Outworld

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Revision as of 18:09, 21 September 2015 by Mercury (Talk | contribs) (Added Penitent Territories)

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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.


The Crusading Realm

The newfound Territories of shapers from Valtaria find themselves nestled in a great expanse once named offhandedly by the Grand High Imperatrix as the Crusading Realm. An everpresent wind courses across rolling plains, around great mesas, and down shadowed canyons. The sun beats down hazily during the day, which turns erratically to nights lit bright by stars - and a procession of planets and moons that emerge newly with each twilight, never seen again.

New Opportunity

New Opportunity is the name for the Realm where colonists from Opportunity find themselves - for want of a better one, at least. Between the Territories there stretches an endless and empty sprawl of uninhabited shacks and barren towers, stacked as though dropped carelessly upon one another. The arid breeze that runs through them carries half-heard murmurs of trade and industry, but no voice is ever heard; its vast highways and plazas are desolate as any barrens.

Sin

The Realm created by the shapers of the Penitent Order has no official name as yet, but 'Sin' was coined by one Archivist and seems to have stuck. The misty spaces between Territories here possess the same maddening geometry that characterises the Shattered Lands, as though a reminder of their folly. The routes through them are arcane, and ever-shifting. Shadowed monoliths of no clear form or function suggest at something hidden deeper in the fog, but they seem to confuse any attempt to reach them.

The Blood Rose Garden

Owner: I Am The Sharp Blade

A shifting expanse of garden, filled with twisted rose bushes, each covered in long, sharp thorns. Each bush blossoms with deep red roses, which smell of copper and sweet decay. At the centre there is a stone tomb, with stained glass windows showing roses and mountains. The door is covered by climbing roses, and it appears to be impossible to gain entrance.

Palace*: A white marble statue stands in the garden, set with rubies. A woman bearing a knife in each hand.

The Grove Of The Fallen

Owner: Snow Falls Ever Softly

A small clearing filled with dozens of dead or dying trees. The ground is hard and dusted with a light covering of snow. From each branch of every tree hangs an item - here a rusted sword, there a faded note book, in that corner a tattered jacket. Each of these items is something of significance from a great individual who failed to reach their true potential. Walking through it you feel the chill of the cool night air on your skin and feel the soft kiss of snow landing on your body. All around, just on the edge of your hearing, you can make out the whisper and chatter of a thousand wasted lives.

Palace*: A nook carved into the side of the central tree, where one can rest and compose themselves.

The Infinite Library

Owner: Rain Falls On The Snow

A vast library spanning every room of an enormous building. It is said to contain every possible book ever written or not written, and every variant thereof. Floating in the centre of the largest gallery is a silvery metal orb. Looking into it from different angles allows one to see any number of far-off places.

Force*: A concealed armoury of weapons from across the five civilisations.

The Twilight Sanctum

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.

Uncharted Skies

'Unchartered Skies' appeared as hasty annotations to maps that seek, vainly. to mark what lies beyond the Worldbreach; colloquially, at least, it has stuck amongst the bold expeditionaries of the People's Combine. Here, islands of matter hang suspended in brilliant blue skies that are aroar with frenetic gales and littered with cloudbanks - but no bird's cry ever peals across it. On some of the larger islands, Territories appear.

The Verdant Reach

Outside of the light and life of the Walker's Territories, their new Realm is blanketed by twilight, and an eerie pregnant silence. Tracks wind their way haltingly through dark foliage in knots and snarls. It seems to have no real concept of distance or direction, and only by a shaper's conviction can a traveller make their way from one pocket of reality to another.