesty

The Peaks That Pierce The Heavens

Owner: Telador Silverhand, Lance of the Stars

A range of mountains stretch as far as the eye can see, their bases lost in mists that mark the edge of the domain. It is impossible to know where mountain ends and fortress begins, its towers rising into the chill air and its bridges weaving across the forbidding expanses between the peaks. The towers reflect the stars above, and are named for them, each containing an orrery devoted to the movements of their patron star, charting their movements across the heaven in pursuit of an understanding of patterns and what they mean for the world below.

  • Force*: The Tower of Sol, greatest of Stars. See it bring warmth, where absence chills, and where its wrath is focussed.
  • Mercenaries: advantaging Yaztromo A gargoyle sits over each bridge. Their eyes glow with the light of the stars as they watch for intruders. (Yaztromo, III)

The People's Peace, The People's Piece

Owner: Lorentz, The Bulwark - NEW*

Be fooled not by the dry humour of its name. This place is in fact a vast collection of razor peaks, through which biting snow-filled winds howl and only the most hardy survive. The riches of these tough lands are buried in deep mineral veins and dour salty locals. Deep natural caves are smooth-hewn as homes to man and beast alike, a vision of the ruin brought about by the great and glorious falling by choice into shadow for their own entertainment.

  • Creation*: Within unassuming peaks lies sanctuary from Monarchs and Shadows. The price? Your oath to fight back. The People’s Heart.

Redoubt

Owner: Kystennin, the Unyielding - NEW

High walls and gates of iron and basalt encircle a rich land of fertile meadows, mighty rivers, and prosperity. At its centre stands the vast edifice of the Redoubt itself, its foundations anchored as far into the earth as its towers rise above it, the rock against which chaos and disorder beat in vain. Gothic spires and majestic buttresses abound under the varying but ever-present sun.

  • Palace*: A fortress in its own right, though sharing deeply in and reflecting the surrounding grandeur.

The Sanctuary of Embers

Owner: d’Eon, Blade of the People

There is a lake that never freezes over, the dark gray waters a stark contrast against the sparkling white snow surrounding it. A road leads into the water, forming a path to the towering island commune known as the Sanctuary of the Embers. The buildings are surrounded by a high stone wall protecting those inside from the turmoil of the waters, the gray rock buildings towering up in tiers to the centre fortress. This is the fortress where those weary of being oppressed go, those who need help in nurturing their spark to fight.

  • Force*: A mechanical forge in the middle of the fortress, embers constantly burning. The brass structure contrasting starkly against its surroundings.
  • Untamed Force: The Vogelchevalier; a mechanical knight guards the forge. Vast like a castle, it remains enchained, to be unleashed when the Republic needs it most. (Ronan, III)
  • Traders: advantaging Ronan An old battered tavern, warm and welcoming, where drinks are bought and stories shared. Its name; "The Steadfast". (d'Eon, III)
  • Creation: Strange mists rise at night, filled with shadows and fleeting shapes. (Adversity Breeds, III)
  • Forbidden Creation: A stained glass greenhouse. Contains a beautiful garden, each plant deadly unless handled properly. An old sign reads "Herbologists only". (d'Eon, III)
  • Embassy: advantaging Ronan Great heroes and philosophers visit the great marble hall to discuss hopes, dreams and a new free Valtaria. (Ronan, III)

The Sea Of Fire And Thorns

Owner: Aadiahe, the Feasting Flower - NEW

A vast desert of shifting sand dunes and rare beautiful oases. The great caravan crosses from one oases to another and often is the only way to make the journey. The Feasting Flower atop her great behemoth, within her cavernous tent feasts those who honor community, hospitality and loyalty. When she is pleased the great desert blooms and transforms into a flowered garden for a single day.

  • Palace*: The Walking Palace, a great tent atop a huge desert behemoth.

Solace, Island In The Sky

Owner: Yaztromo, Archmage of the Seven Winds

A floating island held aloft by crackling azure runes. A vaulted bridge of white marble links the earthen mote to a nearby mountain where a peaceful village has formed. Bands of would-be heroes that cross the bridge from the village daily, hoping to petition to gain an audience with the wizard who lives here and some guidance on their own quests.

  • Creation*: Seven Great Monoliths stand in a Circle at the centre of the Isle. The Sun shines and the Rain falls by Yaztromo’s wise direction. Rejoice!
  • Forbidden Creation: In the bowels of the island, a freezing cave holds a coffin of ice. Unnatural geometries flicker beneath its surface. (Atherozan, III)
  • Force: A host of gargoyles stand on parade, their stony forms protecting the entrance and lining the edges of the bridge. (Serennia, III)
  • Legion: A herd of majestic unicorns roam the forest, helping travellers. (Diesel, III)
  • Wonder: From the waters emerge a host of scintillating-scaled merfolk, singing songs of the wisdom and exploits of the wizard within. (Serennia, III)
  • Traders: advantaging Bunny Walker traders, enthused by travel, trade food from the Temple for new foreign tastes. The food is fresh and delicious, preserved by the power of the Green Roads. (Bunny, III)
  • Palace: A spiral tower of deep red and gold with glowing magical runes down the side and a golden observatory dome on top with stars and moons floating around. (Lapin, III)

The Spiteful Pits

Owner: Alaccastia, the Dead Heart

Dead black rock protrudes in jagged spikes between pools of burning lava that bubble and spit into the sulphurous air. A twisted castle hewn from volcanic rock bursts forth from the centre, the lava forming a natural moat at its imposing door. The castle interior is dark and shadowed and covered in the trappings of evil. Bones and dripping black candles adorn every surface.

  • Force*: Sulphurous spouts of hateful wind that almost pull flesh from bone as they twist malevolently.
  • Breach: Angry small red birds that peck the flesh of anything, living or dead. (Flare, II)
  • Traders: advantaging Atherozan Armoured caravans export the product of belching, sulphurous mines. (Yaztromo, III)
  • Creation: The ground shakes as gigantic mechanical spiders covered in cruel spikes stride across it, lava spewing from their terrible mouths. (Orb-Weaver, I)
  • Embassy: advantaging Vermilion Will-o-wisps in the form of glowing worms that dance mischievously in the air, attracting moles, other worm-eaters, and weak-willed people to join in their dance. (Vermilion, II)

Storing 2 green mana

The Wastes Of Ash And Bone

Owner: Laszvelar, of The Redemption Undying

Before Laszvelar assumed his destined place as a Monarch-Victor, the lands of the undying were those of golden spires. The spires are now broken ruins of what they once were. The ground lies broken and the walled cities are left to huddle at the onslaught of dead monstrosities. At the centre of the Wastes lies Laszvelars Palace, the Necropolis, from whence his Deathknights ride out to protect the smallfolk from the abominations conjured up by the hubris of his youth.

  • Palace*: The Necropolis looks more like the abode of a Monarch in Shadow, but Laszvelar is well known for his evenhanded and magnanimous judgements and streams of pilgrims are seen venturing to the palace to petition his aid.
  • Advisor: advantaging Yaztromo A silver mirror. It speaks with the voice of a thousand birds. It offers glimpses of the future, but only in rhyme. (Yaztromo, III)
  • Wonder: The Wards of Bone. Designed to ensnare the wayward undead lest they escape and wreak chaos. Two clawed hands jut from the ground in bright, incongruous colour. Sponsored by Vitamin Glee. (Ten Count, III)
  • Dark Wonder: A black spire, inspiring awe. It stretches endlessly to the sky, a symbol of our reach. (Celestine Brightheart, III)
  • Creation: Blind, albino lizardfolk, clad in dark robes, record the name and deeds of all who fell and joined the army of the dead. (End of Hope is Truth, III)

Storing 8 majesty

The Weeping Pools

Owner: Vallora, the Open Wound - NEW*

Quiet pools gather in the shadows below black-leafed willow trees, trailing their branches in the impenetrably dark waters below. A maze of narrow stone pathways crisscross the domain, providing safe passage to those who know the way, and an eternity of hopeless wandering to those who don’t. A slender and graceful tower sits at the centre of the natural labyrinth, all sweeping white marble, glowing faintly with a chill and eerie light.

  • Creation*: Blue-green fireflies flit softly through the trees, casting strange and confusing shadows, leaving faint trails of magic on the air.

Winter's Teeth

Owner: Atherozan, the Heart Of Ice

The skies are always grey over this frozen fortress, which seems less to have been built than to have erupted from the earth. Huge razor-edged crystals and towering pillars of ice house labyrinthine dungeons, the towers strung together with treacherous ice-bridges and riddled with sorcerous traps. Here and there, a passage will give way onto a courtyard or gallery full of icy figures, their faces uniformly caught in expressions of paralysing fear or devastating pain.

  • Force*: A freezing, screaming whirlwind plays around the icy towers, unnatural red lightning cracking between the heavy stormclouds.
  • Wonder: A magnificent ice dragon, who dwells at the heart of an eternal blizzard. She has great wisdom to share with any who can convince her they are worthy, but her standards are high, and disappointing her is perilous. (Vermilion, III)
  • Creation: Strange mists rise at night, full of shadows and darting shapes. (Adversity Breeds, III)
  • Aegis

Storing 2 red mana
Storing 2 green mana
Storing 2 blue mana

The Wyrdwood

Owner: Vermilion, the Unrepentant

Tales of The Wyrdwood

A forest such as the old tales speak of, perpetually on the cusp of summer and autumn. Ancient trees tower to the sky and the scent of leaf-mulch fills the air. The twisting paths and burbling brooks that run through the forest shift and change in the space of a heartbeat. Branches and plants catch at those who pass by. Wild boar and herds of deer roam freely. By day, dappled green sunlight and gentle rains nourish the ever-fruiting trees and brambles. By night, the moon is always full, and the wolves are always hungry...

  • Palace*: A citadel of bone and black marble, hung with banners of blazing red; its towers haunted by ravens and spectres.
  • Advisor: advantaging Bethany One mask of brightest red; another of striking green. Between the two, a face slowly drawing into focus. Two speak of courses known, and the third of a new path. (Vermilion, II)
  • Disgrace: A golden dragon flies through the sky, roaring "GLORY TO THE COMBINE!" (Axle, II)
  • Force: The eyes of the misshapen gargoyles glint in the sun. If they start glowing by themselves... don't stand in one place for too long. Buy Torgue! (Thoughtful Spider, III)
  • Mercenaries: advantaging Axle Comrade Propellor, the glorious deep red dragon, soars across the sky, her spined tail splitting into two at the end. (Crankshaft, III)
  • Wonder: Amongst the boughs and branches of the dark forest, ghost spiders weave beautiful ectoplasmic webs that warn the wary of dangers ahead. (Orb-Weaver, I)
  • Miracle: A cornucopia producing food fit for great feasting; those who eat the food find themselves thirsting to travel and seek out adventure. (Vermilion, II)
  • Traders: advantaging Ten Count Torgue Munitions present the CRISIS MANAGEMENT range of melee weaponry! Don't just slay your enemies, ignite their corpses and leave their smoking skulls as a warning for others! Not suitable for children or the elderly. (Ten Count, III)
  • Creation: The hatchery of legend and dream. The creatures of myth from the ages past given chance to live again. So their beauty does not fade. (By My Crooked Teeth, III)
  • Masterpiece: A vast and wise dragon, well versed in history and philosophy. Its scales black with flecks of silver, if the Carrion Queen should be defeated its scales shall change to a brilliant silver, with flecks of black as a reminder. (By My Crooked Teeth, III)
  • Aegis

Storing 26 majesty


Horizon

Sovereign: Thunder Surrounding, Illuminated Prosecutor

From lazily swirling mists emerge tall, jagged, square pillars of iridescent metal crystal, whorled in blocky, fractal spirals. Passages entreat travellers to explore within, wherein smooth black and white ceramic shafts buzz with latent data, holographic skeins arcing across their surface like synapses firing. In the cracks one can sometimes see through to a sunset-scape of creams and purples and violets, as if there were an infinite vista just beyond a razor-thin barrier of impenetrable matter. This endless sky greets new arrivals upon the first summit they appear at from the rift.

These passages often end abruptly in new spaces, confusing direction entirely. A traveller might come to a sheer drop, finding themselves walking out onto a bridge of pure light perpendicular to the apparent gravity of the territory they are approaching. Or the ground behind them might sink away, a path of maddeningly wayward stones erupting from the mists before them. Sometimes, landmasses are seen, great heavy chains sinking up or down without apparent purpose. So rarely as to invite myth, shadows gloam just out of sight in the distance, a haunting song reminiscent of whales in contemplation gently lapping across the pillars and skies.

Geomantic Engine Status: Optimal

The Archive Of Woe

Owner: End Of Hope Is Truth

A crumbling spire of architectural impossibility defiantly reaching into an unending storm. Within are shelves of iron-bound tomes chronicling the eventual fate of legendary accomplishments and triumphs beyond where the tales customarily end, as all legacies are unravelled by entropy.

  • Wonder*: Robed and squamous servitors scurry and crawl across the tenebrous shelves, their blind tongues tasting the records for reoccurring folly as the cosmic narrative repeats itself.
  • Dark Wonder: A spire made of branches grows. Its leaves glow casting light in all shadow. (Spine, III)
  • Traders: advantaging Whispers Of Autumn With porcelain skin and honeyed words, the synth-cleric evangelises the doctrine of quantitative finance. (Whispers Of Autumn, II)
  • Force: Dark templars, with elephant helms forged from black iron, circle the spire on cracking wings. (Whispers Of Autumn, II)
  • Mercenaries: advantaging Trip The Electric Rings of pure electricity flowing through the wires electrocuting intruders as required. (Trip The Electric, III)
  • Creation: The Omen Engine - a great mechanism that charts the passage of the heavens and predicts disasters. Those who rely upon this prophecy find it eventually flawed. (End Of Hope Is Truth, II)
  • Forbidden Creation: Ivy encircles a structure growing in its cracks. Its leaves are like glass. (Spine, III)
  • Masterpiece: The Repository Of Failed Dreams - stacks and shelves of plans and blueprints. Every one is a work of visionary genius with a single, fatal flaw. (End Of Hope Is Truth, II)
  • Embassy: advantaging From The Source, The Flow Shapeshifting quicksilver visitors from another land bring news of a future in which entropy may be optimally minimised. (End Of Hope Is Truth, III)

Asyly

Owner: If Only You Would - UPDATED

Tales of Asyly

The sky above: fathomless, welcoming, full of light. Your soul aches to sublime away, to join it. The earth below: thawed, horizon-spanning, full of life. Your body aches to lay down its burdens, to rest in it, forever.

Between sky and earth, what’s left of Asyly’s inhabitants wait in their sleepy rural town. They leave fields to fallow, animals to run free, engines to run dry. They know there are more important things in life than living. Today (as it was yesterday, as it will be tomorrow) is the last day of Asyly - and all of you are saved.

  • Wonder*: Ssh! You hear those pens, scratching? Young students unwrite every lie the old world ever printed, leaving only blank pages.
  • Force: On mechanical elephant steeds, the Templar range a long patrol, carbines in arms. They collect rubies from the dust. (Whispers of Autumn III)
  • Mercenaries advantaging Endless Radiance Warrior-monks from far away spend as much time training as they do questioning the townsfolk – “What are you waiting for?” (Tip The Electric, III)
  • Creation: A crude simulacrum of a geomantic engine promises journeys to Outerworld, Outmostworld. It’ll never work – but the statement stands. (If Only You Would, III)
  • Masterpiece: A Memory Hole opens at World’s Edge. Pollution? Down the hole. Regrets? Down the hole. All else? Down the hole? (If Only You Would, III)

The Chequered Floor

Owner: Subsidiary - NEW

A vast space of alternating white and black squares. Stepping onto it niggles at you to become a piece, and take part in the game. But the game is invisible, unless you join it. Inside the game, you are a white or black piece, the same as all other pieces on your side, making moves that form part of a huge strategy you can’t see. You can leave the game any time, but the heart of the territory, a vaulted hall with black and white pillars, can only be reached by playing, and crossing the board.

  • Creation*: The Chequered Floor continually creates new pieces within the game, so that it never ends. These mirror and match pieces around them, so that the board is always full of identical pieces.

Concept Y'all

Owner: Celestial Grid

A vast, vaguely conical pit slowly digs itself, as though an invisible hand is absentmindedly searching beneath the ground. From time to time, objects are unearthed. The pit’s inhabitants are learning that they will find what they need when they don’t want it, and what they want when they aren’t looking for it. When not in motion, the sides of the pit are solid rock, often covered in soft moss and waterfalls, and dotted with caves. The fauna are curious and the flora are kind. The water tastes of springtime and uncertainty.

  • Creation*: A single flower. By day its petals hang dead. At night it blazes with radiant light, a tiny earthbound star.
  • Force: The templars roost among the moss, steel feathers still, awaiting the need to use their swords. (Whispers Of Autumn, II)
  • Wonder: Glints of gold and silver that shine through the distressed earth when the stars shine right. If you pick one up, for a brief moment you feel happy. (Desiderata Violet, II)

Storing 5 red mana
Storing 3 green mana
Storing 5 blue mana

The Deep Flow

Owner: From The Source, The Flow

The quicksilver lake nestles high among glittering rainbow crystalline mountain peaks, its depths unfathomable. The colours of the jagged spires speak to minerals in abundance, but there is no life here. Look closer, and the surface swirls with intention; complexity stirs in the deeps. Closer still, and ten thousand trillion nanomorphic cells, each mindless, are together busy about their purpose. Devour: sunlight, materials. Multiply: repair, spread. Think: learn, be. Is this one mind, or many? Identity, memory, individuality all flow together and apart again as easily as shape and form. Rivulets of silver spill in cascades over the brink, exploring.

  • Palace*: A lone amethyst outcrop breaks the surface; the adamant spring wells from the island's tallest column. This is the Source.
  • Advisor: advantaging Adversity Breeds A pool of flow nanites that advise the shaper favours From The Source, The Flow (Adversity Breeds, III)
  • Wonder: In the shadowy vales, giant crystal spiders with squishy human brains stalk, their crystal bodies full of life-giving nutrients. (Orb-Weaver, II)
  • Miracle: A spider-web lattice of flowing quicksilver filaments extends outwards from the mountains in every direction, as far as the eye can see. (Orb-Weaver, III)
  • Force: A shimmering metallic pillar studded with gemstones, that repulses invaders and warns off spying. (Hawk, II)
  • Mercenaries: advantaging Adversity Breeds
  • Creation: A large coffee machine, able to be operated by humans and owls. (Trip The Electric, II)
  • Masterpiece: The Shifting Sculpture, a shape formed from obsidian and marble, twisting and shaping into beauties beyond compare. Beauty in the empty place. (By My Crooked Teeth, II)

Storing 15 majesty

The Delta

Owner: Still Moon On Rapids

A temperate eden. Huge glacier lakes glisten and weave high and low. Gouged landscapes with exposed sedimentary cavern networks stand testamentent to the power of the ice rivers that came before.

The lakes are teeming with crustaceans, amphibians, reptilians and all manner gleaming piscene wonders. Their shores attract vast herds of deer, elk and wild boar. Pine forests stretch and roam in every direction to the north, and maple forests to the south. Migrating flocks of geese ascend carelessly, punctuating the murmuring of infinite brooks and streamlets.

  • Force*: A dominating fortress on a high mountaintop glistening with garish ceramicwork throughout. Dome-topped towers encrusted with saffron, vermilion and indigo tiles featuring competing geometric patterns, for supremacy over the horizon line. Areas of high relief sculpture reveal panoramas of titans doing battle, their features visible from several miles away.
  • Legion: A flock of Kite Drones, invisi-shielded, are ready for deployment, able to silently and seamlessly gather military intel. (Whispers of Autumn, III)
  • Mercenaries: advantaging Whispers of Autumn Elephant-mounted Templar in red jackets and wide-brimmed hats pick their way through the forests. (Whispers of Autumn, III)
  • Wonder: Creeping vines snake through the walls like veins, and the entire structure seems to pulse like a living organism. (Soar Ever Upwards, III)
  • Miracle: A forest of pens, boughs laden, such that one can pluck handfuls at a time. (Credit to the paint apparition.) (Soar Ever Upwards, III)
  • Traders: advantaging Whispers of Autumn Silk-clad pilgrims come from every city and sprawl to be refreshed and rejuvenated by nature’s bounty. (Whispers of Autumn, III)
  • Creation: An underground network of hyper fast mag-lev trains speed through a network of natural caverns that span the realm. They emit a cheerful hum whenever they pass by a station. (Every Broken Clock, III)
  • Masterpiece: A shining chrome orb flies silently overhead, seeding new biospheres and tending to the flora. (Every Broken Clock, III)
  • Embassy: advantaging Whispers of Autumn A porcelain synth-priest sits within a golden shrine at the centre of a lake. Petitioners row out to hear its words. (Whispers of Autumn, III)


The Elephant Cathedral

Owner: Whispers Of Autumn

A vast pachyderm of obsidian, polymer and basalt. Atop its back sprout mist-shrouded steeples, lotus towers, flying buttresses and the domes of a hundred basilica. Banners of neon light stream and glow, skybarges float lazily through the mist between the spires. The elephant’s legs are covered in dark stone statues of figures robed as Concord sifu, and naked forms twisted in indulgence. Walk the guts of scriptoriums, databanks, catacombs and galleries. Feel the thunder of its tread, and taste the scent of incense as it approaches.

  • Force*: The Himmel hovers as a halo in the mists. Glowing lines of code and litany tumble from it like rain.
  • Legion: The Templar Talos division range a long patrol around the elephant's legs in bipedal mecha, bristling with C-beams and tachyon lances. (Whispers Of Autumn, II)
  • Mercenaries: advantaging Every Broken Clock The Templar glide among the spires and skybarges, swords ablaze with neon flame. (Whispers Of Autumn, II)
  • Mana Fountain: enhancing red A network of wires crackling with deep red sparks connecting the Scriptoria of the Elephant Cathedral and infusing them with power. (Desiderata Violet, III)
  • Wonder: Mesmerising neon patterns cover the back of the elephant. Those who study them find their youth and health restored, and the power to assert their personal space. They are filled with missionary zeal to ensure this learning is available to others. (Leaf, II)
  • Miracle: A gallery of paintings or statues that move whenever no-one is looking. The populace find themsees inspired to strengthen their familial bonds. (Last Lingering Music, III)
  • Traders: advantaging Every Broken Clock They dress in robes of brightest vermilion and walk on iron hooves to hear the doctrine of free majestic trade. (Whispers of Autumn, III)
  • Creation: A chorus of a thousand invisible voices raised in eternal, harmonious song. (Every Broken Clock, II)
  • Masterpiece: A glittering fountain flows fresh from the altar within a serene and peaceful stupa. (Every Broken Clock, III)
  • Embassy: advantaging Every Broken Clock A neon-lit scriptorium, where scholar-priests debate the merits of free or planned economic doctrine. (Whispers Of Autumn, II)
  • Synergy: advantaging Every Broken Clock Every thunderous step of the Elephant leaves scintillating gemstones that whisper prophecies of the future. (Whispers of Autumn, III)
  • Palace: On high, a cathedral made of pure light. Pure white doves flock in its spires. (Whispers of Autumn, III)
  • Dream Foundry: forging Synergies A growing stream of brightly painted caravans follows the elephant. People constantly and leaving the caravan ferment in the light of the elephant's neon patterns. (Leaf, II)
  • Aegis

Storing 1 majesty

The Eternal Bridge

Owner: Soar Ever Upward

A huge suspension bridge crossing a seemingly endless stretch of still water. It is lined with blossoming trees and anonymous white buildings. The weather is fine, and otherwise unremarkable.

  • Wonder*: Something vast and scaled gleams beneath the water. Perhaps a statue. It has the appearance of sleep.
  • Miracle: A hanging garden beneath the bridge, trailing vines into the waters. (Soar Ever Upward, II)
  • Traders: advantaging Auspicious Paradigm A HV12 media exchange platform. Quality, exciting Opportunity multimedia brought to Horizon and Horizon’s unique take on programming sent the other way. (Auspicious Paradigm, III)
  • Force: A watchful roc with ruby-glittering eyes looks for intruders, and carries them away if it finds them. (Hawk, II)
  • Legion: Lightning arcs down from clear skies. Normally harmless, it can target intruders. (An Endless Falling, II)
  • Mercenaries: advantaging An Endless Falling Draconic monks tell tales of a vast plateau to the far north. (An Endless Falling, III)
  • Creation: A tram with a cheerful bell trundles along the bridge, for when the walk is too long. (Every Broken Clock, II)
  • Masterpiece: A travelling library traverses the bridge slowly, it contains many texts and stories, including the full works of Drumlin (An Endless Falling, III)
  • Embassy: advantaging An Endless Falling A radio broadcasting station able to receive and convert signals to the Aethernet. Visitors can tune in for music, helpful advice and philosophy. (Auspicious Paradigm)
  • Palace: A towering palace of deepest obsidian, spiralling into the clouds. Gargoyles adorn the battlements. (Pandora Libertine, III)

Storing 1 majesty

The Eye Of All Storms

Owner: Thunder Surrounding

Behind a great wall of shifting storm-clouds lies the Eye, a vast orb of darkness criss-crossed by fractal patterns that hint at some impossible truths just beyond comprehension. Between the Eye and the Wall lies a network of metallic towers and sinuous cables, to which are anchored a host of airships.

  • Force*: "The Impertinent Gesture", a drastically modified Combine warship. It possesses an intelligence of its own, formed from the gestalt consciousness of its crew, whose minds now reside within many-limbed mechanical hosts.
  • Legion: A brood of dragons patrol the storm-walls, protecting those who seek refuge here. (Bethany, III)
  • Mercenaries: advantaging Whispers of Autumn The wings of the Templar are forged of hardened light as they glide silently, porcelain faces serene. (Whispers of Autumn, III)
  • Wonder: A hive of iridescent bees, whose honey inspires dreams of one's deepest desires. (The Luxophage Sun, II)
  • Causality Weld: Lightning arcs between two towers of steel and obsidian; broken parts are forged anew as ships pass between them. So too, the memories of their crews are reintegrated. (Crankshaft, III)
  • Creation: A tower carved from the clouds, in which lies a library of books in some ancient, lost tongue. (Thunder Surrounding, II)
  • Masterpiece: A labyrinth of swirling clouds and flashing lightning. Those who dare walk its shifting paths will come to understand who they truly are. (Thunder Surrounding, II)
  • Palace: Above the storm walls, a tower of unimaginable vastness, forged of a hundred airships docked to a central core. From its apex, one might see glimpses of myriad distant lands. (Thunder Surrounding, III)
  • Advisor: advantaging Switchgear The airship ‘From the Ashes we Rise’ hovers in the sky and advises the advance of the Combine. (Switchgear, III)

Storing 32 majesty

The Gallery Of Truth And Lies

Owner: By My Crooked Teeth

Tales of The Gallery Of Truth And Lies

A cavernous building filled with portraits of Homeworld and Outworld. Portraits of famous events, or events that never happened, or did happen but ended differently. Adjoining it is the library filled with literature from all over the Homeworld, as well as hand written texts. Statues and trinkets are scattered throughout acquired from all over. Some were taken, some were gifts and some were earned. A place of reflection, learning, and the safeguard of historical knowledge.

  • Wonder*: The Floating Window, an ever changing view of the Outworld and Homeworld. A place of constant inspiration.
  • Miracle: The Dream of the New World, a wing of art and stories. Depicting and inspiring all those who see it to strive to make a better world and foster a better way to live and the choice to decide for themselves. (Scarlet Crave, III)
  • Traders: advantaging Rain Falls On The Snow Figures passing in and out of the paintings, bringing wondrous things out of imagination and taking things in trade back into the paintings (Rain Falls On The Snow, I)
  • Force: An imposing tapestry depicting a great battle. The fall of the Sublime Concord. (Hawk, I)
  • Legion: Cave paintings of rats that move over the walls, following visitors. (Red Tail, III)
  • Creation: Door of Many Locks. A door that opens to anywhere, a different key leads to a different section of the Gallery, creating many wonders and opportunity. (By My Crooked Teeth, I)
  • Embassy: advantaging Switchgear A large room with a large table around which anyone from anywhere is able to discuss ideas clearly, concisely and swiftly with brevity.
  • Palace: A mighty reading room where one may reflect on the knowledge learned, and discover the deeper truth within. (Theobald, II)
  • Rich Pickings: A grand archway with the names of all Realms carved upon, somehow always up to date. Those who pass through are blessed. (At Dawn And At Dusk, I)

Storing 14 majesty

The Hyperlinked Glossararium

HyperlinkedGlossarium.jpg

Owner: Glimmers Of Logic

A shifting, colossal cube-like structure, the Glossararium contains a rich index of synergetic infostrands which autocatalogue data, metadata and infradata passing through their web. A user simply has to contact one of the psychonodes to gain access to this library of synaesthetic, synonymic entries on any genre of topic.

  • Palace*: A glowing golden orb anchored midair by monofiligree datawires, pulsing with connective knowledge.
  • Force: A shimmering force field protects against the intrusion of foes, hunger, thirst, sorrow and inefficiency. (Whispers of Autumn, III)
  • Legion: A giant mech towers above the glossarium, its porcelain face serene, its form still, its weapons ready. (Whispers of Autumn, III)
  • Untamed Force: Automated announcements extolling the virtue of the Combine and their glory, during non-sleeping hours. (Crankshaft, II)
  • Mercenaries: advantaging Intriguing Glint Anki Teams of independent media consultants, more than happy to assist in improving you or your company's public image, or assist in the production of Aethernet content. (Auspicious Paradigm, I)
  • Wonder: A set of geomantic engines hum gently, tended to by a series of holograms, for use of the visitors or inhabitants of the realm. (Last Lingering Music, III)
  • Miracle: A forest of folded paper. Words are printed all down the trees, and the roots are wires and cables. (Soar Ever Upward, II)
  • Dark Wonder: A domed glasshouse hosting the plant life of the Glossarium. (Desiderata Violet, I)
  • Traders: advantaging Last Lingering Music Semiotic exchange node. Automagic concept trade, sale and marketing. (Glimmers Of Logic, I)
  • Mana Fountain: enhancing green The Iridescent Infinity Cube. A holographic mother-of-pearl matrix hovers in a wide inf-pit. Accessing it permits individuals to shape and create objects according to their specifications, forge concepts into reality. (Desiderata Violet, II)
  • Creation: The Automated Synthetic Environment generator. A virtual environment to simulate any location needed or desired, created by any who enter it. (By My Crooked Teeth, I)
  • Masterpiece: A white marble and black basalt hall whose edges are lined in neon light. Within, holographic projections demonstrate the legends of Valtaria and record its histories. (Glimmers Of Logic, II)
  • Forbidden Creation: A gleaming silver coffee machine. The coffee produced is always black as night and sinfully sweet. (Desiderata Violet, I)
  • Embassy: advantaging Intriguing Glint Anki An enormous pyramid of glass holds within it the stunning new Flux Wildly Hotel. Stay in the kind of luxury only Flux could previously! Live like the stars! (Auspicious Paradigm, I)
  • Synergy: advantaging Whispers of Autumn We are flesh, circuit and bone. We are flow, and dynamism. (Whispers of Autumn, III)
  • Mind Harmoniser: A brilliant new star hangs in the sky, visible day and night. Harmonic crystals in the star receive and convey Aethernet feeds. Tune in now! #harmonise (Ziggy Love, I)
  • Rich Pickings: Opportunity Knoxx! It's so Ziggy! A vast cultural and Aethernet complex. Merchandise mall featuring all your favourite heartisans, holovid studio suites and comprehensive Aethernet coverage - Holovid 12 and Elysium Channel frontlining as ever. Free food and drink! Terms and conditions apply. (Ziggy Love, I)
  • Aegis

Storing 22 majesty

The Infinite Library

Owner: Rain Falls On The Snow

A vast library spanning every room of an enormous building, stretching far above the clouds and descending deep into the earth. The shelves and rooms rearrange themselves constantly, with shifting panels and walls, great robotic arms and vast systems of rails, sorting the library towards a single perfect system.

  • Force*: A smooth silver room that becomes a training hall, office, or library, with a vast armoury concealed behind every wall.
  • Legion: The curator stands as still as a statue, its porcelain face serene. Its hands are knives and its teeth are bullets. (Whispers of Autumn, III)
  • Mercenaries: advantaging Patient Guardian A group of librarians who sell or trade information on threats and dangers within the Library and beyond (Rain Falls On The Snow, III)
  • Wonder: The librarians here are hooded human-arachnid hybrids, climbing a web-network to retrieve books from strange inaccessible geometries. (Orb Weaver, I)
  • Miracle: Plants grow up between the bookshelves whose fruit nourishes and strengthens and allows the eater to control their form, shifting their self towards what they want and what they need. (Spine, III)
  • Traders: advantaging By My Crooked Teeth Library Unification Network. Processes and compresses information for ease of storage and sharing. (Rain Falls On The Snow, I)
  • Creation: Scribes and savants. Beings who tend the library, transcribe the histories, and search out the stories. They tell the stories to all who will listen. (By My Crooked Teeth, I)
  • Masterpiece: A great cascade of open galleries with a waterfall and river running through them, bringing light, life, fresh water and fish to the centre of the library. (Rain Falls On The Snow, III)
  • Embassy: advantaging Patient Guardian Travelling archivists and indexers, exploring the lost spaces of the library and bringing the different indexing schemes into unity. (Rain Falls On The Snow, II)
  • Mana Fountain: enhancing blue A fountain of sapphire gems and pure water that inspires the heart and soul. (Vermilion, II)
  • Palace: A webbed shrine holds a copy of this revered biography and holy book: 'Dr Weaver, or how I learned to stop worrying and love biological transmogrification'. (Orb Weaver, II)
  • Rich Pickings: Leather bound books, old and worn, invite those who read them into warm comfort. (At Dawn And At Dusk, III)

Storing 5 majesty

The Ivory Tower

Owner: The Tears Fall Gladly - NEW*

In the deepest forest lies a city of glass and mirror. At its heart stands an ever-growing tower of ivory. Obsidian rose vine crawls over everything, a painting of all there was, is and will be, shattering the city every eighteen years with its growing weight. Only the tower remains, always.

  • Force*: Rains of crystal and glass come and go, leaving radiant shards and broken hearts behind.

Kraken Heights

Owner: Adversity Breeds

A city built on an island of rock, hanging in place above the mists from heavy chains.

  • Palace*: The Mistgate Tower extends out over the mists like a crooked finger made of stone and polymer.
  • Advisor: advantaging From The Source, The Flow Shapeshifting quicksilver visitors from another realm bring guidance to those who embrace the vision of the Flow. (From The Source, The Flow, III)
  • Force: A group of exquisitely armoured undead ceremonial guards. (Bethany, II)
  • Wonder: A severed head prophesying the glories of overcoming challenges and conquering adversity. (Vermilion, II)
  • Traders: advantaging From the Source, the Flow Shapeshifting quicksilver merchants offer wondrous items to the relatives of those who offer their minds to the Flow. (From the Source, the Flow, III)
  • Creation: Runes that channel the energy of the mists into shards of mana. (Adversity Breeds, II)
  • Masterpiece: A high court that judges the crimes of criminals in this realm. Those found guilty are sacrificed to the mists. (Adversity Breeds, III)
  • Embassy: advantaging End Of Hope Is Truth A temple of blind, albino lizardfolk in black robes attend to records of betrayals, broken pacts, and failed diplomacy. (End Of Hope Is Truth, II)
  • Mana Fountain: enhancing blue A fountain of sapphire gems and pure water that inspires the heart and soul. (Vermilion, II)

Storing 28 majesty

Liminal Discordance

Owner: Carrion Comfort

Fractured obsidian spires howl discordant notes. Lost souls or simply the biting wind? The carcasses of ships tower over the landscape; white sands are littered with broken weapons and bleached skulls. Ice shards (or is it glass?) dance in the air. Sometimes, blood falls in tiny drops. It is the only colour. You can always see, and yet, is always night.

  • Palace*: A tower of bone and steel coils skyward like a DNA helix, sparking lightning.
  • Force: The bodies of the dead rise to impart the lessons they never got the chance to teach. (Bunny, III)
  • Wonder: A hall of polished obsidian, where the force of the risen dead is contained, consultable if wisdom is desired. (Bunny, III)
  • Creation: All life deserves a chance. A thousand handmade nooks and crannies harvest water; a chance to grow, to change. (If Only You Would, III)
  • Masterpiece: A tower of bone and glass symbolising aspiration. It provokes a purposeful sense of respectful curiosity and contemplative investigation. (Thunder Surrounding, III)

Storing 5 majesty

The Nameless Whale

Owner: Last Lingering Music

A whale made of interwoven wicker, each twig inscribed inscrutably. Wide white ribs hold aloft the structure, dank but bright. Curtains of white threads hang, a susurrus whispering against one's ears as one passes under each strand. Three inches of crystal clear water pools underfoot, gently lapping. Nameless creatures, moth-like, drift in the undertow. Walkways of coral wind across the hollow whale. Marking sigils, or perhaps not, silver fish dart between the reefs.

  • Force*: A river of glass that flows from the hollow eyes of the hollow whale. Tales of sorrow and destruction are recited to the sea beast to continue the flow.
  • Mercenaries: advantaging Whispers Of Autumn The Templar take to the skies on wings of steel and light. You see them coming by the light of their swords through the mist. (Whispers Of Autumn, II)
  • Wonder: A parade of mini-elephants singing in mysterious harmony. Those who hear the singing are rejuvenated and gradually transform into their ideal physical form, freed from the tyranny of need and age. (Leaf, II)
  • Traders: advantaging Whispers Of Autumn A porcelain synth-priest collects tales, trades them for laughter. (Whispers of Autumn, III)
  • Creation: A great fish feeding on the smaller shoals, its hide showing spiralling patterns of beauty and insight. (Rain Falls On The Snow, I)
  • Embassy: advantaging Whispers Of Autumn Obelisks of stone and glass float broken in the air. At the heart of each is a face that whispers scripture. (Whispers Of Autumn, III)
  • Synergy: advantaging Whispers Of Autumn A small pool that, when dived into, opens into boundless depths of sea. Scintillating jellyfish glowing in many colours glide its flows. (Whispers of Autumn, III)
  • Palace: Trees tangled into the shape of an enormous clock, each soothing chime a peal of colours. A flush of delicious scents laugh in the pendulum. Fruits that burst into cakes grow in the topmost branches. (Last Lingering Music, III)
  • Advisor: advantaging Whispers of Autumn A tiny golden elephant gambols through pools and puddles. It disperses advice in the voice of a family member. (Whispers of Autumn, III)
  • Aegis

Storing 4 majesty

This Too An Ending

Nothingvaluedishere.png

Owner: Soil, When Seeds Are Sown - UPDATED*

A toxic, foetid marsh, stretching out as far as the eye can see. The sky is dark with thick smog. Spikes of iron and obsidian jut from the soil at odd angles, casting long shadows across the sludge. The air is pea-soup, corrosive, a green sea of fire and lime. In secure shelters built for safety, strange and shambling figures live lives of love, building new understanding with a language of gestures only they know.

It is always dawn here, and the sound of birdsong can be heard on the horizon. Nothing grows here, but it might one day.

  • Palace*: A small monument under a sheltered dome. "To Tor, and our children. I am so very sorry."
  • Force: Long walls surround the territory, spikes point outwards warning those who approach. (Crankshaft, III)
  • Mercenaries: advantaging End of Hope is Truth Blind, albino lizardfolk swarm across the ruins and cursed earth, slaying intruders with flawed and forgotten gamma bolters. (End of Hope is Truth, III)
  • Untamed Force: A mushroom cloud, an explosion of heat and light. Forming against the skyline, the shape of a grasping hand. (Celestine Brightheart, III)
  • Wonder: It is impossible to recall the purpose one believed their life and doings had once one enters the area. (Soar Ever Upward, III)
  • Traders: advantaging Clarity Absolute A host of lost souls, selling their tomorrows. (Whispers of Autumn, III)
  • Creation: A great mechanism of clockwork and bellows shrieks “This is not a place of honour. No revered dead lie within.” (End of Hope is Truth, III)
  • Embassy: advantaging Bunny Walkers in ancient but effective hazard suits come to leave offerings of that which must be forgotten. The bravest stay to guard and see that nobody enters. (Bunny, III)

Storing 12 majesty

The Obsidian Plateau

Owner: An Endless Falling

An intimidating dark rock face forms the edge of this territory, broken up by paths leading into tunnels beyond. The Draconian people who reside here have made their homes in the very rock itself, not on the arid plateau above. Despite what structures have been built and the low, wind blown trees that flourish upon it, the entire surface feels open, exposed and isolated.

  • Palace*: Strive Ever Upward – An incomplete tower, covered in abstract monochrome patterns. While sometimes the tower changes height, the top is always raw scaffolding.
  • Throne: A dazzling white throne, carved of quartz, broad enough to dwarf any who sits in it. (Pandora Libertine, III)
  • Force: A single crag of basalt rises, filled with the warrens of ferocious draconic warrior-poets. (Whispers Of Autumn, II)
  • Legion: Archery butts and racks of weapons sit at the base of the tower. Drills occur at regular intervals. (An Endless Falling, II)
  • Mercenaries: advantaging Auspicious Paradigm A hit squad of fashion police patrol, hired from the elite HV12 cadres. They cheerfully provide fashion and accessory tips to all along with gift coupons to help. (Auspicious Paradigm, III)
  • Wonder: The sky sometimes swirls with murmurations of birds. (Soar Ever Upward, II)
  • Miracle: A spring of clear water, deep underground, always clean and never exhausted, with no obvious source. (Soar Ever Upward, III)
  • Traders: advantaging Whispers Of Autumn The porcelain synth-cleric sits in a small chantry. It dispenses sage financial advice, and smells of prosperity. (Whispers Of Autumn, II)
  • Creation: A spiralling maze of tunnels that branch and fork in fractal patterns, tracing a new path for every explorer. (Rain Falls On The Snow, II)
  • Masterpiece: At the heart of the rock, under the base of the tower, only reachable by the curious and solitary thee is a cave. An area for contemplation and relaxation with a natural heated spring. (An Endless Falling, III)
  • Embassy: advantaging Soar Ever Upward Travellers find themselves first at The Way Station. There they can find plentiful supplies. On occasion, guides will be waiting to assist the easily lost through the caves. For those wishing to stay longer, there is good food, comfortable lodging and aethernet connected screens with entertainment provided by Holovid 12. (Auspicious Paradigm, III)

Storing 19 majesty

On High

Owner: Endless Radiance

A craggy mountain hanging unsupported in the sky, that - wherever you approach it from - is above. The peaks are carved into an austere monastery. From the chill of the outer galleries to the surprising heat at the mountain's heart, the marble hallways echo with the whispered words and fierce debates of robed acolytes. Low hoods cover their eyes, but do nothing to conceal the intensity of their attention; conversation with visitors always returns to where those visitors fit - or should fit, or want to fit - into the world.

  • Creation*: A temple-forge where white-hot molten crystal and burning light are wrought into weapons of pure flame.
  • Embassy: advantaging Soar Ever Upward The world intrudes – laughing visitors come to meditate, but also to remind On High that there is a world below. (An Endless Falling, III)
  • Wonder: A great, resonant chamber. When one speaks, one’s voice is amplified tenfold – and sounds ten times more cheerful! (Soar Ever Upward, III)
  • Traders: advantaging Clarity Absolute A small glimpse into the Clockwork Circus, where traders and monks mingle for all to try their luck or lack thereof. (Clarity Absolute, III)
  • Force: A force of warrior-monks wielding swords of flame. (Bethany, III)
  • Mercenaries: advantaging An Endless Falling Draconic warrior-poets come to study the sword, to meditate, to teach. (An Endless Falling, III)
  • Palace: A spacious temple at the highest point, whose only adornment is a carving at the entrance: a calligraphic ‘why’. (Pandora, the Libertine)

Storing 1 majesty

The Persistent Sojourn

Owner: Trip The Electric

A disorientating mass of corridors and rooms. An office with every surface covered in blank paper, another with the walls covered with riddles. A room in which there may have been a struggle, and one ordered so precisely it almost hurts to move through as if in doing so you are somehow out of place. It feels too quiet, slightly uncomfortable, you feel as if you cannot stay in any room too long. There are not enough chairs.

  • Creation*: The glimpse of a Door in the corridor ahead. Only seen through the corner of your eye.
  • Masterpiece: The perfect chaotic moment: A moment of perfect clarity in a period of confusion. A silence in a noisy crowd. The answer to a problem. (Trip The Electric, III)
  • Embassy: advantaging Whispers Of Autumn An inscrutable glossary promises insight into the library, but gives none. An Elephant is engraved upon the cover. (Whispers Of Autumn, II)
  • Force: A swarm of hawk owls, fuelled by coffee, guard the skies. (Hawk, II)
  • Legion: A horde of intelligent, friendly rats that are very helpful and happen to be invisible to owls. (Red Tail III)
  • Mercenaries: advantaging Changing Of The Tide A series of statues placed through the halls, activating to protect the territory when the territory needs before returning to stone and waiting once more. (Trip The Electric, III)
  • Wonder: A coffee mine! Grounds are extracted via marvellous machinery operated by owls. (Soar Ever Upward, II)
  • Miracle: This entire land houses an abstruse mystery: clues take the form of writing on the walls or the words whispered by the wind. Or room layouts. All is a part of the puzzles. It never ends. (Soar Ever Upward, III)
  • Traders: advantaging By My Crooked Teeth A room of vibrant novelties where ideas are exchanged. (Trip The Electric, III)
  • Advisor: advantaging Thunder Surrounding An intelligent presence that leaves all in the territory feeling more smart and self-restrained, especially regarding caffeine. (Trip The Electric, II)

Storing 2 majesty

The Porcelain Garden

Owner: At Dawn And At Dusk

Tales of The Garden

A garden made of ever gleaming porcelain, where the white grass cracks underfoot and the flowers grow in unnaturally sweet pastel shades. The streets are walked by clockwork dolls which harvest the garden’s bounty.

  • Force*: Beautiful yet dangerous bees that swarm around the succulent roses, harvesting their power.
  • Mercenaries: advantaging Patient Guardian Roving cooks provide delicious food on request. Those who eat learn to cook as well. (Bunny, III)
  • Wonder: No food here. This grassy clearing is void of such distractions. Walking here, one finds one's memories to be so clear and vivid that they are overwhleming. (Soar Ever Upward, III)
  • Miracle: A building of ginger and marzipan. Within are a thousand memories, immortalised in sugar. (Soar Ever Upward, III)
  • Traders: advantaging Whispers Of Autumn The Synth-Priest is ever walking on its porcelain feet, bartering mystic gadgetry and techno-charms for secrets and songs. (Whispers Of Autumn, II)
  • Creation: Hot pools of water scattered over the salt castle, turning it into an oasis of relaxation and harmony. (At Dawn And At Dusk, I)
  • Masterpiece: An apple tree constantly in bloom. Orbiting the branches is a constellation of golden fire, bringing light to the fields, and beauty to those within them. (By My Crooked Teeth, II)
  • Embassy: advantaging Rain Falls On The Show A peaceful glade of trees where people come to meet and share stories. (Rain Falls On The Snow, III)
  • Palace: The glittering salt palace with flowing hot springs. (At Dawn And At Dusk, I)
  • Advisor: advantaging Abyss A pool in a circle of trees. Glimpsed within, your cruellest and most merciless self. You hear their advice in the whispers of the leaves. (Yaztromo, III)
  • Disgrace: The people of the Combine weep tears at Comrade Gatling's theft of the property and betrayal. The Palace dissolves. (Barrage, I)
  • Aegis

Storing 4 majesty

The Proving Ground

Owner: Every Broken Clock

High steel fences encircle the complex, obfuscating activities within the quadrangle but not the humming of machinery. The pictographic warning signs are unflinching in their details. Beyond the gates are darkly verdant greenhouses, shuttered ateliers, and crystal palaces harbouring glowing structures and strange engines. Loudspeakers play gentle music and the engineers that flit between the buildings are always smiling.

  • Wonder*: Harlequin lightning bounds along the earth, coils on the loudspeakers, barks like a dog.
  • Miracle: A glimmering silver craft rests on a launchpad, primed to explore the stars. Its interior is impossibly large. (The Luxophage Sun, II)
  • Traders: advantaging Whispers Of Autumn The porcelain synth-priest peddles outside the locked gates. It trades idols and holovids for whispers and dreams. (Whispers Of Autumn, II)
  • Mana Fountain: enhancing green Full power to the engines! Shovel on the crystal coal and shimmering oil (Desiderata Violet, III)
  • Force: Small whirlwinds of sand and grit prowl the fences protectively. (An Endless Falling, II)
  • Legion: A device of dials and whirring humming that can convert a human to pure energy for instantaneous travel and then reform them hale and hearty. (Whispers of Autumn, III)
  • Mercenaries: advantaging Whispers of Autumn Brass automata patrol the long boundaries of the fence. Those that meet them are chilled by the glint of their ruby eyes. (Whispers of Autumn, III)
  • Creation: Fog rolls through the grass, snuffles like a dog, leaving droplets of dew. (Every Broken Clock, II)
  • Masterpiece: A console lights up when approached; it makes a low hum while producing the requisitioned supplies. (Every Broken Clock, II)
  • Embassy: advantaging Whispers Of Autumn A porcelain synth-priest sits encased in a box of glass. Appropriately authorised operatives may ignore the warning signs and hear its honeyed words. (Whispers Of Autumn, II)
  • Synergy: advantaging Whispers Of Autumn A machine of lenses and mirrors that reflects the light of the moon into visions of possible distant stars. (Whispers of Autumn, III)
  • Aegis

The Star Chamber

Owner: Illuminating - NEW

The complex is set into the top of a mountain with parts of it open to the sky. The main building contains a large crystalline dome, the centre of which retracts to let starlight shine in at a specific point. Here games are played, and sometimes lost, and sometimes people burn in the white fire, though whether it is the loser or the winner who burns is hard to tell. The chamber is all at once a place of infinite beauty and bone chilling terror.

  • Wonder*: A beautiful stain glass window set into the ceiling, which amplifies and catches the light from the stars within it.

The Thunderous Mountains

Owner: Patient Guardian

A mountain range that appears to grow and shift when unwatched. Filled with caves and valleys that are home to small nomadic tribes, forced to move often as the lands around them do. The environment cycles seemingly randomly between long periods of tranquil peace, and devastating natural disaster combined with unnatural growth of predatory beasts. Slowly, the tribespeople are coming together to pool their knowledge and ideas. Each time the disasters come, they are a little more prepared. Each time the predators attack, the traps are slightly better...

  • Creation*: A great ramshackle library, built into mountainous caves, open to all to contribute to and learn from.
  • Masterpiece: A cavernous laboratory, perfect for the analysis of toxins and poisons, and the creation of venoms and antidotes. (Patient Guardian, II)
  • Embassy: advantaging Bethany A group of travellers, spreading the philosophy of Bethany’s New World for all to consider and discuss. (By My Crooked Teeth, III)
  • Force: A defence grid of weapons and lasers for training purposes. (Hawk, I)
  • Legion: A roving band of warriors who fight for the defenceless who still have lessons to learn. (Bethany, III)
  • Mercenaries: advantaging Rain Falls On The Snow A force of powerful animals. If you are smart and patient enough, you may find them less hostile. (Rain Falls On The Snow, III)
  • Wonder: Gold and silver spiders produce hallucinogenic venom. Tribespeople ingest this to gain great insight, but risk madness or death. (Orb Weaver, I)
  • Miracle: Scintillating crystal caves that resonate in tune with the thoughts of those who venture within and invite reflection and meditative tranquillity. (Serianna, III)
  • Traders: advantaging Rain Falls On The Snow A communal marketplace where representatives from the various tribes can trade resources and knowledge. (Rain Falls On The Snow, II)
  • Aegis

Titanquartz

Owner: The Luxophage Sun

Smooth rainbow mirrored stone feels synthetic, in organised blocks and non-organic shapes. Like the view of a city from above.

  • Palace*: The blocks of fractal mirrors show altered reflections in myriad colours as you wander the mazelike path into the darkness.
  • Advisor: advantaging Thunder Surrounding A series of shadows on the edges of reflections, occasionally offering helpful and unhelpful advice. (Trip The Electric, II)
  • Force: Shifting patterns converge into the shape of winged figures. They leap forth as warriors of pure rainbow light. (Whispers Of Autumn, II)
  • Wonder: A clear pool of water, recursively refracting the surrounding rainbow spires. (The Luxophage Sun, II)
  • Traders: advantaging From The Source, The Flow Shapeshifting quicksilver visitors from another land bring gifts of wonder, and whisper offers of deeper secrets to those who will return with them. (From The Source, The Flow III)
  • Creation: A curious machine that answers questions of fate and destiny, in haiku. (Thunder Surrounding, II)

Storing 5 red mana
Storing 7 green mana
Storing 5 blue mana
Storing 8 majesty

The Twilight Sanctum

TheTwilightSanctum.jpg

Owner: Changing Of The Tide

A large, imposing building that glistens with the setting sun both inside and out. Stone dragons wrap around the pillars they are carved from. Inside is a network of corridors that join spacious rooms, the crystalline walls glowing with the reddish hue of twilight.

  • Wonder*: An iridescent dragon patrols the sanctum, inhabiting a room that serves as storage for valuable items, which it guards.
  • Traders: advantaging Whispers of Autumn The porcelain synth-priest leads the silver market under the Autumn Moon. Trade whispers for trinkets, trinkets for whispers. (Trip The Electric, III)
  • Force: Venomous vines sprout among the gardens and between the open galleries, beating back the more aggressive tomes and providing a source of unique biomantic venoms - if the inhabitants are cunning enough to collect them. (Vesper, II)
  • Mercenaries: advantaging Trip The Electric A cohort of Shining Wizard Knights (Trip The Electric, III)
  • Creation: Fountain of life. Produces the purest of water to restore the weary. (Changing Of The Tide, I)
  • Embassy: advantaging Whispers Of Autumn The porcelain Synth-Priest leads a sermon in a voice thick with gold, evangelising the virtues of personal freedom and the wonders of free trade. (Whispers Of Autumn, II)
  • Aegis


Welcoming Bazaar

Owner: Calm Merchandise - NEW*

A large open air market. The crisp sounds of coin acts as a counterpoint to the soft music of voices in a myriad of languages.

  • Wonder*: A set of brass scales that balance depending on how each person values their own goods.

The Liberated Skies

Sovereign: Pivot, Facilitator

The Liberated Skies of the People's Combine consist of many islands of matter hanging suspended in the brilliant blue skies. They bluster with strong winds, perfect for rippling through hair and billowing through capes, with majestic banks of clouds that glow orange in the eternal, beautiful sunset. A great steel railway extends in a loop joining the larger islands that contain territories loyal to members of the People's Combine. This Great Railway of Liberty is served by two mighty locomotives, one going clockwise, one anticlockwise, to allow the people of the Combine freedom to travel wherever their purpose is best served.

Those territories that lack the Combine's favour are not connected by the railway, and the skies toward them are perpetually dark with rainclouds. The light of the sunset does not reach there, and the winds are icy cold.

Geomantic Engine Status: Optimal (0/0)

The Armoury Of The People

Owner: Armourer Bolt, of the Hammer Of Progress

A large factory, where workers of the combine produce weapons of war. Anything from large anti aircraft rocket launchers, to combat knives. Airship mounted cannon , to tiny concealable pistols for 'special work'. At the centre lies a large meeting hall, where plans can be made, problems solved, and guests received. Covering its walls are prototypes and examples of almost every weapon the armoury has churned out, neatly arrayed.

  • Force*: A series of machines, near the industrial heart of the complex, churning out weapons parts day and night.
  • Wonder: In the meeting hall, joyous songs ring out, lifting the Combine's spirits. (Barrage, II)
  • Traders: advantaging Fluidity A team of administrators bustle around, taking inventories and determining the optimal placements of resources. (Crankshaft, III)
  • Creation: Explosive research labs, developing various exploding devices and weaponry. (Crankshaft, II)
  • Embassy: advantaging Fluidity The most perfect break room, where armoury workers can spend their rest breaks in the luxury they deserve. (Crankshaft, III)

Storing 5 red mana
Storing 2 majesty

Cerulean Bounty

Owner: Volunteer Abacus, of the Symphony of Purpose

A vast, glimmering oceanscape, covered with a huge archipegalic chain of green islands, upon which a joyfully labouring population co-exists with a multitude of rats, cats, and other fuzzy creatures.

  • Wonder*: Wells of a green-glowing oil; the remains of long-dead, leviathan-esque nightmares, their fearsome influence now decayed into a exploitable resource.
  • Traders: advantaging Axle A dedicated fleet of supply airships bring much needed provisions to the people. (Abacus, II)
  • Causality Weld: A large automaton, devouring pollution. Every so often, a metallic animal is seen scampering away from its path. (Crankshaft, III)
  • Force: Small mechanical creations scuttering about, making repairs and alterations to everything in sight. (Crankshaft, I)
  • Untamed Force: A reprogrammed neural stimulator directs the marine predators to attack the enemies of the Combine. (Fluidity, III)
  • Creation: Large wellsprings scatter the ocean, bringing up salvage from the depths. (Crankshaft, II)
  • Masterpiece: A glorious fleet of passenger boats, carrying the people wherever they want to go across the beauteous ocean. (Flare, III)
  • Embassy: advantaging Axle A vast universal translator system, allowing all comrades to understand one another, no matter how eccentric a language they speak. (Abacus, III)
  • Advisor: advantaging Rebar A mass communications relay whereby RevCorp reports are compiled at a single point. (Abacus, I)
  • Rearm: Enormous moths emblazoned with the sigils of the people spin cocoons of brass over the old ways and paths. (Last Lingering Music, III)
  • Desecration: The ideological videos are replaced by a fun set of shows about the value of friendship, especially "Comrade Blebs the Seal". (Axle, III)
  • Aegis

Storing 5 majesty

The Dominion Of The Tyrant Vanquished

Owner: Liberator Flare, of the Victor Ascendant

A few small settlements each on their own island. Each settlement seems to live by a different ideal, and will try to bring others to their side through force or reasoning. Many of the islands are riddled with carved out mines.

  • Force*: Small red carnivorous birds that hunt in packs to take down enemies larger than themselves.
  • Untamed Force: This is an enormous statue of Liberator Flare, blowing the smoke from her gun. (Switchgear, I)
  • Wonder: Sleek jungle cats prowl the limits, eating intruders and dragging their mana home. (Barrage, II)
  • Traders: advantaging Vector There will be cocktail Inquisitors making sure industrioclasts are not running the cocktail bars and that people only get drunk on the night before their one day off a week. (Flare, III)
  • Dark Wonder: A party to dig up the EVIL TREE and burn it and the spiders and then have cocktails! (Flare, III)
  • Causality Weld: The Vector: The best cocktail bar in the Combine! Today's special - the End of the Line. (Crankshaft, III)
  • Creation: Ziggy Love Machine. (Ziggy Love, I)
  • Forbidden Creation: This is an enormous statue of Ziggy Love, wearing fabulous Combine apparel. (Switchgear, I)
  • Disruption: A tourney ground where liberators fight each other for propaganda and fame! (Flare, II)

Storing 2 red mana
Storing 2 green mana
Storing 1 blue mana
Storing 2 majesty

Emergent Assemblage

Owner: Engineer Cam, of the Symphony Of Purpose

An ever-growing, constantly changing warren of corridors and chambers burrowing into the side of a mountain. A hive of activity, as workers and machines mine and build, constructing what seems at once to be a city and one single, many-roomed house, through which everyone wanders freely. The chambers move around on rails and cranes, constantly interlocking into new patterns. Everything is pervaded by a hum of mechanical activity, thrumming through the walls; nothing is still for long.

  • Creation*: A clattering mining railway that runs from the pit face all around the territory, carrying resources.
  • Embassy: advantaging Pivot A rambling park of assault courses and woodland playparks, where children and adults alike find camaraderie and joy. (Crankshaft, III)
  • Force: A fleet of automata, gleaming and efficient. (Fluidity, II)
  • Mercenaries: advantaging Crankshaft Mechanical badgers, burrowing, forming new tunnels for the mine. (Crankshaft, II)
  • Traders: advantaging Abacus A matter composition editor, transforming excess materials into needed ones. (Abacus, II)
  • Wonder: Glowing crystals grow from the walls, bringing soft light to the warrens. (Barrage, II)

Storing 2 majesty

Fiddler's Green

Owner: Lieutenant​ ​Balthazar​ ​‘Piston’​ ​Bennet

Two dozen small floating islands tethered together by heavy steel rope bridges. The islands all sport idyllic meadows and small villages with some farmland. A few brooks leap over their island’s edge into the unfathomable depths. The Green is not connected by the Railway and serves as a low-key haven for many people the Combine would rather not think about.

  • Creation*: A large airship hangar under the main island services and repairs flying locomotives for all manner of shady characters.
  • Embassy: advantaging Rosie Ratchet A log cabin, inhabited by a young, self-sufficient, photogenic couple. (Rosie Ratchet, III)
  • Force: Anti-aircraft emplacements camouflaged to look as copses as trees. (Piston, III)
  • Mercenaries: advantaging Rosie Ratchet A militia of well-trained sharpshooters. (Rosie Ratchet, III)
  • Wonder: Intelligent and compassionate giant worms burrow great tunnels to form an underground railroad through which many escape the Combine's brainwashing centres. (Orb Weaver, II)
  • Traders: advantaging Crankshaft A spacious airport is constantly busy with essential supplies being transported in and out. (Crankshaft, III)
  • Palace: A noisy eye in a quiet storm. Industrioclasts govern, cave walls ring with joy, the people drink together. It's nice. (If Only You Would, III)
  • Advisor: advantaging Rosie Ratchet An old woman, wizened with age, who is an encyclopedia of knowledge on insurgency tactics and survival skills. (Rosie Ratchet, III)
  • Aegis

Storing 2 majesty

The Floating Falls

Owner: Rhetonomic Engineer Fluidity, of the Victory Through Persistence

Hundreds upon hundreds of rocks float in a loose column. The islands never touch, but spiral subtly in their orbits. The smallest bob along hosting a single wizened tree. The largest are too large to map. Flocks of birds fly between nesting sites. Industry thrives on water turbines. Where does the water come from? From the sky, but not as rain. Waterfalls, from trickles to torrents, tumble from island to island. Streams land on one edge and flow to the other. Gushing pillars of water hit islands as they circulate, crushing anything in their path. And when the rainbows start...

  • Force*: Thunderous showers of water pulse down from the islands and pound, roaring, through channels in the stony ground into unseen courses.
  • Mercenaries: advantaging Switchgear The "Loyalty in Comrades Returned" airship provides military supremacy in the skies around the Falls. (Crankshaft, III)
  • Wonder: As the waterfalls scatter droplets in the sunlight, they turn into mana and fall to the grass below. (Barrage, II)
  • Miracle: Life and love and vitality blooms across the falls as the land erupts into a bright cornucopia of radiant rose blossoms, that shift and change colour to reflect the mood of those who walk among them. (Serennia, II)
  • Creation: Between the cascades are shimmering rainbows that shower glittering blue crystals into lustrous pools. (At Dawn And At Dusk, I)
  • Disruption: Teams of joyful labourers remove the unnecessary 'anti-brainwashing facilities' and construct buildings for the People's good. (Fluidity, II)
  • Obliviation: Airships rain fire from above, destroying the mushrooms. (At Dawn And At Dusk, I)

Storing 2 majesty

The Flying Citadel

Owner: Captain Welder Sparks, The Badgeless

A flying fortress, comprised of a number of diesel powered airships lashed together with chains and rope. Because of the sheer number of engines constantly running the citadel is surrounded by a permanent black cloud of smoke and smog. There is usually a stream of airships carrying passengers to and from the ground. Aboard, the bustle of a large city is replicated on the gang-planks between ships, in a deadly game of hustle and bustle. Aboard the citadel, the disparate bands of Industrioclasts gather and trade secrets, commodities and information, united solely in their hatred of the Combine.

  • Palace*: The Great Sky-market. Here outlaws gather to trade and collect what is needed to stem the tide of the combine.
  • Advisor: advantaging Rosie Ratchet Mysterious figures, hidden by long cloaks and face coverings, whisper words of advice during the new moon phase. (Rosie Ratchet, III)
  • Force: A squadron of bombers flying under their own diesel powered smokescreen. (Piston, III)
  • Mercenaries: Camouflaged archers with mechanical crossbows. (Rosie Ratchet, III)
  • Wonder: A towering lighthouse shines wonderous light. Flockings of singing whales circle the light and guide the ships of air, land and sea to safety. (Last Lingering Music, III)
  • Creation: Mechanical birds with diamond hearts. They sparkle and never sing the same song twice. (Ash, III)
  • Aegis

Storing 2 majesty

Freedom's Eyrie

Owner: Lancer Maximum, of the Harbinger of Inevitable Freedom

The peak of a mountain standing tall above the island on which it stands, Freedom’s Eyrie opens up to allow airships to dock. Below it in the mountain sits the great workshop of Invention’s Forge. Swarms of engineers and airship crews scurry about, dodging libcorp propaganda teams preparing their latest works.

  • Palace*: A great brass statue of an eagle in flight, modelled on the figurehead of the Harbinger of Inevitable Freedom.
  • Force: A flight of eagles, soaring and guarding the skies. (Crankshaft, II)
  • Mercenaries: advantaging Abacus An elite squad of jetpack wearing liberators, ready for maximum carnage. (Abacus, II)
  • Wonder: Dew forms on the statue of the eagle, dripping into a basin. (Barrage, II)
  • Traders: Advantaging Rebar Among the ships arriving are supply ships, laden down with all the bounty of the Liberated Skies. (Crankshaft, III)
  • Creation: A weapon foundry, upgrading the ships' weapons. (Crankshaft, II)
  • Aegis

Storing 11 majesty

The Heart Of The Machine

Owner: Engineer Crankshaft, of the Relentless Advance On The Tyranny Of Authority

An old airship graveyard. The derelict vessels have been reclaimed, fused, welded together, and given life and function once again. On large open decks, plantlife blooms, creating wondrous gardens, full of wildlife and bountiful vegetation; a place for comrades to relax and bond. Every surface is covered with a multitude of interwoven pipes, cables, wires and roots and throughout the structure the pleasant hum of an engine can be heard, blending harmoniously with the chitter of the wildlife.

  • Creation*: A large metal heart in the centre of the structure, pumping along with the ambient thrum.
  • Embassy: advantaging Abacus A grand discussion hall where all people may contribute to consensus and harmony. (Abacus, I)
  • Force: A fleet of heavily reinforced airships. (Rebar, I)
  • Mercenaries: advantaging Axle Hidden automated gun placements that protect from ships when the territory is threatened. (Crankshaft, III)
  • Untamed Force: On the upper level of the Heart of the Machine, wildlife and plant growth appears, growing towards the sky. (Crankshaft, III)
  • Wonder: Amongst the airships run rats, clever and quick. They gather mana for the Combine. (Barrage, II)
  • Traders: advantaging Axle Refitted and repaired airships are collected for trade. (Crankshaft, II)
  • Causality Weld: Sound reduction measures in workshops and machine rooms, allowing a maximum of an ambient hum in noise. They pulse occasionally, sending out energy to far peoples. (Crankshaft, III)
  • Dream Foundry: forging Causality Welds Beneath the beating heart of the machine is an engineer's workshop, outfitted with all tools imaginable, with the background hum allowing quiet contemplation. (Crankshaft, II)
  • Rebuild: I get HA'd down, but I ONE UP! again, you're never gonna keep me down (Ziggy Love, I)
  • Aegis

Storing 1 majesty

Invention's Forge

Owner: Engineer Wingnut, of the Harbinger of Inevitable Freedom

Carved into the mountain below Freedom’s Eyrie, Wingnut’s workshop is a warren of twisting tunnels circling around the central forge. A vast room, the forge is a hive of industry; a half-dozen unfinished inventions hang by the forge, completed only when inspiration strikes. The walls are covered in blueprints, with glass cases interspersed between them displaying Wingnut’s finished creations. Rooms for visiting engineers, patrons, and guests fill the halls surrounding the forge, decorated sumptuously. Rumours that a secret room exists below the forge may well be founded in truth, but few have seen Wingnut’s personal chambers or the inventions therein.

  • Creation*: A looming brass automaton built as charming, conversational companion and workshop assistant. The Overseer emits blue steam from his joints.
  • Embassy: advantaging Abacus A small flying droid, informing the overseer of production requests from the Combine. (Abacus, II)
  • Mercenaries: advantaging From The Source, The Flow Silver gliders with wingspans of eagles soar around the eyrie, protecting it until its master's return. (From The Source, The Flow, III)

Storing 2 majesty

Liberty Fells

Owner: Volunteer Pivot

A landscape of lonely grey mountains. Towards the bottom of the fells are little villages, cottages made of slate, exuding steam through the brass pipes that link everything in this realm. Coarse brown-green grass covers the ground and moss appears along the walls, facilitated by the damp climate and myriad criss-crossing streams. As one ascends, the plant life starts to fade away until one is left only with the bare mountainside, the wind, and the golden light of the dying sun. And the pipes. Always the pipes.

  • Force*: When under threat, the piles of scree that litter the landscape coalesce into the form of golems, ready to defend the land.
  • Mercenaries: advantaging Mariana A first response team, poised to aid those in need should any accidents or mishaps occur. (Yaztromo, III)
  • Wonder: A rainbow breaks over the mountains, and mana forms where it meets the ground. (Barrage, II)
  • Miracle: The pipes extend into the mountains, creating a protective halo which exudes gentle mists to obscure the hidden fortress: a series of chambers full of relaxing steam where all residents can feel (and be) calm and SAFE. (Barrage, III)
  • Traders: advantaging Falconet The occasional train visits, bringing food and supplies for the people. (Crankshaft, II)
  • Causality Weld: Veins of metal emerge out of cracks in the rocks and the mountains, shining brightly despite the lack of sun and holding the realm together. (Crankshaft, III)
  • Creation: A metallurgist's laboratory. (Crankshaft, II)
  • Embassy: advantaging Falconet A train station welcoming any potential visitors from other realms and containing a library and gallery for anyone to learn about other lands. (Crankshaft, III)
  • Mana Fountain: enhancing blue A fountain of sapphire gems and pure water that inspires the heart and soul. (Vermilion, II)
  • Advisor: advantaging Switchgear A large teapot serving tea to all and providing a forum for discussion. (Switchgear, III)
  • Aegis

Storing 56 majesty

The Mirror

Owner: Liberator Falconet

A grand park, with tall trees that tangle to form a forest so dense it's hard to see through, surrounding a clearing and at the centre of that is a shimmering, reflective lake. It sits at the bottom of a valley, the hills high and canopied around it. Birds song can always be heard from within the woods; their calls are particularly soothing.

  • Creation*: The surface is perfect and ever-clear, but when an individual approaches, the image shifts to a representation of what they most wish to be.
  • Embassy: advantaging Switchgear The new Victory Through Persistence floats in the clouds above. (Crankshaft, III)
  • Force: A flock of bluebirds perch amid the treetops; their songs entrance all within miles, irresistibly. (Fluidity, II)
  • Mercenaries: advantaging Abacus Drill sergeants instilling the discipline needed to work and ignore the birdsong. (Abacus, II)
  • Wonder: In the lake, under the surface, swim crystal carp. Their shed skins gather at the shore. (Barrage, II)
  • Traders: advantaging Pivot Airships arrive, bringing supplies of food and useful crafts to the people. (Crankshaft, III)

Storing 3 red mana
Storing 4 green mana
Storing 3 blue mana
Storing 2 majesty

The Perfect Forge

Owner: Fusilier Barrage, of the Symphony of Purpose

A mess of heat and noise, People’s Combine workers diligently bending their heads to the task of producing the finest milled weapons of war.

  • Force*: The searing, red hot forge at the centre, glowing with the purpose of the Combine.
  • Mercenaries: advantaging Crankshaft The orders go out and the smiths respond. Medical tools; farming tools; cooking pots are produced. (Crankshaft, III)
  • Wonder: In the quiet area around the forge, green grass springs up underfoot. Trees bend their branches in the breeze and autumn leaves crunch underfoot, bringing a feeling of hope. (Barrage, III)
  • Causality Weld: The forges making weapons of war reduce. Instead the forges turn to making farming equipment and transport. (Crankshaft, III)
  • Traders: advantaging Abacus A grand computer, efficiently calculating the territory's resource needs and requisitioning appropriately. (Abacus, II)
  • Creation: Holovid 12 Media Aethernet broadcasting tower, bringing the Aethernet and all of Holovid 12's quality shows and media to one and all. (Auspicious Paradigm, I)
  • Embassy: advantaging Abacus A school teaching martial discipline and quartermastering techniques (Abacus, I).
  • Dream Foundry: forging Comrade's Links Above the glowing heart of the forge an irridescent bubble appears, glinting with prismatic colour. As the works gaze into it, images appear. Slowly, they solidify and float down to the workers' hands. (Barrage, II)
  • Aegis

Storing 2 majesty

Pioneer's Gulch

Owner: Rosie Ratchet

An island of forested mountain ranges, long canyons and open tablelands with rivers full of fool's gold and large game animals roaming throughout. The towns are separated by towering pine forests in endless shade, with skulking flesh-craving creatures awaiting the unwary traveller. The pioneers don't talk much – their pale faces are lined with mistrust, with a ready hand on the shotgun for strangers. In the tablelands, large pumpjacks nod, spilling oil onto the ground, fuel – and drink – for the land's inhabitants.

  • Palace*: A giant gleaming anti-aircraft gun, that hurts the eyes to look at, perched on the highest peak, with a tiny log cabin attached on the side.
  • Advisor: advantaging Auspicious Paradigm Holovid 12 Media image consultants combat the unreasonable and tyrannical propaganda assailing the Territory. Let the truth be free (terms and conditions apply). (Auspicious Paradigm)
  • Force: A troop of templar on elephant steeds patrol eternally, eyes always sharp and carbines always ready. (Whispers Of Autumn, II)
  • Wonder: Endless fields of gold stretching as far as the eye can see. (Violet, III)
  • Miracle: SurvivAll, a newly developed drug to increase strength and stamina and decrease physical sensation, particularly pain. Ideal for facing beasts from the woods. (Scarlett Crave, III)
  • Traders: advantaging Sparks The porcelain synth priest leads its congregation in hymns praising personal responsibility, and an honest day's work for an honest day's pay. (Whispers of Autumn, III)
  • Creation: A gleaming steel train whirs across hoverfield tracks that stretch through the gulch. Its engine room has a glowing red heart. Its carriages house plush red velvet all around. Ready to take you where you want to go. Courtesy of HV12. (Intriguing Glint Anki, III)
  • Masterpiece: Franchise Centre 8 outlet store! A glass house on a high peak, providing pioneers with goods and products and collecting market research on a post-mortality soulforged society to feed back to head office. (Thoughtful Spider)
  • Embassy: advantaging Spine A giant termite hill, covered with the shells of dead termites. Good cover for dissidents as the tunnels within are big enough for humans. (Rosie Ratchet, III)
  • Aegis

Storing 7 majesty

Repurposed People's Collective X37F

Owner: Volunteer Axle, of the Symphony of Purpose

Tales of Repurposed People's Collective X37F

A fresh utopia, populated by the Combine's finest new volunteers, being drilled and re-educated by the finest Hegemonic Engineering techniques, leaving no room for thought of discontent or rebellion. This happy land is marred only by the frequent terrorist insurgencies of the large population of Industrioclasts, destroying and defacing in a series of futile grasps at relevance.

  • Force*: Legions upon legions of VolCorp soldiers, ready to be thrown head first into the fight for freedom, armed with the best destruction equipment mana can buy.
  • Legion: A legion of medics, working to care for the volunteers. (Axle, III)
  • Wonder: Tiny rats bring ideologically sound biscuits to the VolCorps. (Barrage, II)
  • Traders: advantaging Abacus The labours of the volunteers are exported and rewarded with new guns. (Abacus, I)
  • Creation: Civilisation expands outwards, bringing order to chaos. The walks, ferries, paths, roads, and buildings protect the people from malevolent and marauding plants and wildlife. (Crankshaft, II)
  • Masterpiece: An architectural masterpiece housing many Volunteers and their pet rats in the most advanced conditions. (By My Crooked Teeth, III)
  • Embassy: advantaging Switchgear A small fort that resembles the First Nexus where all may meet and share ideas. (Crankshaft, II)
  • Ruination: The people band together to remove the onslaught of nature and build great engines that work for the people in their place. (At Dawn And At Dusk, II)
  • Desecration: A large building dedicated to stress relief via the methods of shooting things, smashing plates and wrestling. (Axle, III)
  • Festival: A festival celebrating the values of the Combine, and Axle, who personifies those values. (Patient Guardian, III)

Storing 2 majesty

Self Portrait

Owner: Volunteer Switchgear, of the Victory Through Persistence

Tales of Self Portrait

A lush grassy landscape good for living on and off is split down the middle by a canyon filled with storms. The skyline is dominated by an enormous statue of Dynamics desperately reaching over the edge of the canyon, grabbing the hand of a Volunteer, preventing her from falling.

The statue is hollowed out and the interior lit to show carvings of epic stories from Dynamics’s past. Dynamics’s head is inaccessible, but rumour says it contains carvings of those who matter most to him. The Volunteer statue is completely inaccessible and rumours run wild about what is inside.

  • Force*: Liberator Dynamic's mighty statue's mighty sword.
  • Mercenaries: advantaging Axle An army of life sized marble statues of Volunteer Axle move around, aiding the citizens. They will obey any command given by Volunteer Switchgear. (Crankshaft, III)
  • Wonder: A large statue of Desiderata and Dynamics embracing each other. Carvings around the statue describe their story, often featuring the word 'Vinamics'. (Desiderata Violet, I)
  • Traders: advantaging Barrage The statue of Dynamics pulls up the statue of the Volunteer and then settles to the ground. Volunteer Switchgear's statue stands proud, the doors in her feet open revealing a market. (Crankshaft, III)
  • Creation: A giant statue of Comrade Cam, poised to heal comrades. At the base, supplies of medicine and nutritious food are freely available. (Leaf, II)
  • Palace: An edifice of whalebone. Wind whistles through in lingering song. Moths with words upon their wings can be read. (Last Lingering Music, I)
  • Throne: The "First Step of Infinite Dawn" airship, resplendent in red, gold and purple, flies above the land, declaring a new beginning of Freedom. (Switchgear, III)
  • Advisor: advantaging Ziggy Love The Ziggy Love Show, with exciting new goggle range inspired by Flare. (Ziggy Love, I)
  • Obliviation: A huge statue of Flare has crushed the Axle statue, crushing it into the ground. (Gatling, II)
  • Aegis

Storing 50 majesty

The Skyforge

Owner: Engineer Rebar, of the Victory Through Persistence

Tales of The Skyforge

An expansive obsidian plateau towers above the surrounding plains. Geothermal vents drive massive turbines on the surface which power the vast network of factories that surround. Rivulets of molten ore give a fierce glow to the city streets and are forged by the denizens into machinery, weaponry and sculpture.

  • Creation*: The great foundry in the heart of the mountain creates steel beams the size of airships.
  • Force: A fleet of airships, guarding the Liberated Skies. (Crankshaft, II)
  • Mercenaries: advantaging Piston A great logistics supply organisation. Standing ready to deliver aid to wherever it is needed. (Crankshaft, III)
  • Wonder: Above the vents mechanical birds hover, their wings sounding like the whir of tiny cogs. (Barrage, II)
  • Causality Weld: Broken metal reforged into brilliant glittering machines, stretching to the sky. (Crankshaft, III)
  • Traders: advantaging Abacus A skyport, wrought of advanced alloys, where engineering supplies are brought in en masse. (Abacus, II)
  • Rearm: The fleet of airships is rebuilt, stronger and faster than ever before. (Diesel, II)

Storing 2 majesty

Soldier's Rest

Owner: Liberator Diesel, of the Relentless Assault On The Tyranny Of Authority

A peaceful, quiet ship graveyard. The ocean laps at a sandy shore, and the stars sparkle above. Sunsets tend to be spectacular, and the weather warm. The ships lying there are in various stages of decay.

  • Creation*: Quick, clever cat-like animals that dash about the empty ships getting underfoot and mana rubbing off on them.
  • Embassy: advantaging Vector In the shell of an abandoned hull, a cosy space for rest and socialising full of cushions and pettery spots. (Crankshaft, III)
  • Force: A plaque to commemorate the fallen and forgotten, poignant and inspirational. (Fluidity, II)
  • Mercenaries: advantaging Vector A core of trained medics aiding rehabilittion and guiding to a new future, former volunteers. (Crankshaft, III)
  • Wonder: Catwalks and scratching posts drip with crystals, knocked loose by troublesome felines. (Barrage, II)
  • Traders: advantaging Abacus Airborne caravans bring supplies of anti-allergen medicines, letting comrades pet the cats. (Abacus, II)
  • Palace: A majestic golden cock, in gold and ivory. (Lapin, II)
  • Advisor: advantaging Thunder Surrounding A large floating eye with a sign floating underneath saying "criticism is underrated". (Trip The Electric, III)

Storing 4 majesty

The Staging Camp

Owner: Volunteer Vector, of the Symphony Of Purpose

A sprawling camp of grey-green tents nestles in the foothills of a large mountain range. Moving from the outside to the inner areas takes the traveller through generators, gently purring vehicle bays, the heady noise of a firing range and finally into the central block of large square canvas, marked with the sign of the Medical Core of VolCorp. Off in shadowy corners, surgeons work grafting onto those who would yet live, nothing is wasted, if it can bring another month out of a soldier, then it is done without regard for the long-term consequences.

  • Force*: Great veins of blood red ore protrude from the mountain ranges above the camp.
  • Legion: A legion of medical supplies, research equipment into holistic methods. To heal any and all who ask for it. (Vector, III)
  • Wonder: Healing herbs bloom in the cracks, wafting a sweet scent. (Barrage, II)
  • Traders: advantaging Abacus Hover caravans bring food and alcohol to the Combine's loyal troops. (Abacus, II)
  • Causality Weld: A cave filled with calming sounds, when you go to sleep you are visited by a serpent who gently bites your shoulder and you are healed of wounds. (Crankshaft, III)
  • Creation: An airship foundry, building new ships to populate the Liberated Skies. (Crankshaft, II)
  • Embassy: advantaging Diesel A large diplomatic tent, where differences are looked at peacefully. (Crankshaft, II)

Storing 2 majesty

Triumph's Respite

Owner: Liberator Joule, of the Forge Of Unity - NEW

A large, mountainous island whose beating heart is a sprawling city of gleaming bronze, and red-brick work infrastructures. Red and golden banners promoting the brilliance of the Combine hang from the rooftops of clustered old buildings on cobbled streets, and uplifting music floats on the wind.

  • Creation*: A gigantic bronze water wheel that churns water and hisses steam, placed in the middle of the plaza.

Zephyr Alpha

Owner: Liberator Spectrum, of the Thunder Of Salvation - NEW

A spiderweb lattice of girders fixed amongst a vast cloudscape by a series of massive turbines along each hexagonal vertex. Below zeppelins hang suspended by giant mechanical armatures, gangways and umbilical tubing. Above dozens of small aircraft sit nestled ready in slingshot equipped runways; alongside hangers, workshops, barracks and more scattered atop its surface. Along every outer surface are a myriad of telescopes, dishes and observation posts constantly probing in every direction. Periodically klaxons and sirens will wail, the deck a flurry of action and motion. Zeppelins releasing their moorings and plummeting into action.

  • Wonder*: description to follow

Opportunity Knoxx

Sovereign: Dahlia Twist, Chief Executive of Opportunity (CEO)

If we say that the territories of the Visions are glittering quantum-faceted diamonds on an opulent necklace, the great sprawling metropolis between them is the superplatinum chain that holds them together. It is a world of mega-skyscrapers, hyper-structures, and consolidated ergonomic living spaces, interlaced with neon-lit streets and beautiful synthetic urban parks. It is decorated a mile high with motion advertisements and Holovid displays. When you look to the sky at night, you can see no stars: they're all down here, babe. What you do see is an enormous moon, that fills the void and illuminates the darkness wherever it isn't bathed in an electric glow: Greater Opportunity. A vibrant tourist destination showcasing the newest of what Opportunity has to offer: tech fairs, zero-G Bloodsports, fashion shows, casinos, theme parks and lush biodomes - Shuttles leave from Experience on the hour.

This is a thriving, pulsating, living city. Its veins are highways, its bones are thousands of miles of steel girders, wire and concrete, its breath is airwaves and broadcast. When you step foot into the realm, and you meet its people, see its sights and hear the song of the city, you can feel that Opportunity Knoxx truly is alive with promise - for a price.

Geomantic Engine Status: Within Tolerances (1/8)

The Amethyst Tower

Owner: Desiderata Violet

Tales of The Amethyst Tower

A skyscraper of gleaming steel and glass, inside is a maze of purple and white polished, brightly lit, and sterile looking corridors full of people busily meeting the demands of Desiderata’s clients. Music is constantly heard everywhere, interspersed with whispered questions: “Who are you?” “What do you want?”

  • Creation*: An extravagant throne-like chair of polished purple crystal and glittering light sitting in the head office of the Amethyst Tower.
  • Masterpiece: A production studio rented by NBTV, but always on the lookout for the Next Big Thing #givethepeoplewhattheywant #darling. (Thoughtful Spider, II)
  • Embassy: advantaging Flare The seven seas of rhye. (Ziggy Love, I)
  • Force: A cadre of purple and white adorned crystalline security dolls with porcelain faces. (C60, I)
  • Legion: A legion of bioengineers run hydroponics labs across floors eight to ten, providing food to the tower and selling on the excess for profits. (Thoughtful Spider, II)
  • Mercenaries: advantaging Ziggy Love Dynamite with a laser beam. (Ziggy Love, I)
  • Mana Fountain: enhancing red Clouds of scented smoke puff gently from the walls of one of the rooms in the tower. (Desiderata Violet, II)
  • Wonder: A scented and glittering fountain, sweet-smelling and shining with purple light. (Desiderata, I)
  • Miracle: A bright purple light suffusing the steel and glass hallways of the Tower, making everybody smile. (Desiderata, I)
  • Traders: advantaging Switchgear The denizens of the Tower trade not in money, but in dreams and desires as they bustle through the corridors. (Desiderata Violet, III)
  • Dark Wonder: Ziggy and Violet's Flare-inspired lingerie range. (Desiderata, I)
  • Synergy: advantaging Flare The frozen sun hangs at the apex of the tower, scintillating all beneath it in never-before-seen colours. (Whispers of Autumn, III)
  • Palace: A tall and beautiful statue of Liberator Switchgear stands outside the Tower gazing up towards the pinnacle. She is depicted wearing purple glittering goggles. (Desiderata Violet, III)
  • Advisor: advantaging Switchgear Tall porcelain automata wearing purple goggles, roaming the corridors and whispering secrets. (Desiderata Violet, III)
  • Mind Harmoniser: A brilliant new star hangs in the sky, visible day and night. Harmonic crystals in the star receive and convey Aethernet feeds. Tune in now! #harmonise (Ziggy Love, I)
  • Rich Pickings: Purple Roses that creep and climb up the side of the tower. Buried between the petals are impossibly sharp thorns. Reaching in promises great reward, but the cost leaves scars for a lifetime. (Gatling, I)
  • Aegis

Storing 31 Majesty

The Chambers

Owner: Scarlet Crave

Long glass corridors lead to open rooms full of gaudily dressed scientists under bright lights. “Test subjects” willingly flock to the chambers to test the latest products and share in the excitement of the pre-release experience. Holovid advertising is created from the exuberant test subjects who are delighted to have experienced this first hand and gleeful to share their joy with the wider market world. There are no stories of failed products from the chambers.

  • Wonder*: At the entrance to the chambers stands a neon escalator, glowing in crimson and yellow, leading to the vid screens in the arrival dome.
  • Force: A team of Spa and Care staff, looking after those taking part in Crave's testing. Feel better, look better, be better! (Thoughtful Spider, II)
  • Mercenaries: advantaging Ten Count The first graduates of the Ten Step program may not be excited by their assignment, but protecting the supply is critical. (Ten Count, II)
  • Creation: A colourful 'waterfall' of crystallised emotion cascades into a sparkling pool. (Auspicious Paradigm, II)
  • Masterpiece: Vitamin Glee! A sparkling drug, which pops and crackles in the mouth, making the user happy, relaxed, and able to see the world in bright sparkling colours; as it should be! (Thoughtful Spider, II)
  • Embassy: advantaging Razor Fine A VIP viewing area for all Razor Fine brand duels and programming. (Scarlett Crave, III)
  • Synergy: advantaging Ten Count The triple-faced porcelain synth-priest trades dreams for investment advice so perfect it brings tears of joy. (Whispers of Autumn, III)
  • Palace: A turreted castle of ruby and fire opal, glimmering with inner sparks and rippling flames. (Mariana, III)
  • Advisor: advantaging Ten Count Blessed with the fastest metabolism and greatest resistance in the Realm, if a new product excites C.Q., it's ready for the rest of mankind. (Ten Count, II)

Storing 2 majesty

Charming

Owner: Intriguing Glint Anki

It’s beautiful and chaotic. The landscape is lush, undergrowth overflowing with life that piles into treetop canopies and over rivers as fat lilypads. Above it are the communities, moving as they wish around the scenery, rails available for tours to ‘nature’. Vibrant workshops, coloured steam bubbling out of spiralling chimneys and tubes. Whole walls are screens displaying the latest bloodsport match or invention competitions. The houses are sculpted, like glass blown creations they twist and bulge, fat columns around the glimmering windows. You don’t have to be mad to live here…

  • Force*: Creation and destruction in the name of beauty, structures beat and breathe like living things; forges, ranges, alchemical, mechanical bliss.
  • Wonder: Gaps in the forest canopy show new growth. Bright flowers explode colours, animals wander between the tree trunks and birds sing. (Glint, I)
  • Creation: A flower of coloured glass blooms and cools in an open air forge. (Glint, I)
  • Masterpiece: A showground for the celebration and demonstration of the marvellous inventions of the people. Competitions, exhibits and tests are performed here; a space fo breadth and practicality, to the delight of all. Winning or treasured pieces move to the gallery. (Glint, III)
  • Synergy: advantaging Auspicious Paradigm An enthroned porcelain idol, who casts divinatory sticks and cards to give fortunate prophecy of wealth and power. (Whispers of Autumn, III)
  • Palace: Multisense-network of instant messages refracted off the wings of messenger bees. Curated channels range from monochrome classics to bleeding edge scent-infused 3D programming. (Last Lingering Music, II)
  • Throne: A gallery of the people's creations, beautiful and ever moving, accessed by a mahogany train carriage. (Mariana, III)
  • Advisor: advantaging Auspicious Paradigm A consumer marketing and research consultancy from Holovid 12 Media to gauge interests and guide tastes in assorted shaping media. (Auspicious Paradigm, II)

Storing 6 majesty

The Clockwork Circus

Owner: Clarity Absolute

Visions of daring do, precisely performed, every night and twice on Sundays. Clinically cut in white steel and black enamel, all the fun of the fair, none of the sawdust. A three ring circus of every joy imaginable, watch from the cameras, cheer from the seats, laugh while taking part. Or, for a special fee, look beyond the canvas. Try not to cross the ringmaster, though.

  • Palace*: A hidden room above the high wire, invisible from the ground below, offers the very best view of whatever goes on below.
  • Wonder: Centred in a towering colosseum, a gigantic fire pit is strung across with high wires. Only the most daring and skilled acrobatics use it for thrilling stunts, audiences watching with bated breath for them to cross or… (Glint, III)
  • Creation: A large, maze-like botanical garden with nooks and crannies and someplace to hide. (Glint, III)
  • Masterpiece: The big top, the greatest show in the outworld, acrobatics of death defying stunts, clowns to make you feel better about yourself. Shows daily. (Clarity Absolute, III)
  • Embassy: advantaging Endless Radiance A soundproof escape from the riots of the circus, stewarded by the robed and hooded figures from On High. (Clarity Absolute, III)

Storing 3 majesty'

The Complex

Owner: "Talos" Perchik

An ever shifting network of silence and screams. The last bastion of protection in a storm. A maze of armouries, sparring chambers, cells, interrogation rooms, vaults and redoubts, all rotating and shifting around a locked central chamber. A juxtaposed place of calm and violence, filled with secrets known to very few. It is not suggested to wander the Complex without the knowledge or permission to do so, not if you value your sanity.

  • Creation*: A deathly calm falls, the constant shifting stops, the central chamber opens.
  • Force: A door slides open, weapons upon weapons are revealed. (Talos, III)
  • Legion: Our corridors are legion. Our boltholes are legion. Our traps are legion. Our defences are legion. We are legion and we are your death. (Talos, III)
  • Wonder: Lethal glitter cannons donated by Razor Fine create deadly alcoves and fiendish traps. (Razor Fine, III)
  • Palace: A command centre at the heart of the Complex containing its innermost secrets. (Thunder Surrounding, III)
  • Advisor: advantaging Pandora Romanov A mechanical owl, perched in the central room that gives knowledge to those who seek. (Pandora Romanov, III)

Storing 4 majesty

The Cryo Chamber

Owner: Mirrored Symphony - NEW*

A cave in the far northern reaches, surrounded by snow, entrance covered in clear, perfectly smooth ice. On entering, one will be very quickly lost in a labyrinth of mirrors, kept pristine through inscrutable mechanics.

  • Creation*: A five foot monolith formed of precious stones, faint music emanating from its depths.

Deadquarters

Owner: "Felicity" Grim

A charming, idyllic village with thatched cottage roofs, bright flowerbeds and orchards with sweet fruit-bearing trees is occupied by the hardworking employees of the Post Processing Plant. The PPP dominates the landscape, the chimneys of the cremation plant choking the sky with foul-smelling smog, the enormous gates that open to allow in the many hearses that arrive day to day block the main thoroughfare, the charming, multi-storey columbarium stretches up towards the sun, growing ever taller as stories are added to accommodate greater numbers of the dead. The words ‘Grim Post Processing’ are emblazoned on the side of the building.

  • Creation*: The Boardroom of Grim Post Processing, a sleek mahogany panelled room, a long central table bordered by leather chairs.

Dynamic Solutions Digital Headquarters

Owner: Diamond Mantis

From the outside, an unassuming building hosting a vast server farm. The true territory is entirely virtualised, and can only be accessed from within cyberspace. Upload terminals are available across Opportunity to painlessly digitise clients for maximum efficiency. From within, the headquarters appear as a sleek and spotlessly clean office building, designed along ultra- modern minimalist lines. An omnipresent AI ensures that all information held by Dynamic Solutions is available at a thought – subject to clearance, of course. The entire complex is designed with efficiency as its first priority, ensuring that whatever your need, a solution will be available as soon as your payment clears.

  • Palace*: The AI that runs the headquarters has access to the thoughts of everyone hosted within.

Providing the answer to your query before you asked it.

  • Advisor: advantaging Dahlia Twist A data uplink to the realm which uploads terabytes of consciousness per day. (Thoughtful Spider, III)
  • Force: Smart learning contingency Ais escort clients and act as an antivirus programme. (Thoughtful Spider, III)
  • Wonder: Over each travel portal, a glittering canopy of delicate etched silicon has formed. The best synth sensations filter down on those who pass underneath, uplifting and focusing them. (Deisderata Violet, III)
  • Miracle: Virtual Glee! The perfect virtual enhancer for a stunningly virtual space! (Scarlett Crave, III)
  • Creation: A series of instant travel portals capable of transporting one directly to any part of the territory. (Diamond Mantis, III)

Storing 5 majesty

The Eventful Horizon

Owner: The Void

The physical plane alone cannot contain this capacious, multi-dimensional structure. Split between realities, the Eventful Horizon coalesces in vivid form, bound only by the limitations of the visual spectrum. What you see is only the tip of the kaleidoscope. Incoming data streams synthesize in bismuth veins that flow through the storage matrix's macroscopic crystalline arrays.

All incoming information, be it visitor or message, is encoded via a rather uncomfortable dematerialization process and buffered in our dynamic replicators. The only post-process recollection possible is of the slogan pulsating through the central obelisk:

"Your opinion matters, as long as it's ours!"

  • Creation*: Upon re-materialisation, expendable assets decrypt blue mana from their code.
  • Force: An autoturret with advanced facial recognition software and voice activation. The interface advertises Franchise Centre Eight. (Thoughtful Spider, II)
  • Legion: A team of paid researchers and analysts travels across the world gathering data. They also distribute advertisements for Franchise Centre Eight. (Thoughtful Spider, II)
  • Enrapture: advantaging Wing A glowing crystal tower erupting out of the earth, shooting a beam of light upwards. (Wing, III)


Storing 6 blue mana
Storing 1 majesty

Experience©

Owner: Dahlia Twist

Welcome to Experience©, where all of your dreams – and nightmares – can come true. Our Blendgineers will make sure you enjoy, or detest, everything Experience has to offer- or none of it at all. Here, you’re in charge. From our opulent velveteen dens, to our glittering pools and pulsing nightclubs – Everywhere you look there’s a door, and something behind it. Who will you be today? Be anyone, become anything, Try Everything – Thats the Twist motto! Grab an Experience Module and integrate, with any licensed Peer© headset or injection module, and immerse yourself. Welcome to no restrictions. Welcome to desire. Welcome, to EXPERIENCE©!

  • Wonder*: Ceilings and skies are littered with beautiful glowing crystals that come when beckoned, and move affectionately around the caller.
  • Force: Experience consultants meet and match patrons with personalised services. (Thoughtful Spider, II)
  • Mercenaries: advantaging Trojan Force A squad of heavily armed but unarmoured, steroid fuelled and oiled fighters with the TF logo tattooed across their rippling bodies. (Trojan Force, II)
  • Creation: Peer Research and Development Faboratory. A sleek and modern facility for the development of money and thought technology & psychology. (Dahlia Twist, II)
  • Masterpiece: NBTV Corporate HQ: The nere centre of all NBTV programming! ❤#NextBigThingVideo (Dahlia Twist, III)
  • Synergy: advantaging Thoughtful Spider A hundred thousand glowing moths and butterflies flutter, scintillating colours seen before only in a forgotten dream. (Whispers of Autumn, III)
  • Palace: A beautiful palace with rose gardens around it. It always smells of flowers. (Lapin, II)
  • Throne: The Elysium Memorial. A tribute to the Petitioners of the Elysium Towers following the Ziggy Love conflict. (Thoughtful Spider, II)
  • Advisor: advantaging Switchgear The Freedom of Mind and Heart airship floats in the sky, advising to avoid the mistakes of the Volunteer Programme. (Switchgear, III)
  • Coup: advantaging Switchgear Angry customers smash their headsets, demanding TRUE freedom and TRUE experience that only the Combine can provide. (Switchgear, III)
  • Dream Foundry: forging E-Motive Implants The Academy of Greater Opportunity, where the children of all visions learn the foundations of diverse business strategy to dream big and make it happen. (Thoughtful Spider, III)

Storing 56 Majesty

Falcon News Lounge

Owner: Peregrine Suede - NEW

A huge Brass Falcon rears back in the centre of a large Mahogany room. Wings spread wide and glistening in the open flame lighting. At its foot is an unremarkable news desk that, strangely, extorts a feeling of credibility. Over a loud speaker the NBN theme plays booming: “Good evening… I’m Peregrine Suede. *falcon call* followed by smooth Jazz. Around the base of this modest display, the floor is littered with cushions, plush velour throws and empty and broken glass bottles. The scent of fermented nectar and burned spices arouses the senses and stings the eyes.

  • Palace*: Small flying “Eyass” drones, laden with information, dock into the Falcon’s wings supplying a constant feed monitoring your breaking news.

Force Majeure

Owner: Trojan Force

A neon-nightmare sprawling urban landscape, sense and practicality of design have given way to create the ultimate ongoing contest of survival. Every street is plastered with cameras and screens to record and relay every moment in a testimony to the primality of physicality in all its glory.

  • Palace*: Trojan Tower; where contestants must fight to reach the luxury of the Penthouse and duel Trojan Force.
  • Force: Soylent Force! A team of expert protein chefs cooking and serving Trojan Force's old time blend of hormones, supplements, and spices. Molecular reconfiguration by Protean Dynamics. (Thoughtful Spider, II)
  • Untamed Force: One thousand lucky Opportunity citizens win "Dr Weaver's Grow Your Own Great Beast' kits. Great beasts rampage and destroy many expensive buildings. (Orb Weaver, II)
  • Legion: A legion of handlers rear and train musclebeasts to pull buses and transport people around Opportunity Noxx. (Thoughtful Spider, III)
  • Mercenaries: advantaging Bunny Crazed Walkers cheer for Trojan Force and Bunny. They sometimes go on rampages, trashing and burning everything. (Bunny, III)
  • Wonder: A glass walled penthouse suite atop Trojan Tower, adorned with 'gargoyles' in the image of Trojan Force in various flexing poses. (Trojan Force, II)
  • Creation: A giant elevator fitted for transporting the large testosterone beasts to the penthouse; logistics by Protean Dynamics. (Thoughtful Spider, II)
  • Masterpiece: A school for young Euphoristae, training the stars of tomorrow today in mind and (especially) body. (Thoughtful Spider, III)
  • Embassy: advantaging Dahlia Twist NBN programming: Trojan Force: Bloodsport Report! All the action, all the carnage, straight from the Force’s mouth! (Dahlia Twist, III)
  • Synergy: advantaging Thoughtful Spider A great parade floats through the sky, glowing with neon and filling dreams with inspiration and ambition. (Whispers of Autumn, III)

Storing 3 majesty

The Gearhouse

Owner: Chain Dog

A grand Colosseum, with iron spiked rotating platforms, adjustable audience seating, and acres of vibrant advertising.

  • Palace*: A mighty throne, the back of which is a large stylised spiked gear.
  • Advisor: advantaging Auspicious Paradigm An HV12 Media complimentary image management team pampering the stars with haircare, makeup, and body modifications. (Auspicious Paradigm, III)
  • Mercenaries: advantaging Desiderata Violet The Dogs Of War: gangs roaming The Gearhouse armed with heavy belt fed weaponry and chainsaws. (Desiderata Violet, II)
  • Wonder: Upon one of the rotating platforms, a sculpture of pain, spikes rotating into anguished forms. This is relentless red ruin made manifest. (Cornea, I)
  • Mana Fountain: enhancing blue Wall of Champions: names of victors carved into the walls above the names of the deceased. (Desiderata Violet, II)
  • Rebuild: A desperate need of restocking my statues! Cereal is resupplied to The Gearhouse. (Synderella, II)
  • Ruination: A massive increase in ratings! Out with the old, in with the new. Everyone loves destruction. (At Dawn And At Dusk, II)

Storing 6 red mana
Storing 6 green mana
Storing 13 majesty

The Grottos

Owner: Skyshock Sigma

A world of caverns, the far-far- distant ceilings hidden by the roiling clouds that spark with lightning. Specks of gemstone fleck the rough stone walls, wide as an ocean in some places, in others so narrow you can barely squeeze through. Soft blue and purple moss forms the carpet, allowing the inhabitants to walk barefoot, the air is soft and warm, except on the rocky mezzanines where the brave can hunt and dance with the lightning. Few crops grow in the moss, but those that do grow well and copiously, and along with the fine hunting of the native deer-like creatures, food is rarely scarce.

  • Wonder*: The Empyrean - A slick of colour creeps over the clouds, ever-changing, ever-moving. Legend attributes luck to those its light touches.
  • Traders: advantaging Diamond Mantis A network of digital sustenance materialises, capable of creating high quality food for human and animal alike. (Diamond Mantis, III)
  • Force: Emerald and jade encrusted rats of varying size. Very friendly. Do not bite. (Red Tail, III)
  • Creation: Small lanterns float over the surface of the lake, lights pulsing softly to unheard rhythms. (Skyshock Sigma, III)

Holovid Towers

HolovidTowers.jpg

Owner: Vox

A gloriously appointed apartment block with jacuzzis, balcony swimming pools and fully equipped holo-suits. Holovid 12's office suites and digital database cellars are amongst the finest that mortals could dream of.

  • Wonder*: The audience ratings of Holovid 12, crystallised into green mana when they reach the Outworld.
  • Traders: advantaging Auspicious Paradigm Spiders do much faster work producing Flux Wildly merchandise for sale. Customers say the clothing is much higher quality than before. The store staff are returned to their positions and Jonathan is found. There has never been a better time to buy! (Auspicious Paradigm, II)
  • Force: A rushing waterfall serves as the water source for Holovid Towers. Complete with flumes and spa. (C60 2AT8, I)
  • Creation: The new and exciting 'Flux Wildly Theme Park'. Exciting rides, fairytale castle, and new Flux Wildly museum. (Auspicious Paradigm, I)
  • Embassy: advantaging Auspicious Paradigm A hyper-linked quantum transportation network enables fans from all realms to visit the greatest star in the Outworld. (Auspicious Paradigm, III)
  • Palace: A lending library of synth drives that plug directly into nerve-fells for maximally impactful cultural programming. (Last Lingering Music, III)
  • Advisor: advantaging Auspicious Paradigm A small executive suite and luxury facilities for the executives liaising with corporate headquarters. (Auspicious Paradigm, I)

Storing 8 red mana
Storing 4 majesty


HV12M Corporate HQ

Owner: Auspicious Paradigm

A vast complex for the use of Holovid 12 Media in the new age. Four skyscraping towers hold well-appointed offices and meeting rooms with other necessary facilities for each department inhabiting much smaller nearby buildings. The first three are for the Financial and Accounting, Consumer Marketing and Research, and Solutions Management departments. The central and largest tower serves as the base of operations for Executive Management.

  • Palace*: The tower hosting Executive Management; an awe-inspiring, fully glass marvel of architecture grasping at the clouds, visible for miles around.
  • Throne: A titanic oak dominates the background scenery, reaching to the stars. Through it, #projectresurgence beams across the across the realm, a new wave of media entertainment of all sorts, pushing boundaries and taking no prisoners. A new paradigm reigns. (Changing Of The Tide, II)
  • Advisor: advantaging Vox A suite of quantum-entangled communication terminals allow data collection and collation across the realms, enabling programming to shift with second to second trends. (Auspicious Paradigm, III)
  • Grim Spectacle: Hooded spider-human hybrid hackers tap the feeds, remixing, remapping, shifting the rhetoric in line with random conflicting agendas. (Orb Weaver, I)
  • Force: Lush foliage covers rolling hills opening onto a picturesque hanging river. The perfect place to spend one's outdoor chillax timeframe. (C60 2AT8, I)
  • Wonder: Mixed white and black crystal fountain in the plaza outside the executive tower. (Intriguing Glint Anki, I)
  • Creation: Holovid 12 Media Aethernet broadcasting tower, bringing the Aethernet and all of Holovid 12's quality shows and media to one and all. (Auspicious Paradigm, I)
  • Masterpiece: A necessary evil. A vast, underground computer network plugged into the Aethernet expunges all media including or pertaining to Ziggy Love. Gotta leave it all behind and face the truth. (Auspicious Paradigm, II)
  • Mind Harmoniser: A new management hub that maximises the core synergies of the hacker spiders to produce great media remixes, whilst ensuring they do not violate corporate policies (NO BRAIN EGGS!). (Ziggy Love, I)
  • Aegis

Storing 20 majesty

Mesto Bruit Boutin

Owner: Tableau Boom - NEW

A bustling metropolis of noise and music. Every street corner has loudspeakers attached to a microphone so anyone can make their voice heard should they wish. Walls covered in artwork and graffiti as high as people can reach and the sidewalk a wash of colour. The only place of silence is the city library.

  • Palace*: The city library. Mostly autobiographies donated from around the outworld. Truth is optional when writing your own tale.

The Pitch

Owner: "Debts" Mett - NEW

A low rise, dirt covered and inexplicably rusty metal building abruptly rams its way between the territories of Opportunity Knoxx. Windowless and dimly lit by hazy yellow fixtures, through the sole looming door lies a bar. Haphazardly decorated with questionably textured black leather seating, it’s steel fittings nicked and battered by it’s patrons and bartenders alike. To one side lies a staircase to the lower floors, a complex of concrete open plan deal closing rooms with floor grating (assured easy draining). To the other side a lavish wooden door labelled “Honeymoon Suite” known only to Mett. Rumours say they keep a keep an extensive baseball paraphernalia collection but the remains of the last to be seen entering were inconclusive, if you would call that remains.

  • Force*: An unruly and sprawling creature lurks within. A shadow is permanently cast over its body with only its tendrils made of wire, chains and barbed hooks visible. With a penchant for unsuspecting victims, those unlucky enough to be ensnared can be found hung at random near patrons. It seems to really like piñatas.

The Shining Vaults of Splendour

Owner: Flick LaLune - NEW

A glittering realm of unforgettable beauty, the gem-carved city stands alone surrounded by sparkling clear waters reflecting the lights of the crystal star above. If it's in fashion, was ever in fashion, or might be the next trend to sweep through Opportunity's elite, then you’d better believe it will be found among the airy halls of the Vaults. If you don’t have style, you aren’t welcome here.

  • Wonder*: Fluttering birds with mirror-sheen feathers fill the skies of the Vaults, a constant reminder to everyone of their countenance.

The Sigh

Owner: Asset Sin - NEW

It takes a long time to get in to The Sigh. The territory is covered by a black, opaque dome through which hints of the eternal electrical storms beneath can be glimpsed - entry is via twisting tunnels that snake down beneath the ground to Reception, where guests are carefully frisked and vetted before being ushered onto a wide platform. This rises into the dome itself - beneath the neon storms, towers rise sharply from the lush, purple grounds. In the centre, the source of the storms can be seen glimmering in deep black: The Point, Sin's own home.

  • Force*: Obedience is not really a choice - transgressors quickly, briefly, find themselves illuminated by beautiful neon lightning, and then disappear.

The Silver Cross

TheSilverCross.jpg

Owner: "Ten Count" Markowitz - UPDATED

Tales of The Silver Cross

“We know what you want.
We know what you don’t want to admit you want.
We don’t judge.
We promise.

Come to the Silver Cross.

Let your inner beast out to play.”

- radio ad, played eight times per hour during Prime Time with Razor Fine

  • Force*: There’s no room in Opportunity to go to waste and above the Cross is no exception. The Harmony Complex stands three hundred feet high and rising.
  • Legion: Ten Count's Ten Step School of Margin Driving. You too can join the illustrious alumni and kill everyone you're paid to. (Thoughtful Spider, II)
  • Wonder: A deep pulsing rhythm plays, leading all listeners to a heightened state of awareness. (Scarlet Crave, II)
  • Miracle: Torgue Munitions branches out into cosmetic surgery with the transmutation station – you too can tap into your bestial side. Not suitable for children or the elderly. Or anyone. (Ten Count, III)
  • Creation: The Meat Shields; zombies clad in ballistic armour. For when the ideal security response to a situation is both unsubtle and unstoppable. (Vermilion, III)
  • Masterpiece: Watchful wraiths pay voyeuristic attention to the living, invisibly noting every whispered secret, every transgression, and relaying the juiciest gossip to those who’ll pay dearest for it. (Vermilion, III)
  • Palace: At the highest pinnacle of the Harmony Complex, secured behind enchanted doors of carved and bleached bone, lies the suite Ten Count retains for occasions when he wishes to act like a legitimate businessman. (Vermilion, III)
  • Ruination: Ones and zeroes dance to a different tune. Firewalls fail and the neuro-ice ain't that cold. Access granted. (Stratos, II)

Storing 1 majesty

The Slaughter House

Owner: Wage Slayv

A ramshackle fighting arena in the urban sprawl, blood spattered spikes and obscene graffiti every where. Where members of all visions come to bet on bloodied accountant gladiators, whilst indulging in all sorts of baser pleasures.

  • Force*: A tattered besuited mechanical grim reaper, harvesting the blood & organs of the dead to turn into mana.
  • Mercenaries: advantaging Trojan Force The Roid Rangers: A squad of combat and recreational drug infused warriors sent to fight and entertain the masses. (Trojan Force, III)
  • Wonder: Cyborg ghost tigers with lasers on combat drugs (for the fighting pits). (Wage Slayv, III)
  • Creation: The danger zone, a medical facility where cybernetic combat enhancements and healing are provided. (Wage Slayv, III)
  • Palace: Rusted steel and iron ziggurat, adorned with the bodies of the fallen and guns ‘n’ shit. (Thunder Surrounding, III)

Storing 1 majesty

Stars Rest

Owner: Flux Wildly

A valley surrounded by serrated peaks: an unblemished landscape of emerald and gold, dappled with the drifting shadows of clouds. A warm, inviting, land. Below the surface lies a complex network of caves and tunnels: dark, and cold, and damp.

  • Wonder*: A series of standing stones arranged in the shape of a star.
  • Traders: advantaging Auspicious Paradigm Flux Wildly's new range of designer drugs. Forget all your worries and embrace the same sensations as Flux Wildly, as seen every day on Holovid 12! (Auspicious Paradigm, II)
  • Force: Protean Dynamics security team offices working on commission for Holovid 12 Media's solutions department, maintaining the peace. (C60 2AT8, I)
  • Creation: Holovid 12 Media Aethernet broadcasting tower, bringing the Aethernet and all of Holovid 12's quality shows and media to one and all. (Auspicious Paradigm, I)
  • Embassy: advantaging Intriguing Glint Anki Air rails snake into the heart of the territory, bringing with them eccentric tinkers from Charming. They carry miniature forges and more, ready to create their finest inventions to elevate the art of the acrobats. (Desiderata Violet, III)
  • Palace: A palatial complex of screens and 4D projectors. Whale-themed undersea programming can be viewed. Interactive adventures guide participants in self-discovery and greater emotional investment in current fashions. (Last Lingering Music, II)
  • Advisor: advantaging Auspicious Paradigm A branch executive office of Holovid 12 Media's consumer marketing and research department with luxury facilities to manage local consumer preferences. (Auspicious Paradigm, I)

Storing 4 blue mana
Storing 4 red mana
Storing 4 majesty

The Thousand Shards Of The Self

Owner: Razor Fine

A jagged landscape made entirely of shards of mirrors that rise out of the ground ‘Fortress of Solitude Style’. The whole area is based on the idea that every surface you look at will show you a different aspect of your personality, but especially the central palace where your every whim is cared for by a servitor made up of your more subservient or more hedonistic self.

  • Wonder*: A great hall of mirrors that surrounds you with hundreds of alternate selves, filling your ears with praise and prophecy.
  • Force: A large quantity of seals nestle in a bay. They are incredibly fuzzy and comforting. A small army of camerapeople and animators document their adventures. (Vector, III)
  • Legion: A luxury combat centre, where stars of different opportunity shows come to train and take part in blockbuster cross-over events. (Razor Fine, III)
  • Creation: A production studio creating hit comedy ‘Comrade Razor’, a slapstick satire of the Combine. Dedicated to Comrade Fluidity. (Razor Fine, III)
  • Masterpiece: A giant forest of synthetic (and glowing) bees in which the hit show ‘Citizen Walker’ will be filmed. A fish out of water comedy starring Juniper trying to run a big corporation. (Razor Fine, III)
  • Embassy: advantaging Scarlett Crave Vitamin glee is produced and distributed, keeping the population gleefully happy. (Scarlett Crave, III)
  • Palace: A giant duelling ground filled with mirrors which produce simulacra. You can duel yourself or duel the reflections of other visitors. (Thunder Surrounding, III)

Storing 2 majesty

The Underworld

Owner: 2²

Underground. Which ground? Who knows. It’s dark and disgusting and it is HAPPENING. Miles upon miles of concrete tunnels host the hottest parties this side of the outworld. Just watch out for the tentacles…

  • Palace*: The Pumping Station: Pump and dump baby. A weirdly sticky industrial rave pit.
  • Wonder: The Karma Chameleon. A one of a kind statue. It comes and goes. (2², II)
  • Force: A force of sexbots, created to 2²'s specifications, with the special tentacle additions and appendages. By Protean Dynamics. (Thoughtful Spider, II)
  • Creation: An emerald glowing barrier of tendrils, spanning 20 metres in each direction. Out with the old, in with the new - goodbye, nostalgia. (Thoughtful Spider, II)

Storing 5 red mana
Storing 5 green mana
Storing 5 blue mana
Storing 7 majesty

The Unlocked Archives

Owner: Pandora Morozov

Dark. Still. Peaceful. If you can get lost in a good book, it’s even easier to lose your way here. The shelves rise floor to ceiling, stuffed full of books filled with empty pages, and rumours say they move to trap intruders before they read things they shouldn’t.

Sometimes entryways leading to rooms, with soft furnishings and places to relax. These are marked by a Crescent moon, through these rooms is a way to the Core of the Archives. A large courtyard, filled with gardens, above which is an artificial sky. Other doors remain locked, begging permission from Pandora herself.

  • Creation*: Something in you knows sitting in the guest chair opposite the large oak Information desk will find you all you need.
  • Embassy: advantaging Spine A hollow oak hosting Spine’s ambassadors. They are zealous and diligent (but never forceful) in spreading Spine’s message of wisdom. (Carrion Comfort, III)
  • Force: A staff of teachers run a higher education institute which teaches skills to all the citizens of the Visions. (Thoughtful Spider, III)
  • Wonder: Mysteriously appearing in changing places around the Archives, a Grand Pedestal, exquisitely carved of dark mahogany exists. The book that rests upon it changes depending on the reader. Those who seek its knowledge mus struggle mightily to find it, apart from Pandora, who can sense its presence. (Glint, III)
  • Advisor: advantaging Pandora An archivist to help organise and focus Pandora's memories of the past and to advise her on where to look. (By My Crooked Teeth, III)

Storing 1 majesty

The Vale of Splendour

Owner: Synderella

A garden domain of unparalleled beauty; great obelisks of green ending in magnificent blooms of all colours surround the writhing mass of flora that form the home of their mistress, the Living Palace.

  • Creation*: Lilies and roses that grow and blossom in her wake, incandescent blooms that flourish at every step: her ascendancy consolidated.
  • Force: The Synderella Institute Of Fashion. A stylish campus with stunning lawns populated by dazzling white peacocks and cascades of shimmering water features. A home for the gifted designers of beauty. From Opportunity, with love. (Thoughtful Spider, II)
  • Wonder: Synderella's new show is a massive success - ratings are astronomical. (Desiderata Violet, II)
  • Plague: Fashion outlet that sells Chain Dog merchandise t-shirts. (Chain Dog, II)
  • Rearm: Additional storefront security to protect Synderella's wedding gown. (Synderella, II)
  • Rebirth: Synderella's fashion instinct is so popular, doors have to be manned to prevent crowding and crushing. (Synderella, II)
  • Rebuild: Synderella and Chain Dog release romantic honeymoon photos. (Synderella, II)
  • Disaster: Wedding photos of Chain Dog and Synderella. Everywhere. (Chain Dog, II)
  • Obliviation: All citizens can recall is Synderella's glory and majesty. There is no bad press. (At Dawn And At Dusk, II)
  • Geomantic Exodus: A sigil burns in the air, expands in a fractal, and makes the air taste thick. (Whispers Of Autumn, II)
  • Aegis

Storing 4 red mana
Storing 4 green mana
Storing 5 blue mana

The Warren

Owner: "Lace" Nichols - NEW*

An ever-shifting spiral of back-alleys, slums and warehouses. Walking any direction will inevitably take you deeper into the spiral, past smoking dens, dubious shops and less than friendly eyes. You had best hope that you meet someone willing to give you directions to the exit, before you outstay your welcome.

World Monitor Weekly HQ

Owner: ¡EXCLUSIVA! - NEW

An elegant skyscraper, all in glass. Mirrored glass, of course. The headquarters of World Monitor Weekly is as transparent as its reporting practices – which is to say, not very. There’s subdued and ordered bustle inside, as the employees analyse data and consider its potential applications.

  • Force*: A team of biomantically enhanced assistants are intercepting – and editing – encrypted messages on the airwaves.

Wonderland

Owner: Miss Marina Montague

A bright, abundant oasis of art and culture. Education is highly valued for all citizens– leading to cutting edge fashion, technology, poetry, agriculture, medicine, military training, and art. Every citizen is encouraged to attend self-improvement and socialization programmes, to focus on their “Bliss’. We are a population of polymaths. No citizen goes unhoused, unclothed, unfed or unentertained. In short we are a paradise. Good diplomatic relations are held between this realm and all others due to the Elysium pact. A trade agreement of non-aggression in exchange for cultures to meet and exchange ideas. This is a safe place for all those who do not disrupt the peace of Wonderland. Now darling, let’s get on with the party.

  • Wonder*: The botanic gardens link all houses, each morning a cascading waterfall brings perfect new crystals to the population.
  • Creation: Huge bountiful tracts of land, covered in bushes, heavy with ripe, juicy, Pinte Marina berries. (Wage Slayv, III)
  • Embassy: advantaging Dahlia Twist NBTV Programming: Maramax Movies – On Demand Aethernet Streaming (Marina, III)
  • Force: A security force of Trojan Force lookalikes (male and female) in tuxedos with torn off arms (just the tuxedo). (Thoughtful Spider, III)

Zenon 8 Business Park

Owner: Thoughtful Spider - UPDATED

Tales of Franchise Centre Eight

A vast forest of trees with a thick canopy of bioluminescent leaves. Trunks grow natural hollows, in which residents set up storefronts. In the branches, buildings have been constructed to act as houses and office spaces, for businesses which do not need customer facing environments, or for ProDyne Operatives looking to be discreet.

Over 20,000 brands are represented in the Business Park, all of them owned, ultimately, by Protean Dynamics.

The roots of the trees connect into the wider Opportunity Aethernet, and seed surveillance technology in the grass walkways, letting customer satisfaction operatives track customers’ every purchase, movement and conversation.

  • Creation*: The central tree towers over the rest of the forest, containing The Nidus, where surveillance operations are directed
  • Masterpiece: Spider's Silks. Perfect from the boardroom to the bedroom. A commanding clothing and accessories line. (Thoughtful Spider, II)
  • Embassy: advantaging Scarlett Crave Vitamin Glee outlet serving the needs of ProDyne workers. (Scarlett Crave, III)
  • Force: Cybernetically enhanced security operatives patrol the centre with nonlethal stun weapons. For your protection. (Thoughtful Spider, II)
  • Legion: Suppliers collect fresh produce from the hydroponics labs of the Amethyst Tower, for sale to the wider Opportunity populace. (Thoughtful Spider, II)
  • Mercenaries: advantaging Trojan Force Trojan Trainers: A team of PT's to ensure not only is there peace but that everyone is healthy, fit and working out (at least a little). (Trojan Force, III)
  • Wonder: Many neon spiders the size of cats, capable of changing their metabolism to provide a variety of refreshing beverages on demand. (Orb Weaver, I)
  • Miracle: The food court! Trojan's Tasty Treats! Hot and cold food molecularly reconfigured from fresh air, to your order. (Trojan Force, II)
  • Traders: advantaging Dahlia Twist The NBTV Store: NBTV employees sell branded merchandise at this lively shopping outlet. (Dahlia Twist, III)
  • Palace: REM pods give customers the mental, physical and emotional benefits of ten hours of sleep after just one ten-minute session. Complementary drink included with session purchase! (Thoughtful Spider, II)

Storing 2 Majesty