Aetheral

Oh boy

Mar 7th, 2018
145
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.84 KB | None | 0 0
  1. "So, there's a number of lands down there, plucked from the notorious history of this world, and shoved here. They are all a mess in a way or another, and living there for too long is really, ill advised. Your job is to look for clues into Ascension, in the local culture, or asking people in there. Do try to collaborate with your fellow Guardians, but if you cannot, then there is this...feature, I have established, to keep deaths to the minimum, it's called a... well, a Throne Duel, based on the name of the tower floor that grants you the ability to manifest your Throne Form.
  2.  
  3. A throne duel can take ANY shape, and it's rules must be agreed on by both parties. It can be a battle to the death, a full blown war, a challenge of universal annihilation, a children's card game, an eating contest or even a round of rock paper scissors. The looser is temporarily banished, and brought back to this world.
  4.  
  5. Typically try to avoid Throne Duels that damage your Throne Form. The more damages your form is before you return (typically, death or being knocked out banishes it, however this is not always true. Some Throne Forms do not die, even if they are killed. Well then, shall we move on? To the zones.
  6.  
  7. Now, I'd provide you with all the available ones, but unfortunately I cannot just allow anyone to go down there willy-nilly. So, I will only permit seven of them, for now. More will surely be allowed for you to access.
  8.  
  9. ---------------------------------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-----------------------------------------------
  10.  
  11. Morpheus Horizon
  12.  
  13. A grand ocean from which countless and massive pillars of stone rise, to the heavens. A white sun, that is always setting, too far in the distance to reach. Cloudless sky, with no rain, hail or snow or any visible weather. It is never hot, or cold here. The natives are difficult to spot, and exist in a state of past-future. Powerful entities, with little interest to doing anything but bicker and fight in between each-other. The world is boundless, however, and rumor has it things lie beyond the horizon, towards the sun... or even opposite it's direction.
  14.  
  15. Strange world. Mostly safe, so you can start here. But do not mess with the natives, they are a bunch of crazy, old idiots, too powerful for their own good.
  16.  
  17. ---------------------------------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-----------------------------------------------
  18.  
  19. The Labyrinth of Grief
  20.  
  21. The Path of the Infinite Metal Walls, it is said the Labyrinth was once a mechanical being, that attained ascension, and became one with infinity. Thus, reaching the center of the multi-layered maze, is not a matter of clever pathing, and of algorithmic solutions, but one of willpower, and of appeasing the grand machine. That aside, it is said that the maze recognizes a singular ruler, one that has accompanied it from the days when it was old and dying, before it attained immortal transcendence.
  22.  
  23. This dark queen, dwells at the center of the maze. Odd baubles, filled with light and power, are spread throughout, a sign of her still being present, and working on her dread schemes and inventions. Be careful not to go in unless you are sure you can return, or alternatively, have a way to kill yourself to do so.
  24. ---------------------------------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-----------------------------------------------
  25.  
  26. Euphrasia, the Floating Land of Joy
  27.  
  28. A mythical realm, of song and dance and laughter, where the mighty are celebrated. There is no room for anyone but those who have cleaved through the endless sea of the material, and have attained, not ascension or enlightenment, but simply the freedom of being detached from earthly matters, whether they remain a great idiot, and weaker than a crawling worm (although the ones from the Land of Worms are definitely NOT of this variety), it matters simply that one is detached. In the euphoric frenzies and parties of this world, truth may be pursued, or even perhaps found. If not, then the solution is violence.
  29.  
  30. I cannot really speak clearly of this land, I am afraid. I wish to deter you from it. But if you must challenge it, it is open to you. The land is safe to the weak, but very dangerous to the mighty. So if the source of your power is strength, you truly have little to fear.
  31.  
  32. ---------------------------------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-----------------------------------------------
  33.  
  34. The Land of Kings
  35.  
  36. Here is a saying 'The dust of kings is no better than the dust of beggars'. Seeing that this land is a massive sandy desert, filled to the brim with mythical monstrosities, ancient caverns, sages and mystics of dubious origins, powers and wisdom (although a few genuine articles are known to exist). It was once a verdant land, but a terrible apocalypse forced the people into hiding, behind the walls of a great city, that is now hidden by the desert. This city, is the foretold Land of Kings.
  37.  
  38. The goal is of course, to reach this city, and seek wisdom and of course, ascension within. It is rumored that it's nobles are of divine nature, and it's king is a being that has transcended all cycles, and broken through the roof of the tower, blazing brightly among the stars above.
  39. ---------------------------------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-----------------------------------------------
  40.  
  41. Aleris
  42.  
  43. The dread land, Aleris. Please do not enter it. I permit access to it at the beginning only because, truthfully speaking, I cannot seal it. But before you stumble upon Aleris yourself, know this. It is a battlefield. Once upon a time, a terrible black sun, spilled forth into our universe, and it's form shaped into a singular, terrible monstrosity. It cannot be named, for it eats names. It cannot be defined, for it consumes definitions. The creatures fighting it, the Watchers, are similar to your own Throne Forms. They are made of pure universal fire, that is both powerful and radiant. And their job is to fight this dark entity, on the ruins of the city of Aleris.
  44.  
  45. In other words, it's a terrible place to be in, as both the Watchers and the entity are dangerous and very much cannot afford to look at the possibility of collateral damage. The edges of the city are safe though, and if you become sufficiently powerful, you may enter the battlefield relatively safely as well.
  46.  
  47. ---------------------------------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-----------------------------------------------
  48.  
  49. The Avatar System
  50.  
  51. What is this? It appears to be a facsimile of the Tower that we employ. A lesser one, only relying on a Throne Form, created by the System itself, and then a Tree of Aether, that is physically manifested. The System itself is just a massive stream of Aether, that is reshaped into some sort of...land, that can be traversed. There are many oddities within it however, the most well known of which being, well...
  52.  
  53. One, the Cradle of Aether, that corresponds to an actual location within the world the System is connected. It actually looks like a massive meadow, with a lake, and a tower in the distance. It exists separate of the space-time continuum, and is a blessing to find when going about the System.
  54.  
  55. The Aether Sun is another notable landmark, it is where the entire system hails from. A massive star of pure blue (that is, the color of Aether), it illuminated the vastness of the void, that is ever-present in the System.
  56.  
  57. The Void Corpse, is a strange...massive skeleton, that is visible from miles above, and is dumped in the void. It makes it look as if the void is akin to a deep, dark watery grave for it, and it seems to be slowly sinking. What creature it could belong to, is unknown. Some parts of the System veer close to it, and some of it's bones can be used to step on and get through to other places.
  58.  
  59. The Node Lands. A land of Nodes, which are small shiny baubles, full of magical spells, resembling the gems in the Labyrinth. The Nodes however, are also the centers of malicious beings, called Shells. These are violent, and exhibit powers related to the Node in question. Try to keep away if you are not suited for combat.
  60.  
  61. ---------------------------------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-----------------------------------------------
  62.  
  63. ???
  64.  
  65. A recently discovered world, we do not have much information on it. That is...none at all. The few guardians who've gone down there have established a small camp, and have labelled it safe. I have thus, been forced to allow you into it. I am however, reluctant, and must tell you to reconsider. It may not be the best idea ever, and it is definitely not worth your life, if you feel it is risky.
  66.  
  67. However, if you do decide to go, stick with the stronger and more experienced guardians."
Add Comment
Please, Sign In to add comment