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animaechoed2017-03-15 06:53 pm
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Event: Journey To The Mainland
Preparations have been made, and finally there is a route scouted to the Mainland. Those with Anima who can carry them may pick their own route, either through air or across the Salt Step Range. For the others a set of ships have been prepared with contributions from the Discovery guild to speed them across the sea. And several places wait on the other side.
Ripple
The drowned city of Ripple sits near a delta, hugging the coast. The city itself sits on different levels relative to the water; some buildings clear of the waters, some half in and half out, and others completely submerged.
With so many variations to the city itself, it isn’t surprising several scenarios might spring up.
Prompt 1, Harbor:
There’s more than a few creatures who call ripple home. Beneath the surface of the water are strange, darting shapes.
Strange manta-like creatures that avoid contact, curious hippocampus sea horses… and hostile sahuagins. These creatures don’t hesitate to attack intruders, whether with claws, shark-sharpened fangs, or bone sharpened weapons. They also bring their own pets in the form of sharks, which seem hungry enough for a meal, and speak in a bubbling language that can’t be easily deciphered.
Whether it’s through battle, escape, or other means, these creatures need to be thrown off one way or another!
Prompt 2, The Sinking Capital:
Whether it’s slippery footing, or a crumbling section of city, or a trap left by the residents, things are about to get much more damp. Water floods into wherever the Scions find themselves, either through rents in the walls, or a sudden rising tide.
Hopefully the Scions involved know how to swim.
Prompt 3, Drowned Shrines:
In the depths of the city, hidden behind walls of crumbling stone and overgrown water plants, is a collection of shrines. They are formed from carved stone, almost melded to the buildings themselves with the passage of time and wear from the waters. The features are reminiscent of a sea serpent, one flanked with decorations of otters and dolphins. And laid at the foot of those shrines, in the offering bowls or strung as ropes are small and large pearls.
Those pearls are engraved with a strange script and inlaid with gold; it looks almost like some form of prayer, in an old and drowned language. There may be a few other small treasures littered around, either in water filled rooms or in tiny air pockets.
The treasures themselves are easy enough to carry out. Reaching them however, is another matter.
Lily
Lily, a half cove, half delta that acts as another entrance into the Mainland. The surfaces are filled to the brim with plants, while stranger things swim further below, either in large lakes or twisting river passages.
Prompt 1, The Water’s Harvest:
The various lily-pads and water flowers floating on the surface are said to carry medicinal properties, if properly gathered and made into different alchemy mixes. Several of the Guild Paths are ready to offer generous rewards for those who can gather the plants, store them, and bring them back. Though a few of them are further in the center of the lake, with shifting currents.
There’s also been stories told that the rarest blossoms, if ingested, allow one to breath underwater for up to an hour. That, or they cause some very strong hallucinations; the sources and records in Haven can’t always agree on which.
Prompt 2, Sea Serpents:
It seems the boats and the explorers on them have attracted some attention from the residents of the deep.
Whether curious or territorial, the serpents seem intent on closing in with the boats and swimmers. Their noses nudge the boats or crash into them with violent intent. Sharp fangs and constricting coils can quickly make havoc on the boats, and the more territorial sea serpents are ready to drag what they find underwater. The curious ones also pose a risk of capsizing the boat, or forgetting that not everyone can breathe underwater like they can.
Prompt 3, Delving the Wrecks:
In the bottom of the waters are a collection of wrecked ships. Some are massive galleons, some are small clippers, but all of them are gathered around the same, central place. The waters have eroded some, while others seem to be made of more sturdy or enchanted materials, looking as though they could float if only brought back up to the water’s surface.
Through a few of the cracked and water logged rents, some of the vessels shows glints of treasure… and shifting coils in the form of young serpents. Others may hold old, carved records, or hints of the past; but the only way to find out for certain is to dive down to take a closer look.
Green Home
Green Home is a new and old city all at once, new buildings growing from ruins like flowers from old growth. The streets are worn paths leading up a pair of gigantic trees, and the town sprouting up along the way. The residents move up and down these paths, and a handful of lifts strung in the branches. Humans are in abundance, as are Pterrans, and a collection of two footed felines and canines, with even a few Aarakocrana that roost in the upper branches. There does seem to be a bit of a divide, with some sections of the town more devoted to one race over the other. But all are open to travelers, to come and rest.
Prompt 1, The Roots:
Green Home almost sprouts from the forest, rising up from two great trees. The walls are a mixture of stone and timber, a patch work of old and new fortifications. Stepping inside shows a small, but bustling settlement of herb gatherers and forest wanderers, coming back in from the wilds to rest their feet.
The people of this place are curious, if wary bunch. They always keep one eye on the borders of their settlement. Conversations with them show that this settlement is only a generation old, and has had to dodge their own share of problems. Monsters, raiders, and flat out unpleasant flora dwell in the forest beyond, and they’ve had to fend off attacks more than a few times. The buildings tell a similar story, with some of the ruins looking more refurbished and rebuilt than others… and a few sport blasts and damage that clearly haven’t been caused by time.
Midway up, where the roots join the main trees, are a pair of buildings that Scions may find noteworthy. The first is a stable, stacked with fresh and dried plants to act as bedding for any large creatures, or still developing eggs. Stalls line the building from top to bottom and spread across levels, ending with a rookery on the top level. Some of those stalls house creatures from the forest; some hurt, some tamed, and MOST willing to share the space. Next door is a common house, which can string up woven grass hammocks in a pitch for the newcomers. The building provides food, drink, and shelter, in exchange for a few tasks to be done outside.
Prompt 2, The Branches:
It turns out there’s a practical reason for a lot of the overgrowth; gardening. The city’s inhabitants bring plants from the surrounding forest back in, and nurture them wherever there’s a plot of land available. Whether that garden is on the side of a building, a rooftop, or a patch of intersecting branches, people take advantage of the space.
But with so many gardens, it turns out there’s a lot of help needed; either with going out to collect new seeds, or watering and caring for the ones that already grow.
Prompt 3, The Tree Tops:
It takes a lot of climbing, or flying to break out of the roof of green and into full sunlight, but there’s an extra world above the branches; one with a few sparse buildings, but still a part of the settlement.
The bird race that live here are tireless in their tasks, which seem to involve gathering, preparing, and storing amber collected from the trees. Asking reveals that these materials are used to create a curious mixture of jewelry and universal antidote. The amber is hollowed out to store a liquid compound, and then hung from the branches to collect sunlight and brew before being handed to an individual to hang around their neck.
Those who offer to help can be given one of these ‘Amber Hearts’ of their own in thanks, as there never seems to be enough hands to harvest the sap, turn it into amber, prepare it for jewelry, or brew the mixture that’s dropped into the cavities. The Aarakocrana themselves are devoted to their work, but a handful may be inquisitive about where these travelers come from.
WILD CARD:
The above prompts aren’t exhaustive when it comes to situations. Feel free to create some of your own!
Ripple
The drowned city of Ripple sits near a delta, hugging the coast. The city itself sits on different levels relative to the water; some buildings clear of the waters, some half in and half out, and others completely submerged.
With so many variations to the city itself, it isn’t surprising several scenarios might spring up.
Prompt 1, Harbor:
There’s more than a few creatures who call ripple home. Beneath the surface of the water are strange, darting shapes.
Strange manta-like creatures that avoid contact, curious hippocampus sea horses… and hostile sahuagins. These creatures don’t hesitate to attack intruders, whether with claws, shark-sharpened fangs, or bone sharpened weapons. They also bring their own pets in the form of sharks, which seem hungry enough for a meal, and speak in a bubbling language that can’t be easily deciphered.
Whether it’s through battle, escape, or other means, these creatures need to be thrown off one way or another!
Prompt 2, The Sinking Capital:
Whether it’s slippery footing, or a crumbling section of city, or a trap left by the residents, things are about to get much more damp. Water floods into wherever the Scions find themselves, either through rents in the walls, or a sudden rising tide.
Hopefully the Scions involved know how to swim.
Prompt 3, Drowned Shrines:
In the depths of the city, hidden behind walls of crumbling stone and overgrown water plants, is a collection of shrines. They are formed from carved stone, almost melded to the buildings themselves with the passage of time and wear from the waters. The features are reminiscent of a sea serpent, one flanked with decorations of otters and dolphins. And laid at the foot of those shrines, in the offering bowls or strung as ropes are small and large pearls.
Those pearls are engraved with a strange script and inlaid with gold; it looks almost like some form of prayer, in an old and drowned language. There may be a few other small treasures littered around, either in water filled rooms or in tiny air pockets.
The treasures themselves are easy enough to carry out. Reaching them however, is another matter.
Lily
Lily, a half cove, half delta that acts as another entrance into the Mainland. The surfaces are filled to the brim with plants, while stranger things swim further below, either in large lakes or twisting river passages.
Prompt 1, The Water’s Harvest:
The various lily-pads and water flowers floating on the surface are said to carry medicinal properties, if properly gathered and made into different alchemy mixes. Several of the Guild Paths are ready to offer generous rewards for those who can gather the plants, store them, and bring them back. Though a few of them are further in the center of the lake, with shifting currents.
There’s also been stories told that the rarest blossoms, if ingested, allow one to breath underwater for up to an hour. That, or they cause some very strong hallucinations; the sources and records in Haven can’t always agree on which.
Prompt 2, Sea Serpents:
It seems the boats and the explorers on them have attracted some attention from the residents of the deep.
Whether curious or territorial, the serpents seem intent on closing in with the boats and swimmers. Their noses nudge the boats or crash into them with violent intent. Sharp fangs and constricting coils can quickly make havoc on the boats, and the more territorial sea serpents are ready to drag what they find underwater. The curious ones also pose a risk of capsizing the boat, or forgetting that not everyone can breathe underwater like they can.
Prompt 3, Delving the Wrecks:
In the bottom of the waters are a collection of wrecked ships. Some are massive galleons, some are small clippers, but all of them are gathered around the same, central place. The waters have eroded some, while others seem to be made of more sturdy or enchanted materials, looking as though they could float if only brought back up to the water’s surface.
Through a few of the cracked and water logged rents, some of the vessels shows glints of treasure… and shifting coils in the form of young serpents. Others may hold old, carved records, or hints of the past; but the only way to find out for certain is to dive down to take a closer look.
Green Home
Green Home is a new and old city all at once, new buildings growing from ruins like flowers from old growth. The streets are worn paths leading up a pair of gigantic trees, and the town sprouting up along the way. The residents move up and down these paths, and a handful of lifts strung in the branches. Humans are in abundance, as are Pterrans, and a collection of two footed felines and canines, with even a few Aarakocrana that roost in the upper branches. There does seem to be a bit of a divide, with some sections of the town more devoted to one race over the other. But all are open to travelers, to come and rest.
Prompt 1, The Roots:
Green Home almost sprouts from the forest, rising up from two great trees. The walls are a mixture of stone and timber, a patch work of old and new fortifications. Stepping inside shows a small, but bustling settlement of herb gatherers and forest wanderers, coming back in from the wilds to rest their feet.
The people of this place are curious, if wary bunch. They always keep one eye on the borders of their settlement. Conversations with them show that this settlement is only a generation old, and has had to dodge their own share of problems. Monsters, raiders, and flat out unpleasant flora dwell in the forest beyond, and they’ve had to fend off attacks more than a few times. The buildings tell a similar story, with some of the ruins looking more refurbished and rebuilt than others… and a few sport blasts and damage that clearly haven’t been caused by time.
Midway up, where the roots join the main trees, are a pair of buildings that Scions may find noteworthy. The first is a stable, stacked with fresh and dried plants to act as bedding for any large creatures, or still developing eggs. Stalls line the building from top to bottom and spread across levels, ending with a rookery on the top level. Some of those stalls house creatures from the forest; some hurt, some tamed, and MOST willing to share the space. Next door is a common house, which can string up woven grass hammocks in a pitch for the newcomers. The building provides food, drink, and shelter, in exchange for a few tasks to be done outside.
Prompt 2, The Branches:
It turns out there’s a practical reason for a lot of the overgrowth; gardening. The city’s inhabitants bring plants from the surrounding forest back in, and nurture them wherever there’s a plot of land available. Whether that garden is on the side of a building, a rooftop, or a patch of intersecting branches, people take advantage of the space.
But with so many gardens, it turns out there’s a lot of help needed; either with going out to collect new seeds, or watering and caring for the ones that already grow.
Prompt 3, The Tree Tops:
It takes a lot of climbing, or flying to break out of the roof of green and into full sunlight, but there’s an extra world above the branches; one with a few sparse buildings, but still a part of the settlement.
The bird race that live here are tireless in their tasks, which seem to involve gathering, preparing, and storing amber collected from the trees. Asking reveals that these materials are used to create a curious mixture of jewelry and universal antidote. The amber is hollowed out to store a liquid compound, and then hung from the branches to collect sunlight and brew before being handed to an individual to hang around their neck.
Those who offer to help can be given one of these ‘Amber Hearts’ of their own in thanks, as there never seems to be enough hands to harvest the sap, turn it into amber, prepare it for jewelry, or brew the mixture that’s dropped into the cavities. The Aarakocrana themselves are devoted to their work, but a handful may be inquisitive about where these travelers come from.
WILD CARD:
The above prompts aren’t exhaustive when it comes to situations. Feel free to create some of your own!
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