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AliceRed

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Feb 25th, 2020
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  1. Siva - It takes the form of a truly gargantuan golden, segmented pyramid which emerges from the landscape surrounding it in chaotic fashion, the four corners at the bottom being segmented and constantly turning and shifting like gears, while the rest of the sides of the pyramid are covered in various stairways, platforms, bastions, towers, and small fortresses, each guarded by various familiars of the other Advisors, but no Sura, extending all the way to the bottom, before reaching the top, which hosts a city made up of various black, gold, and red structures akin to Hindu or Buddhist temples, connected by walkways, alleyways, corridors, and more, of varying form and appearance - though all with a singular purpose, the destruction of outsiders. While still primarily guarded by Familiars of other Advisors, Sura begin appearing here. At the center of this city above is a golden fortress which acts as a lock on a massive pit below said fortress - this fortress is well defended, and entirely guarded by humanoid/orderly Sura and the familiars of Amon, No One, and RDC, and once the path to the pit is unlocked, it will instead lead those who fall deeper into it into a maze of twisting darkness and fleshy caverns, full of eyes, growths, bizarre organs, bony caves and abysses of never ending bleakness - this portion of the base is populated entirely by bestial/chaotic Sura and the Familiars of Abyss, Gloom and Overflow, and it leads directly directly into an even vaster void of what seems to be pure nothingness and isolated, floating islands made of stained glass depicting various disturbing and strange images, with a special fondness for eyes, all connected by bridges made of broken glass shards and at varying heights and sizes - this region is populated exclusively by Sura of both types and nothing else, and is almost endless in scope. However, once finally escaped via the central station, it leads into the final realm of this base - a floating island that appears as a sunny green field, a beautiful scenic lake, and a cute white cottage which seems to have housed 5 people - two lovers and three children, all in an infinite white void with a single massive black star illuminating the island in true darkness. This final stage is populated entirely by elite and boss level Sura, and is defended by a unique Sura that is created based off the performance of those who have made it this far, being specifically designed to challenge them at a level none of the prior threats they encountered during their descent into darkness.
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  3. Being the ultimate example of the basic bases, its various stages take from the most challenging attributes of the prior bases of the other Advisors. Overall, there are 15 major stops on the path through the pyramid which must be defeated before further progress can be made just like with No One - each hosting a boss Familiar of any given Advisor, though the last 5 are all Sura, with the very last being the unique Challenger Sura. The climb up the walls - especially as it's a linear path - is daunting and long-lasting, much like RDC's base, and thus tests endurance. The city is extremely hostile and thick with enemies, and thus, much like Gloom's base, you require tenacity and the ability to weather the storm to reach the fortress at the center. The fortress blocking the pit has a massive arena which must be defended as more and more enemies must be defeated over a set among of time like Amon's before you can enter the pit, while the bowels of the Pyramid deep within the pit are hostile, aimless, and must be thoroughly purged as you make progress deeper and deeper, much like Overflow's. The void of recollection beneath the bowels is aimless and infinite, and one will not be able to escape it and reach the isle of finality unless one keeps their hope and determination high, just like Abyss' base. And at last, the Isle of Finality offers a test of determination against any intruders unlike anything the past bases could have prepared them for - an enemy created entirely to counter them, and thus, if they defeat it, proving that they were determined enough to fell the baleful pyramid - which will dissolve away out of existence. While each base poses a major threat due to spawning Familiars and acting as a source of attackers and a stronghold to defend themselves within, this one is a threat like no other - the second it is summoned into a Shard, it will begin slowly generating power, causing the Dark Star's image in the sky, which is always above it, to get larger and larger over time, until, with enough time, the base will initiate a Devouring - which will absorb the world into the Dark Star, plummeting it into the depths of absolute chaos and despair, with no hope of ever returning - and thus one cannot just wait and weather the storm like they theoretically could with the other bases. This base is a true manifestation of the Wicked Witch's power - and it is only the beginning.
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