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==Other Places== ===Aarn's Pass=== On the southern end of Aarn’s regional territory, near the Stygian Scar, lies a pair of statues of the Aarn on either side of the ruined road leading into the thick forests of the center of the continent. Some of Aarn’s more elite Hunters man the Pass, ensuring safe passage for caravans into its lands. However, there has been rumor of surprisingly intelligent and clever monkeys wandering into the Pass to steal the goods, tech, and sometimes the caravans themselves. And since some of these caravans indeed don’t make it to Aarn proper and beyond, perhaps these stories may have some credence to them. ===Cerra Noer=== Kaima Noer’s sister city along the Noer Sea is still enveloped deep in the Wilds’ grip. It’s furthermore isolated by one of the large chasms cracked into the land from the Downward Spiral at the center of the continent, the chasm situated between the two cities. While Kaima Noer rebuilds and recovers from the Great Bloom, terrible beasts and mutated men roam within Cerra Noer. Some rumors even say that these capture creatures are planning a coup of Kaima Noer to resume their conquest of the land. ===First Osenvar Ruins=== Though Kolle Mollenar managed to get to the core of the first Osenvar to begin reclamation of it from the Wilds, he and his crew ultimately decided to build Second Osenvar in a mountain pass just to the east of the former city. The roads through the old city still exist and are generally well-kept by Hunters assigned to protect travelers from the Wilds still trying to get a foothold in the surrounding ruins. As large as the old city was, there are obviously still locales within the old city which have not seen the presence of mankind since the Bloom. Perhaps great treasures, technologies, and secrets lie within. ===Grave of the Unnamed Hunter=== A solemn, yet strange place. Located north of Sulinad is a small tombstone stating, ''Here lies the Hunter who perhaps had a name in life, but has abandoned it in death.'' It was in that location a Sulinese Hunter dove in front of his fellow Hunter to save him a crushing blow from a beast. Once the Hunter lay dying, the team realized they had never asked the fellow his name. To honor him, they made a make-shift tombstone for him, expecting it to become overwhelmed by growth within a day. But it has stood untouched by The Wilds for six years now, and has become a small shrine to Hunters everywhere, symbolizing the sacrifice they will all make one day. Thousands of Hunters every year make the pilgrimage to the small stone, leaving an offering of flowers and candles. ===Mezcotal=== Even before the Great Bloom there were places which struck fear in the hearts of those who heard about them. The underground labyrinth of Mezcotal is one such place. Centuries ago, it was the project of a death cult who wished to bring themselves closer to the Underworld to resurrect their lost and loved ones. Since then, it has evolved into a subterranean civilization which eventually died out decades before the Bloom, unable to reach the promised Underworld of their lore. Once the remnants of the death cult were no longer there, expeditions were taken into the dungeon, offering a very grisly view into the mind of the desperate. Blood sacrifices, mutilation, cannibalism, Magical augmentation... all of the practices forbidden by the laws of the surface cities were all welcome in this unholy place. And this was before the Bloom... And then there is the Mezcotal after the Bloom. Much like the Dungeons across the world, the corridors of Mezcotal seem to be alive, constantly shifting, changing its configuration under no power other than its own will. Perhaps it’s this nature that leads the most ardent Dungeon explorers to stumble across it, as if the Dungeons are bringing them to their master. Once there though, most of these unlucky explorers die in one way or another. Devoured by a monster. Crushed by a trap. Absorbed into the walls. Starved to death finding a way out. Driven insane by the Presence within. The Presence within? There is a tale brewing out there in the Hunter community about the Presence and the Hunter who met it and came out of Mezcotal alive. Sadly enough, barely anyone who hears the tale can remember the Hunter’s name, but the Presence was a whole different matter. When the death cult which made the labyrinth died off, as the tale goes, they did not do so quietly. Their spirits were so in tune with their search for their coveted Underworld that they collectively became a Presence unto themselves. The Presence serves a bevy of unknown Gods which seem to have no alignment with either the Wilds or humanity. Perhaps the Presence has become the usher to the Underworld and the Dungeons are its River Styx. ===Rawranawrarwarn=== One of the first cities lost to The Great Bloom, it once housed a proud population of artist’s and architects. Nowadays, however, the architecture has outlived the architect far too soon. Located in what was once a sprawling swamp, Rawranawrarwarn is now found at the heart of a blistering desert. Hunter expeditions there to recover pieces of art report strange sightings. Open doors, clean streets, unfinished meals left over. Noises are said to be heard when one approaches, roaring and the sounds of clawed feet, but all this ceases when one enters the city. A strange place, better left alone. ===Veddis Stadium=== Despite all the strife of the fight against the Wilds, there are some out there looking for a good time. And leave it to the good people of Halliwell to make the best out of a difficult situation. While there is plenty of work out there for Hunters, sometimes things go so well that there’s a little extra time, even in these trying times. A rather inspired and egotistical Hunter by the name of '''Edgar Veddis''' thought it would be a great idea to set up gladiator matches in the middle of this war. And who would have thought that it would be so successful!? Since the Stadium’s founding in the outskirts of Halliwell, the entertainment has grown from the occasional brawl between Hunters to more organized fare, such as Fireball, where teams of Magisters fling a fireball around the field into a modified Mana-Siphon to score points. It can get violent, but it always draws a crowd! ===Wildsbane=== A strangely shaped bone that fell from the sky, slowly causes all growth around it to cease and eventually die. It’s strange properties were crucial in The Defense of Aes Kalon. Since its arrival, the Wildsbane has become a treasure throughout the land. Many revere it, others covet it, even others want to incorporate it into new Manatech... or more appropriately, Anti-Manatech. The Wildsbane’s powers have also brought upon the idea - the hope, to some - that all of the world’s remaining civilization can be united against the threat of the Wilds. Many of the elders of the city have brought upon the idea of '''United Front''' against the Wilds. There is the problem of the individuality of the cities it wishes to bring together. As if the cities, nations, and kingdoms of old were distinct from another culturally before, a generation of isolation between the vast Wilds made them even more distinct and ferociously independent than before. Bringing them together under the fight for the Wilds may be possible, but to keep them there... the difficulty will be immense. Some theorize that the Wildsbane is one of the fragments from the Jaws of the Dead upon its creation during the Great Bloom, its deadening effects thwarting the Wilds upon its arrival to Aes Kalon.
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