A once thriving planet advanced in technology and science, but centuries into their own future the humans have become quarantined into their own man-made domes. What lies beyond the cities is a forest of nature brimming with monster girls. Thetos, was one of the most renowned and progressive thinkers of his time. It was he who created these girls. Locked in his own home for years on end he experimented first with plants and human DNA until finally one of the lilies he'd been experimenting on bloomed into the form of a potted monster girl. Instead of legs she had roots, but her stem rose up into a fine pair of hips and a slender waist. Petals folded across a petite bosom, sprouting off of her shoulders. His very first success and he named her Leena. Soon he had shelves full of potted girls and once he had perfected the procedure he began growing restless. His ideas were growing and soon he'd started kidnapping girls for his procedures. He failed many times before succeeding; held captive, tortured and experimented on, it wasn't a surprise that the girl was angry and in her hatred, with her new found strength, she attacked Thetos, but upon seeing her reflection she stopped. She'd fallen in love with her own beauty. Her hair was no longer some ordinary brown, but a flowing pink like the roses she so loved and her eyes were such a dark green in contrast. Her skin had a lighter tint of green and despite the fact she had petals growing out of her flesh she couldn't help being enamored. Thetos' ambition grew and in time he started experimenting with more than just plant girls. He soon had various animal-human hybrids. Those that were less docile he kept in cages in his cellar, unable to bring himself to kill them despite the danger they presented. When his creations were discovered the human's tried destroying them and killed Thetos in the process. Outraged at the death of her creator Leena set loose the girls that Thetos had kept locked up. From then on the monster girls only spread. To the east is a vast desert of sand. Beneath the surface lives a colony of humans. Outcasts from the domes for crimes they'd committed. In return for their worship and gifts to Amira they were allowed passage through their domain and occasionally were blessed with supplies needed for their survival. Black-market Items Succubus Mana Girtablilu Venom Arachne Web Bee Stingers Holstaur Milk Weapons/Enhancements Energy Nets Gauntlets Adaptive Camouflage Suits with thermal settings Vambraces with energy shields LectroDiscs - Small discs that emit electronic pulses Holographic Projectors - Typically used as a distraction mechanism. Energy Blades Seaport Village: Once the hub for seafaring technology, the village only holds remnants of its past infrastructure. The harbor is the heart of the village, but even so, there are few ships that now travel to and fro. A wooden pier created a crescent from one end of the port to the other; bridges branched off all along the length of it, leading towards docked ships. The buildings in the village are few and scattered, built of wood and stone with thatched roofs and brightly colored doors and shutters. Along the sandy walkways are a few shops that remain stocked by the traders that came by, but the main area of socialization was the inn at the center of the village. Lyvana The Jungle of Lyvana is a vast and humid expanse of flora and fauna with steep hills and winding rivers. The floor is crawling with thick roots and vines that crawl up the trunks of the trees and cross over between them, creating natural bridges in the air. In some areas the canopy is so thick that it blocks out the sunlight, creating a dim atmosphere. Flora:
Fauna
Aurumara: The desert region is dominated by towering dunes of sand, stretching as far as the eye can see. The wind is constantly reshaping the dunes, creating new patterns and shifting the landscape making it difficult to keep track of your surroundings. Between the sudden sandstorms, the scorching heat of the day and the frigid nights, the desert is not a hospitable environment for the weak, though scattered throughout the dunes are a myriad of oasis of varying sizes. The waters that fill the pools come from beneath the desert and provide small pockets of life in the otherwise barren landscape. Somehow, amidst the never-ending storms, there remains a spread-out city of ruins that somehow never falls beneath the sands. The structures are made of marble and stone with intricate carvings and patterns along the walls. A myriad of statues depicting fantastical beasts decorated doorways and were built into pillars. The rooms are both large and small - the largest being the throne room which also acted as the dining and entertainment area. There was no designated treasury as jewels and relics lined the hallways and were piled upon shelves as if daring anyone to so much as touch them. From the throne room a winding staircase leads deep below ground into a burial chamber with a single stone sarcophagus in the center. Overall, the entire building was decorated with silks, rugs, pillows and items of comfort and wealth. Flora:
Aurumara Colony: The caverns stretch out like a labyrinth of winding tunnels and spacious chambers carved deep into the earth over many years. The walls are rough and uneven, a mix of natural rock formations and carefully carved passages. Some of the caverns are vast, with towering ceilings that stretch up into darkness while others are small and cozy, just big enough to fit a few beds and table. Will-o-wisps provide light in the tunnels - an agreement with the founder, made long before any of the current denizens lived here. The air is cool and damp, a sharp contrast to the dryness from the desert above. There are doors that slide shut over the many entrances to prevent sand from pouring down and sealing the inhabitants inside during storms. The colonists provide gifts and information for the Pharoah and in return receive her protection and blessing to live beneath the sands. FleurFeyAt the edge of the Aurumara desert is the garden oasis of Fleurfey. The flora of the garden has been carefully cultivated by its mysterious guardian creating a myriad of magical hybrids and causing an explosive growth that has allowed the once tiny garden to spill over into both the desert and the plains beside it. Flora:
The NetherveilAside from death, one could enter the Netherveil through a colossal obsidian gate guarded by a Banshee and her Undead Dragon. The entryway and corresponding hall is lit by flickering torches of purple fire. This hall opens to a central plaza. The ground of the plaza is made of smooth, polished black marble, reflecting the ambient glow of eerie, bioluminescent plants that line the edges of the sinuous walkways. In the center area is a large fountain spouting a purplish-black, viscous liquid that occasionally bubbles up and pops within the basin. Beneath the liquid swims the faint glow of restless souls. This district is full of shops selling forbidden artifacts, cursed jewelry, exotic ingredients, and demonic trinkets. Vendors with pushcarts roam the streets peddling elixirs promising eternal life, unparalleled power, blessings, and curses. Aside from shopping, one could engage in social activities such as magical rituals, sacrifices, storytelling, information bartering, or watching the street performances of ghostly minstrels, dancing sirens or live torture sessions. In one corner of the market is the Veil of Temptations – A club run by Succubi that caters to more sinful pleasures. Upon entering one will be greeted at the reception area where they will wait to be seated. Booths line the walls of the circular room right next to the dance floor and at the center is a stage. The dance floor pulsates in rhythm with the music, sometimes flashing quickly and vibrantly and other times drifting between transitions with dim hues. To one side is a bar, its shelves lined with bottles of iridescent, smokey or impenetrably dark liquids. Private lounges are set up in the upper area with the choice of gauzy curtains or the ability to draw darker velveteen curtains for complete seclusion. The entire building is filled with a heady aroma of incense and pheromones, heightening the senses, and lowering inhibitions. Beneath the marketplace is a labyrinthine dungeon where the damned are held captive, guarded by jailers. The layout is deliberately confusing with twisting corridors that lead to dead ends or loops back upon themselves. The architecture seems to shift, disorienting anyone unfamiliar with the design. The wailing cries of tormented souls are a constant background ambience. The walls are adorned with grotesque carvings depicting scenes of agony. The air is heavy with the acrid scent of burning incense, mingling with the metallic tang of blood. The spectral lights cause shadows to flicker and dance, making it difficult for those mentally exhausted to discern reality from nightmare and sinister whispers seem to emanate from the very walls, sowing seeds of doubt and fear in the minds of those imprisoned. Scattered throughout the chambers are cursed artifacts and relics of dark magic, each with its own horrifying tale. These items intensify the suffering, amplifying an individual’s pain or inducing hallucinations that magnify their fears. Surrounding one side of this central hub are various districts that also house the denizens of the Netherveil. The architecture of the buildings is of Gothic inspiration with pointed arches, ribbed vaults, flying buttresses and stained-glass windows. Each abode is decorated to the tastes of their individual owner; however, the hotels are all designed to be identical. The exteriors are crafted from ethereal stone that shimmers with a soft, otherworldly glow. Towers adorned by eldritch symbols stretch towards the dim-lit sky and creeping ivy climbs upon the walls. Upon entering, guests would find themselves in a grand foyer. The floor is made of translucent marble, revealing glimpses of swirling, colorful energy beneath. Chandeliers made of floating crystal hang from the ceiling, illuminating the space with a soft light. The rooms are adorned with tapestries woven from threads of moonlight and the beds are canopied with curtains made of nebulae. Each room has a large, arched window that frame visions of the living world, shifting through different eras of time and while each room has an attached bathing area, there are also shared hot springs on the first floor. The entertainment hall hosts various events, from auctions to phantasmal orchestras, plays and even lightshows. Here guests can either sit in the open and mingle or can book private booths where they can relax alone. On the other side of the Plaza is a vast forest, considered cursed by the residents. It’s said that the forest exists outside the constraints of time and that travelers who feel as though they have wandered for mere moments, may realize that hours have actually passed. The forest is shrouded in perpetual twilight and dappled with moonlight. The ancient trees have twisted branches and gnarled roots, their blood-red leaves, rustling with an otherworldly whisper. The atmosphere here is thick with enchantment and an aura of foreboding that weighs down on anyone who enters, causing feelings of languidness and indescribable fear and paranoia that builds the longer they remain within the forest. Will-O-Wisps flit between the trees casting flickering shadows and are known to guide lost travelers deeper into the heart of the forest. Only spirits are allowed to dwell on this cursed land – these apparitions often being melancholic, bearing stories of lost loves and reminiscing on old memories. Their cries are often mixed with haunting songs that echo through the trees, captivating and luring the hearts of those who hear them. Legend has it, these melodies can reveal glimpses of the past and sometimes foretell the future. The Palace of the Netherveil is the home of the current ruler, a power Lich. It looms above the housing district with the tips of its towers disappearing into the shadow of the sky. A wrought iron fence adorned with twisted thorns envelopes the premises with gargoyles of varying design set upon the entrance ways and even upon the rooftop. The outer gardens are large and home to a variety of deadly and beautiful flowers, such as the Ghost Orchid, Blightbloom, Choking vines, Venom Ivy, Corpse Lilies and Nightshade Blossoms. A grand, arched entrance leads to a colossal hall that ends at the throne room. Near the entrance, spiraling staircases lead to the upper floors, but most of the building remains empty with only the base furnishings. Only the Library is carefully attended to, being even larger than the throne room. Enormous shelves stretch from floor to ceiling with tomes bound in leather, skin, scale, hair, and even bone. Some books are wrapped in chain and some remain locked in cases. Small alcoves with plush, velvet covered chairs and ready tables are scattered through the room and curtains made of arachnid-silk hang down, offering privacy. Glass cabinets display rare and powerful artifacts and vials. Taxidermied creatures are placed throughout the entirety of the library, offering decoration. The throne is encased by the skeletal remains of a dragon, its spiney tail, twisting around the base of the throne while its front legs form the arms of the chair, its paws turned downward. The dragons upper body rises overhead with its wings curved in around the sides, hugging the throne from a distance. The chair itself is well cushioned with a simple runic design that amplifies the powers of the Lich while she sits upon it. The Queen’s private chambers are simple, yet luxurious with a huge, canopied bed. The area is illuminated by the soft glow of crystal sconces and ancient tomes are neatly arranged on shelves made of polished bone. A private balcony overlooks the vast expanse below, allowing her to watch over the torment and reverie. Ochimusha and Dullahan guard not only the ruler of the Netherveil, but the entirety of the realm. They can be found posted in areas of town or just roaming the streets. In times of War they can even be seen soaring above on the backs of undead dragons.
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