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.


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.

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.

Wonder*: A farm in the castle grounds where somehow everything is constantly in bud, fruit and bloom, all at once.

The Citadel Of Night

Owner: Malefactor-Marshal Gedremonde, the Lightscourge

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.

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.

Gravin’s Fury, the Keep on the Ridge

Owner: Commander-Vindicate 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.

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.

Torment

Owner: His Incandescent Malevolence, Abanox the Soulchainer

A bountiful valley, filled with flowers, frolicking lambs, and all manner of nice things. Nestled within is a lovely, peaceful village, full of townsfolk with hopes, dreams, and lovely lives. Overhead floats a colossal fortress of chain and flames, sending down undead monstrosities to rend and tear at the villagers. Some might find this village familiar. Each night, the chains descend, scooping up the dead and drawing them upwards to be added to the horde.

Force*: In the heart of the fortress swirls a great storm of flame, with the souls of the taken writhing within.

The Wyrdwood

Owner: Carrion-Queen Vermilion, the Unrepentant

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.

The Vale of Splendour

Owner: Her Exquisite Majesty Syndarra, the Unyielding

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.


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.

The Amethyst Tower

Owner: Desiderata Violet

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.

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.

The Elysium Channel

Owner: Ziggy Love

In the land where horses born with eagle wings and honey bees have lost their stings; there's singing forever. Lions den with fallow deer, and rivers made from wine so clear flow on and on forever. Dragons fly like sparrows through the air and baby lambs where Samson dares to go on on on on on on... My fairy king can see things, he rules the air and turns the tides that are not there for you and me. Oh yea, he guides the winds: My fairy king can do right and nothing wrong.

Palace*: One shaft of light that shows the way; no mortal man can win this day. It's a kind of magic.

Executive Boot Camp 15G

Owner: Thoughtful Spider

An extended, enclosed room, blinds across the window to allow minimal light. The ceiling is a canopy of stars, neatly ordered as mandated by PD policies, projectors and screens hand down at intervals, flashing constantly. The room is dominated by a large table around which are strategically uncomfortable chairs, save for the plush chair at the tables head. The floor is metal, grated, and occasionally stained.

Creation*: A receiver dish and read-out display, displaying random assortments of letters numbers and non-specific shapes, apparently a received transmission.

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.

Holovid Towers

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.

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.


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 Gallery Of Truth And Lies

Owner: By My Crooked Teeth

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.

The Hyperlinked Glossararium

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 syaesthetic, synonymic entries on any genre of topic.

Palace*: A glowing golden orb anchored midair by monofiligree datawires, pulsing with connective knowledge.

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 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.

The Sound It Makes When Your Heart Is Breaking

Owner: The Shattered Moonlight

A myriad of corridors where which no two turns are the same. Yet those who daily walk its paths know, with an unspoken certainty, the doors through which they are free to walk and those rooms that they must avoid at all costs if they hold their lives dear to them. And no one, no one dares tread upon the stairs of the minaret.

Wonder*: The whispers of memories once forgotten and now remembered for the most fleeting second, bringing peace to an otherwise troubled moment.

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.

Cerulean Bounty

Owner: Hegemonic Engineer Valve, of the Symphony of Purpose

A vast, glimmering oceanscape, covered with a huge archipegalic chain of hovering, steel-clad refineries, where the joyful workforce of the Combine labours purposefully to claim the wealth of the seas for the benefit of the people.

Wonder*: Wells of a green-glowing oil; the remains of long-dead, leviathan-esque nightmares, their fearsome influence now decayed into a exploitable resource.

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.

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.

The Garden

Owner: Fusilier Gatling, of the Victory Through Persistence

A utopian landscape which at first may look like any other garden, but upon closer inspection appears to be made entirely out of food. Bread clouds, broccoli trees and lakes of the clearest chicken broth. The only inaccessible place is the fortress of rock salt.

Force*: Beautiful yet dangerous bees that swarm around the succulent roses, harvesting their power.

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. Every surface is covered with pipes and cables and wires, for any number of purposes, and throughout the structure the pleasant hum of an engine can be heard.

Creation*: A large metal heart in the centre of the structure, pumping along with the ambient thrum.

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.

Repurposed People's Collective X37F

Owner: Volunteer Axle, of the Symphony of Purpose

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.

Self Portrait

Owner: Liberator Dynamics, of the Victory Through Persistence

A lush grassy landscape dominated by an enormous stone statue of Dynamics pulling a dramatic pose (sword pointed, hand on hip). The land around is lush and good for living on and off, though the statue itself is hollowed out and the interior lit to show carvings of epic stories from Dynamics’s past. The head itself is inaccessible to all, but rumour has it it contains carvings of those who matter most to him.

Force*: Liberator Dynamic's mighty statue's mighty sword.

The Skyforge

Owner: Engineer Rebar, of the Victory Through Persistence

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.


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.

Austere

Owner: C60 2AT8

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.

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.

Force*: Pearlescent salamander-creatures winding their way through clear rockpools, nesting amid mana-infused kelp, and growing vibrant with its power.

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.

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.

The Tangled Forest

Owner: Breath

Dark vines and night-blooming flowers drape the towering trees in The Tangled Forest. Glancing overhead, a dark sky can be seen between the lush growth and the blazing blues, golds and pinks of a gas nebula carve a wide streak across the heavens. The air holds the heavy scents of a jungle cooling from the heat of day and a sense of excitement fills the air as the nocturnal creatures come out to play.

Wonder*: A bright waterfall cascading from a cliff, which rises high above the surrounding jungle, forming a refreshing pool for wanderers.

Telluric Fastness

Owner: Stratos

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.

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.