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Feb 25th, 2020
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  1. --- BASIC FAMILIAR ---
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  3. Abyss - It takes the form of an Abyssal, the formal name for the familiars of Abyss, a blight of strange, shadowy beings which devour worlds and corrupt the hearts of the weak in the name of their Master, being extremely similar to the Umbra in the depths of darkness in the Meta itself and the Voidsnared from Calling, and of course a certain fictional race of enemies separate from Tarot. It takes the form of a small humanoid creature made of shadowy material, constantly letting off wisps of smoke. It's extremely thin and has a simple, somewhat pointed head with small dot-like red eyes, and two long curling horns that extend from the top of its head all the way down to the middle of its back, while its feet end in small spikes and its arms have two long fingers each. It is small but incredibly cheap, and can teleport short distances and turn into a cloud of smoke to avoid physical damage. It is known as an Abysschild. Unlike most Abyssals, Lucia's symbol cannot be found anywhere on it. As is the case with all Abyssals, being killed by the being will result in your being reborn as another Abyssal, the type depending on the contents of your Heart.
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  5. Gloom - It takes the form of a Gloomling, the formal name for the familiars of Abyss, a race of strange, female beings made from a slick, slimy goo that corrupts and infects everything it touches. This one is just a single floating blue head, with opaque yellow eyes surrounded by curling black markings, a dripping black mouth, and the symbol of Lucia - a Heart with demon horns, a vertical eye in the middle, a crown, and demonic wings, on her forehead in black, while her hair is goopy and black, ending in prominent, sparse large "dots", and with glowing yellow inner lining, using her hair to float up and down like a jellyfish in the air. It has no combat ability of its own, and will instead attempt to bond with nearby creatures, transforming them into goopy blue, black and yellow feminine versions of themselves, effectively becoming a Gloomling in the process, and will use the victim as a vessel which is almost impossible to cure, as they will fuse. This only works on weak willed beings however, and it can be fought off by the courageous or bold. It is extremely weak physically and easily destroyed before bonding with a victim.
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  7. Overflow - It appears as one of the Deep Flood, the formal name for the familiars of Overflow, a race of varied, increadibly colorful, strange creaturses which inhabit the Deep within the Dark Star and come in many forms and shapes, and cannot be considered just one species as a result, but all extremely similar. This one takes the form of a strange being that can float in the air as though it were water, consisting of a strange, ring-like reddish orange body with several squirming, glowing yellow nodes along its sides, with a set of similar squirming yellow tentacles behind it that allow it to move in the air, while the front of its form rises into a strange, beak-like, chomping mouth, which from within black waters constantly emerge from an endless abyss. It can attack with its mouth or tendrils, but its primary method of attack is spraying the water of the Deep at enemies, rendering them susceptible to certain abilities of other Deep Flood. It's not very hardy but will attempt to flee if sufficiently damaged, and can use its water like a jet to propel itself quickly if it can reverse its body in time to do so.
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  9. RDC - It appears as a Reality Decay Actuator, or RDA for short, one of the two forms of familiars od the Reality Decay Complex - the other being Reality Decay Manifestations, or RDMS - the RDAs are advanced machines which exacerbate the effects of Reality Decay and have a more mechanical vibe compared to their surreal and otherworldly counterparts, but are all the same strange beings. This one appears as a floating gyroscroping device made of three rings, one brass in coloration, one silver, and one bright red, all spinning at rapid speeds and covered in yellow lights - being circular and wide for the brass ring, thin connected lines for the silver one, and chaotic and many shapes for the red one. Holding this gyroscoping decive in place is a strange floating machine that connects with it via a large, grasping claw which can hide it if necessary, made of a black metal, connected to a strange mechanic rotor by several tubes and pipes, which spins with whirlwind like spped. Inside the gyroscope is a floating blotch of darkness and strange multicolored lines, from which it releases orbs of similar ringed patterns at enemies which do respectable damage. Upon death it will explode and spread Reality Decay around it, often making allies stronger as a result - the cloud from its explosion is always shaped like several rings.
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  11. No One - It appears as one of the Forgotten, the formal name for the familiars of No One, a strange secretive organization of ominous, seemingly human figures who have been forgotten by other worlds - noted by their most often shared uniform, a shadowy black coat with a prominent straps along the left side connected by eye-shaped silver buttons, a prominent zipper below these straps with a pull in the shape of Lucia's symbol, hoods with silver lines down the sides of the head, and a long, flowing tailcoat like portion, with simple black pants and boots below. These ones are rather young in appearance, with simple caucasian skin and simple hair - the male having spiky white hair and the female having short blonde hair, both their eyes are completely hidden underneath their bangs, giving them an ominous look. They can wield a variety of weapons, ranging from swords, to spears, to shields, to scythes, to crossbows and the like, but they're all a pale white color and heart themed. They can teleport short distances as well as temporariyl duplicate themselves to do battle, and release tendrils of dark energy at their enemy very rarely. Once they have slain an especially powerful person of the same gender, they can take that person's face and body shape, and call upon their skills and abilities.
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  13. Amon - It appears as a member of the Forsworn, the formal name for the familiars of Amon, who are ominous warriors in heavy armor - serving as one of the more intimidating members of the Wicked Witch's armies, and alongside the Forgotten the resident universally humanoid members. This one has a very simple black armor with prominent red circular outcroppings along their back and chest, as well as golden pauldrons with black circular outcroppings on their shoulders and similar plates on their knees, while their forearms and forelegs are dominated by sinister red armor plates akin to a very angular, blocky depiction of demon wings, with a heart and vertical eye design in the middle. Their helmet primarily consists of a black dome normally, but upon entering combat, a golden design grows over of an extremely stylized version of Lucia's symbol appears, only the negative - which is the heart section of the symbol - allowing them to see through. Their weapon is a an angular golden sword that's more ractangular than it is pointy, with prominent grooves along the sides and a strange, somewhat sanskrit-like glowing red text down the blade, which ends in a blunt "point" rather than an edge of any kind. They can move at extreme speeds allowing flashstep based combat - though only for the movement half, not the attacking half, release flaming orbs, release waves of frost, summon Abyssals, and absorb the power of an enemy's curses to heal themselves or increase their weapon's damage. If they have absorbed enough Curses, they can transform into mass of darkness that devours anything it touches, growing stronger permanently based off what was devoured.
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  15. Siva - It appears as one of the Sura, the formal name for the familiars of Siva - eldritch beings that come in all shapes and sizes, mostly identified by their black, red, and gold aesthetic and abundance of vertical eyes - they are the ultimate familiars of Lucia and the masters which all the other advisors' forces serve within the Dark Star's lore, and operate from the Tower at the center of the Star which overlooks everything else. This one has a unique body design, its central body being a strange sort of armored form that's more prominent and "beak" like at the front, almost akin to the cockpit of some sort of plane, with an extremely prominent black marking of Lucia's symbol on it, while behind this is a nettle of various fleshy red and black tendrils which look almost like intestines, constantly letting off a miasma of dark energy as floats through the air, while at the sides are arms whose upper portion is made of similar tendrils, while the forearms are remarkably larger, bulkier, and made of twisted black and red flesh and sinew, with prominent vertical eyes down the middle of the arms and at the top of the hands, which are pointy and jagged in appearance. From the bottom of the body emerges a twisting neck that ends in a scythe-like, eyeless black head with a lipless jaw of blunt, white teeth and a long twisting tongue emerging from the center. It attacks with its great strength, clawing with its arms and ripping with its blade-like head, and can also release Curse lasers from the Lucia symbol on its body - black and red in coloration and almost impossible to block or wishstand, necessitating dodging to face it, no matter how strong you are. It will periodically summon basic familiars of the other Advisors to help it, especially when losing in a fight - but it is tough enough that it could be seen almost as a miniboss in comparison to the others.
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  17. --- BASES (BASIC) ---
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  19. Abyss - It takes the form of a massive, bizarre looking castle emerging from a pit of smoky darkness in the ground, its many towers and roofs twisting and curling in impossible ways, and various pieces of it falling into decay and crumbling into the air around it, all its windows giving off an eerie red light while its stone is exclusively in shades of black and extremely dark red - it does not even have a shadow. At each pointed tower's top lies a jagged flagpole, and from it flows a red flag marked with the icon of lucia in black. The various towers and growths all constrict arond a massive swirling orb of black, red, and orange energy, and various stairways extend from tower to tower, in sometimes impossible way, while the gate appears as a mnassive, jagged maw. The interiors of the castle are warped and distorted, and rife with sinsiter looking furniture, ragged red rugs and drapes, and strange tubings and pipes through. Various smaller orbs can be found in chambers almost seemingly made for worship, and pits leading into a never ending abyss are rife and almost universally present throughout. It can be very difficult to navigate, as it's much larger on the inside than the outside, but so long as you do not give into despair, you will eventually reach wherever it is you seek, even as the insides twist, shift and change all around you. The various orbs throughout the damned palace's halls constantly spawn Abyssals of varying types - usually lower grade ones, but higher grade ones periodically appear as well, and Abyssals can re-enter them to return to the Dark Star as necessary - unless wearing protective gear however, foreigners attempting to do this will be lost to the Abyss and become an Abyssal or worse as a result of their hubris. These orbs can be destroyed however, and will stop Abyssal spawning, though certain Abyssals can summon new ones. The massive orb at the center of the base summons and "docks" ship-type Abyssals as well as rarely spawning truly massive Abyssals, and destroying it will cause the entire castle to being crumbling away into shadowy smoke and ash, destroying every Abyssal in the immediate radius unless there are other bases nearby.
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  21. Gloom - It appears as a large spaceship of some kind with a blocky, militaristic appearance with hardly any windows, but plenty of turrets, cannons, and docking bays throughout, partially crashed into a massive pile of spreading blue ooze, the ooze climbing and descending up and down its mass, dissolving many portions of its structures and leaving it as a wreck, ever-submerged into a mass of Gloom beneath it, with even strange, fungus-like growths in multiple sections of its form, including a large 'tower' of slime and growths emerging out of a massive, decayed, wrecked hole in the overall center of the starship. The interiors are mixed between wrecked halls and chambers of its original starship basis, and fleshy, ooze-soaked corridors and chambers which almost feel like the interior of some sort of monster rather than a starship, leaking ooze that courses throughout the many pipelines and chambers of the ruined ship portions, and strange pods from which Gloomlings grow scattered across massive gaps probably intended for maintenance before. It is constantly spawning new Gloomlings from these pods, and the many defense systems of the ship have been corrupted and hijacked by the Gloom, including turrets, security doors, robotic guards, crushers, laser gates and more, while bilogical growths such as whipping lashes and cannons which fire crystallized Gloom can be found as well. The tower int he central wreckage serves as the nerve center of the base, being where higher ranking Gloomlings conduct their business, and has a more civilized appearance if still fleshy as a result, with an atmosphere almost akin to an abandoned temple or cathedral rather than a fleshy pit, and the uppermost portion of the tower serves as a dock for Gloomling ships.
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  23. Overflow - It appears a massive structure made of a strange, coral-like substance, layered in such a fashion one could compare it to an especially large, layered jello mold, thus creating a strange, yet biological fortress shape in the vague image of a ring, with various walkways leading up to it along the sides, and strange fleshy outcroppings here and there akin to polyps, while there are strange, round-ish towers which emerge in certain portions. The role of windows is fulfilled by various porous holes throughout the structure, and it's surrounded by fields of various other odd forms of coral, all similarly colored in extravagant ways. Various spikes and tendrils emerge from the walkways and area around them to deter approach - it always created a large pit when channeled into a territory, and fills this pit with the Deep Flood, making the base underwater by default - though, like usual, other beings cannot swim the in the Deep Flood, and instead sink to the bottom - thus forcing them to use the walkways. The interiors are fleshy and coral-like like the exterior, but have a strange, almost cute look to them, with various floating, cute little critters here and there, comfortable shapes, and similar such things, along with much less cute things such as tendrils, barnacles which release acidic gout, and urchins which create massive spiked walls to defend areas. The interior is less reminiscent of a base and more a strange, extremely varied ecosystem with no real exact purpose to it, and various large, open chambers where creatures can be found aplenty are common as well. Of course, it is inhabited by the creatures of the Deep Flood in addition to its more benign wildlife, who strike out and attack all invaders while also breeding amongst themselves. It has no exact docking system unlike the others, as ship-type Deep Flood creatures can simply enter through the many holes that dot the environment. It has no central command center making it more of a pain to assault than other similar fortresses.
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  25. RDC - It appears a massive tower that loooks like a strange fusion between a radio tower and some sort of mad science fortress, standing up on three tall struts connected by various supports, but having various strange, blocky mechanical buildings of some sort sticking out the sides in random places and of random, chunky shapes and sizes, often with strange devices connected and bizzarre lights and windows aplenty throughout, and are connected to similar buildings on the ground far away from the main tower by various trams and pulleys - which of course connect from individual buildings to other individual buildings across the tower, until it finally reaches the top of the tower itself - which takes the form of a massive, somewhat "puck" shaped building with various smaller outcropping buildings along its sides, as well as various massive smokestacks, antennae, and smaller towers emerging from the top, culminating in a massive rod which rises into the sky and ends in a huge tesla coil full of bizzare, crackling energy, several black portions of which create a lucia symbol. The interiors of the various buildings throughotu are extremely industrial and rife with bizarre science, with crackling tubes, assembly lines producing RDAs, tesla coils, faraday cages, clicking counters, interior smokestacks, massive walls covered in buttons you probably shouldn't press, and more, and various experimental chambers regularly produces RDMs throughout, in addition to defense systems such as guard RDAs, defense turrets, security measures such as automatically locking rooms, and more. The topmost building trades out extremely industrial areas for slightly more stylistic areas and even some extremely unusual rooms, such as artificial habitats similar to real world environments, entire captured, ruined cities for testing, rooms which take the form of endless black and purple grids of RD, and rooms which are just infinite white voids where automatically generated puzzles need to be solved before you can continue further. There is a massive Reality Decay Reactor (RDR) at the center of this facility - the one which powers the tesla coil above, which if destroyed will take the entire building with it after a delay, and there are multiple facilities to create boss-type RDMs and RDAs throughout. There is a docking section along the sides of the topmost building with similarly industrial and scientific appearances - very hostile to human life!
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  27. No One - It appears as a strange sort of city made from various metropolitan apartment buildings and towers, each primarily black in coloration aside from their many windows, which glow yellow - though some are turned off in random arrangements. The buildings are divided between extremely thin and narrow streets, lit by diamond lamp posts and completely devoid of cars or pedestrians - indeed, when you enter the various buildings, despite being furnished with multiple objects, none of them seem to have anyone living inside it - creating a strange and disturbing ghost town. At the center of the town is a much larger building which dwarfs all others, rising like a skyscraper above, looking similar to the empire state building at its lower portions - though with the palette of the rest of the city - before being covered in various moving screens displays around halfway through, depicting strange images such as disturbing eyes, hands grasping each other, spinning dots, and radio static, while above these screens the tower transforms to be made of a pristine white metallic material of some kind, with structures more akin to that of a castle sticking out its sides, such as various towers, bridges, and similar such things, with the very top of this structure culminating in a roof that seems to take the shape of a pale, jagged crown of some kind, with a black marking of Lucia's symbol dominating the front of this white portion in general. The interior of the tower is mostly similar to the topmost floor in aesthetic, even when one enters through the lower portion, consisting of white, monochrome halls with a vaguely medieval yet also futuristic sense to its design and contents, and an overall feeling of loneliness and isolation, with most rooms seeming not to serve really any purpose at all despite how many of them there are. Those who fall in the tower will be reborn as Forgotten, serving as the method of recruiting new forces within the base, while the defense is handled in a unique fashion - every 3 floors (out of a total of 18) will host an arena that one of the Forgotten within the tower will take as their station, and people will not be able to progress to the higher floors in any way until this Forgotten has been destroyed or otherwise defeated. However, there is a limit to this defense, as the Forgotten at the next station must be stronger than the prior one, then the one after that must be stronger than them, and so on, so it's unwise to put your strongest Forgotten at the very bottom of the tower. As the Forgotten do not use ships, there is no docking bay in this fortress. The fortress and surrounding city will crumble into nothing when all the Forgotten making it home are defeated.
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  29. Amon - It appears as a massive fortress into a floating isle made of extremely jagged, sinister stone, also covered in various things such as twisting red roots, prominent thorny black vines, and creepy, dead-looking trees, while the soil itself is a rich red in coloration with twisting black fungus emerging from the ground to take the role of grass. The island is connected to the earth by massive black, jagged chains which hook onto the edges of the floating island and sink into the ground with massive hooks, being the most consistent way to try and reach the top for non Forsworn, though there are also several other floating pieces of debris throughout the surroundings that one could theoretically use to reach the island, the trouble is they are simply floating and moving in a spiral in accordance with a massive maelstrom of swirling darkness that sits below the island, constantly rattling the chains and sucking up debris from the land or sea below it to add to the maelstrom, making attempting to reach the fortress difficult on its own. The fortress itself is of a dark, angular design and made up of black stone mixed with gold and red steel, with six prominent towers in a chaotic arrangement, while a seventh, extremely tall tower hangs at the very back of the fortress, the top looking like several grasping claws or a fanged mouth of some horrible heel-like monster. The windows are all gothic stained glass, each depicting various sinister figures and events, and let loose an orange-red light into the surrounding environment, and the front gate of the fortress is a massive, extremely complex portcullis made of gold and black metal that takes around 30 minutes to unlock (Forsworn can simply be summoned from behind it) and activates an alarm whenever it is opening, meaning Forsworn will rapidly appear to guard the fortress. The interiors of the fortress are similarly dark and malevolent in appearance and aspect, with towering pillars, walkways over massive pits of what appears to be lava, hallways with crushing walls, crumbling floors, and more, and hardly any of it seems to be used for living in, just guarding - though there is a planning room in one of the upper portions, one which has a huge hexagonal table creating a map of the surrounding land from flowing, smoking black sand. There is a massive where flowing paths of molten metal pour into configurable casts of metal, and a huge black obelisk swirling with dark energy at the center of this forge will fill these armors with life when they are completed, creating new Forsworn. At the top of the largest tower is a sort of battleground composed of black sand and jagged red stone, which if occupied by non-Forsworn forces will begin causing the vortex below to destroy the island and the fortress on it, but this takes exceptional time, and there will not only be an intense alert, but nearby Forsworn will be periodically teleported to the tower in order to defend the fortress from attack.
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  31. 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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  33. 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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