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  Albus Dumbledore
Posted by: Omni - 08-05-2013, 01:21 AM - Forum: Kingdom NPCs - No Replies

[float=right][Image: blogger-image-1160904016.jpg][/float]Location/Role: Albus Dumbledore is the Chief Warlock of the Kingdom and the Head of the Mages Guild.  In this position, he is not only the leader of the entire city of Dalaran, but he is also a member of King Aragorn’s inner circle (one could argue that Dumbledore is the second most influential and powerful figure in the Kingdom).  

Story:  Dumbledore’s history before his arrival in the Omniverse is marred by sadness and loss, but because of the trials and emotional tribulations he faced, Albus grew into a wise, levelheaded, and endlessly sympathetic man.

Born the son of pure-blood wizard and a Muggle-born witch, Albus Dumbledore’s early years were marked by great sadness.  At a young age, his sister was attacked by a group of Muggle (non-magical) boys, who feared the magic they saw her performing.  The attack left his young sister scarred and unable to control her magic.  In a fit of rage, their father tracked down the boys, and while it is unknown exactly what he did to them, Albus’ father was sentenced to a lifetime of imprisonment at Azkaban.  

What remained of the family moved to a more secluded village, but the tragedy was not yet over.  While Albus and his brother went to Hogwarts to study magic, their mother took care of their sister.  At Hogwarts, Albus excelled and his skill in magic and wizardry seemed to grow without an end in sight.  Albus published several papers on various topics, shocked even his professors with his level of talent, and became a prefect (a Head Boy) during his fifth year.

By the time he finished at Hogwarts after seven years of study, Albus Dumbledore was considered the most brilliant student to have attended the school in its history.  After his graduation in the summer of 1899, Dumbledore planned to take the traditional ‘Grand Tour’ with his friend Doge.  Before Albus’ departure, tragedy struck when his sister’s uncontrollable magic flared and killed their mother in a violent explosion.  With his brother off to parts unknown, Albus was left to return to his lowly hometown and care for his sister.

Bitter and angry about the situation, Albus felt like he was wasting away in his hometown.  One day, however, everything changed when a brash young wizard arrived in town.  This new wizard spoke of wizardly domination over the Muggles and of finding the Deathly Hallows, artifacts that would grant the wearers great powers.  They planned to create a peaceful global society led by witches and wizards.  Although he never admitted it to the other man, Albus harbored romantic feelings for him.

After nearly two months, Albus’ brother returned to town and confronted his brother over his scheming and subsequent neglect of their sister.  In a confrontation that followed, Albus’ friend used a curse on his brother, and a violent fight between the three broke out.  In the crossfire, Albus’ sister was stuck dead, and the man with whom he had become so enamored fled into the night.

[float=left][Image: dumbledorethumb.jpg][/float]In the aftermath, Dumbledore returned to Hogwarts as a Professor of Transfiguration.  During his tenure, he was frequently offered the position of Minister of Magic, but he turned down the nominations, realizing that his desire for power had only led him to darkness and despair.  Albus also served as a recruiter for the school, with the most famous student being a young man named Tom Riddle.

As Dumbledore educated young witches and wizards at Hogwarts, his old ‘friend’ remained at large in Europe, terrorizing everyone.  The man had found one of the Deathly Hallows—the Elder Wand.  After turning a blind eye for nearly a decade, Dumbledore finally sought out and dueled with his former associate.  Albus was victorious, even though his foe wielded the Elder Wand.  

In 1956, Dumbledore was appointed to Headmaster of Hogwarts.  During this time he denied Tom Riddle’s application to be the Professor of Protection against the Dark Arts.  Dumbledore was aware of Riddle’s illicit and nefarious activities, and in response, Riddle cursed the post, causing no one to be able to hold it for a year.

By 1970, Tom Riddle started his first rise to power.  In response, Dumbledore founded a secret organization of witches and wizards who were willing to sacrifice themselves to fight the Death Eaters.  The war went badly, but a prophecy about his death caused Riddle to try to kill a baby.  The mother’s love for her son caused the curse to backfire, destroying Riddle’s body and leaving only a fragment of his soul remaining at large.

With Riddle’s schemes set back, Dumbledore returned to his role as Headmaster, knowing that there would be a time when the ‘Dark Lord’ returned.  Dumbledore kept his eyes on the baby, knowing that he would be the key to destroying Riddle once and for all.  Despite his plans, Albus Dumbledore was to be whisked away to a brand new world of magic and wonder.

When he awoke in the Omniverse, Dumbledore was one of the very few who didn’t panic or wander confused and scared for days.  A practitioner of the wondrous and arcane, Dumbledore journeyed for a few weeks before he found himself in Camelot.  Initially drawn to the verse’s beautiful landscapes, Albus was also aware of the frequent attacks that the city of Minas Tirith suffered at the hands of demons and monsters.  Recalling the horrors that Tom Riddle unleashed on those who opposed him, Dumbledore met King Aragorn and offered his services.

It was Dumbledore who created Dalaran, the floating city above the capital of the Kingdom.  The wizards that Dumbledore trained in Dalaran became instrumental in the protection of the Kingdom, especially once the war with Diablo moved from guerrilla attacks into full-scale pitched battles.  As Dumbledore’s skills returned, so too did the skills of the wizards he trained.  In the Battle of the Black Gate, Dumbledore and his three best students were part of the group that entered the Underverse to fight Diablo on his own soil.  Dumbledore and the other primes were the only survivors—his students perished.

After the war’s conclusion, Dumbledore focused on turning Dalaran into a place where wizards could hone their craft.  In the process, Dalaran turned from a city-sized wizard training ground to a fully-functioning city, with businesses, tourists, and citizens.  Various colleges formed, some dedicated to magic while others focused on more academic or scholarly topics.  A council was formed to mediate between groups and ensure that no morals or ethics were violated.  Dumbledore was unanimously elected as head of the council.  Similarly, he was appointed as King Aragorn’s ‘Chief Warlock,’ a position that placed him in the innermost circle of the Kingdom’s hierarchy.

Now Dumbledore unequally splits his focus between Minas Tirith and Dalaran, with the latter city occupying nearly two-thirds of his time.

[Image: 7360003.jpg?675]

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  King Aragorn
Posted by: Omni - 08-05-2013, 01:21 AM - Forum: Kingdom NPCs - No Replies

[float=right][Image: Anduril.jpg][/float]Location/Role:  Aragorn is the monarch of the Kingdom, the medieval civilization located in Camelot.  He is one of the strongest primes in the Omniverse.  In his role, Aragorn holds many titles, as he is the lord of Minas Tirith, the verse’s central city.  He is also the de jure lord of the various ‘cultural enclaves’ throughout Camelot, who exist as almost entirely independent areas save for a fief they pay to Minas Tirith.  He is also the de jure ruler of Dalaran, given the fact that the city’s chief political figure (Albus Dumbledore) is an advisor for Aragorn.

Due to the many responsibilities (and dangers) that are associated with his rule, King Aragorn is often too busy to meet with everyone.  He will occasionally make exceptions to talk with primes willing to pledge themselves to the cause of the Kingdom.  As a whole, he is more visible than Emperor Palpatine, as most threats on Aragorn are external rather than internal.  Outside the walls of Minas Tirith, Aragorn is usually represented by experts who are also his close allies and friends.  For instance, Thrall serves as Aragorn’s representative with non-human settlements and tribes.  Refugees fall under the attention of Charles Xavier, and Baron Victor von Magnus tends to handle issues with the human fiefdoms.

Even so, for those who can be properly ‘vetted,’ King Aragorn can be found in the castle of Minas Tirith.  

Story:  Aragorn, unlike his peer in Coruscant, is not secretive about his life before the Omniverse.  He was born the son of a regional chieftain who was himself descended from the ruling family of a long-dead kingdom.  At the death of his father, Aragorn was raised by his world’s version of elves.  Aragorn himself was a descendent of the elven ruler’s dead brother.  When he came of age, Aragorn left the stewardship of the elves and assumed his birthright and became chieftain of his ancestral tribe of wandering rangers and nomads.

For six and a half decades (Aragorn’s people lived twice as long as most humans), Aragorn balanced being a leader with his thirst for adventure.  He befriended one of his world’s greatest wizards, served as a guardian for halfings, became a soldier in the army of a large kingdom, and helped to fight the rising stem of evil forces on many small levels.  At some point, he fell in love with the daughter of his foster father, the elven king.  The king forbade their marriage until Aragorn became a king—a lofty feat given the status of the world.

Around this time, Aragorn’s world was rocked by the revival of an old evil.  Under the guidance of his old wizard friend, Aragorn joined a fellowship of mercenaries, royalty, and Halflings that set out to destroy a ring linked to great evil.  Over the course of the adventure, they lost friends and acquaintances alike as hordes of orcs and ogres threatened the world of man.  The fellowship was soon broken, with the halfings traveling to destroy the ring while Aragorn and the others focused on distracting the enemy through military operations.  Aragorn became one of the chief figures in fighting back the onslaught, and he slowly gained the respect of strangers and enemies alike.

In the process of defeating the enemy armies that threatened his world, Aragorn slowly took on his birthright and destiny to rule a revived human kingdom.  Over the course of the fighting, he reforged the sword of his ancestor, naming it Anduril, to reflect his human and elven upbringing.  Aragorn and his allies freed an old kingdom from a corrupted steward, and at the war’s end, Aragorn was crowned king of that kingdom.

It is not certain how many decades Aragorn ruled as king before he arrived in the Omniverse, as the stories he tells are often of his youth and the great war that ended in the triumphant ‘age of man.’  Furthermore, his tribe’s longevity also makes it hard to pinpoint the age of the king.  Nevertheless, when Aragorn arrived in the Omniverse, he came with passion and dedication to make the best of a strange and bizarre situation.

Upon waking up in the Nexus, Aragorn was alone save for one other - a man who styled himself as one Ethril Palpatine.  Although he had a scholarly and bureaucratic look, Palpatine had quick wits and a startling skill with both blade and alien magicks.  The two men joined forces and ventured out together into the unknown world.  They traveled together for some time before an unknown event sent them their separate ways.  Aragorn claims that Palpatine betrayed him, but speaks little otherwise of the event.

Following this, Aragorn headed East from the Nexus, through the gate to the land which would come to be known as Camelot. Here he founded what would become the Kingdom. His new followers crowned Aragorn their king, and they called their new home ‘Minas Tirith.’  A hardy group of dedicated workers, this nucleus quickly grew over the next year and a half into a thriving metropolis.

Nearly two years after arriving in Camelot, Aragorn’s peaceful kingdom was shattered with the arrival of a hellish vanguard into the Omniverse.  Under orders from someone named Diablo, demons started raiding Minas Tirith and the collection of villages that had begun to sprout up around it.  King Aragorn traced the attacks back to a strange new verse, the Underverse.

For a few years, groups of demons erupted from the Underverse to raid and pillage, dragging back people, animals, and goods to their master.  Through spies, Aragorn learned that Palpatine was also suffering the same guerilla attacks.  Over this time, other primes started to arrive at the Fountain of Infinity in the Nexus.  When Aragorn learned that Palpatine was actively recruiting the disoriented and confused primes, the king had no choice but to do the same.  

With fresh primes working beneath them, the rival societies started to grow exponentially.  As Coruscant expanded downward, Camelot expanded upward—founding a city in the sky called Dalaran.  Under Albus Dumbledore, the wizards who studied and trained in Dalaran became key figures in stemming the increasing demonic tide.  Outside of Camelot, Aragorn was even able to found colonies.  The most famous of these was Darkshire in the Pale Moors, a verdant and luscious verse that provided the Kingdom with a wealth of food and raw materials.  Darkshire was so successful and so attractive to settlers that dozens of villages grew up around it in a manner of weeks.  

[float=right][Image: 400px-AragornInChain.jpg][/float]All of these developments, along with the arrival of dwarves, elves, orcs, trolls, and other ‘non-humam’ settlers seemed to be an omen that the Kingdom’s losses would stop.  For a period, this was the reality, and the Kingdom experienced a small golden age as primes arrived and aided her quick development.  Multiculturalism seemed to be on the rise as the economy flourished.

But after two years of simply raiding settlements and stealing goods like bandits, Diablo’s tactics changed.  A fortnight passed without any reports of raids or attacks by fel monsters. Then one cold morning, an army of three thousand devils, monsters, and undead erupted from an enormous gate in the Pale Moors (thereafter dubbed ‘the Black Gate’), slaughtering half a dozen villages before Aragorn and his advisors managed to mobilize an army to defend Darkshire from total destruction.

Although they protected the ‘Jewel of the Pale Moors’ from being overrun by Diablo’s forces, the Pale Moors would never be the same.  Within a year, the entire verse would be a desolate shell of its former self, with perpetually cloudy skies and roving bands of undead monsters.  All of the once thriving farming and cattle towns vanished, either because their citizens fled or because they were butchered or turned into the undead.  Darkshire became the frontline of a full-scale war against Diablo.  The once beautiful city withered slowly—cannibalizing its resources to stem back the attacks.

Pinned down during this initial defense of Darkshire, Aragorn was unable to stop the demons from entering the Nexus and traveling to Coruscant.  The massive city-verse, lacking any geographic defenses, was ravaged and decimated by the first demon attack.  

The next two years were the blackest in the Omniverse.  Camelot and the Pale Moors suffered horrendously as Diablo consolidated his control in the outer Moors.  Even parts of the Vasty Deep were sacked and burned by the Lord of Terror’s armies.  Rather than offer any aid to his rival, Emperor Palpatine made military service compulsory in the Empire, suspended many laws, and garrisoned the gates with hundreds of disposable soldiers and mechanized war machines.

Almost two years to the day after the Battle of Coruscant, the Kingdom managed to assemble a grand army of knights mounted on gryphons, wizards, and elementals.  Although the army was ‘multi-national,’ fracture lines had appeared in the former unity of Camelot.  

Many non-humans had chosen to leave (dwarves, elves) or been driven out (orcs, trolls).  The decision by many of these non-human groups to ‘abandon’ Camelot during its darkest time deeply offended the human core of the Kingdom, which had always pride itself on its work ethic and resolve.  While there were politics at play, the everyday citizen of the Kingdom took these flights as ‘betrayals,’ and a racial hatred set into the community that has showed no signs of healing in the years since.

The Grand Army marched across the Pale Moors to the Black Gate, the connection between the Omniverse and the Underverse.  A warrior calling himself Tyrael claimed to have a way to sever the connection between the two verses, but to do so, he needed to be inside the Underverse.  Sensing the valor and kindness of Tyrael’s soul, Aragorn agreed, preparing to wager everything on the man’s claim.

The march across the Pale Moors was uneventful, with the two armies easily rolling over any opposition.  It wasn’t until they were nearly at the Black Gate that Aragorn and his inner circle realized how purposeful the lack of resistance had been.  As their army arrived at the Gate, they found themselves attacked from three directions by a host of fel creatures.  Outnumbered nearly 25-to-1, they fought valiantly—pushing toward the Black Gate even though that meant being further encircled by the foe.

The grand army made it to the base of the Black Gate, and a detachment pressed onward into the Underverse, consisting of Tyrael, Aragorn, Thrall, Dumbledore, Victor von Magnus, and a squadron of the Kingdom's most elite warriors and mages.  What follows next is largely unknown. Of the 27 who stepped through the gate, only the King and his three advisers escaped before the portal imploded.  The four are silent on their experience, only sharing that Tyrael had sacrificed himself to close the gate.

The grand army, on its last legs the moment before the Black Gate’s destruction, found itself saved from destruction.  The moment the gate’s energies violently collapsed, the demons lost their will to fight.  Those who didn’t flee were savagely cut down by what remained of the army.  In the aftermath of the battle, the Grand Army quickly disintegrated as the various groups returned to their home verses.

While defeat may be too strong a word given the cost of the war, the defeat of Diablo signaled a new beginning for the Kingdom.  Although still very much at war with the Empire, Aragorn and his people no longer had to worry about hordes of demons murdering them in their sleep.  Even so, the problems persisted as the Kingdom tried to repair its wounds and moved forward.  Darkshire became increasingly independent of Camelot, and many of the diplomatic ties between the Kingdom and factions in other verses fell apart.  Even inside of Camelot, many settlements successfully pushed for greater autonomy from Minas Tirith, establishing an assortment of regional dukes and leaders around Camelot.  Racial bigotry led to violence among settlements as once multi-racial communities fractured in the aftermath of the war.

In spite of the hardships, the Kingdom continues to grow and develop.  The events of the Scramble, potentially disastrous for Aragorn, proved harmless in the long run, as many of the Primes went on to agitate Coruscant or vanished into outlying verses.  Even a rampaging dragon was quelled after several weeks of attacking villages.  Oddly enough, many of the primes who slew the dragon were associated more with Coruscant than Camelot.

These days, Aragorn isn’t quite as visible as he used to be.  With full-scale war behind them, the Empire usually relies on assassins and spies to harm him or destabilizing his authority.  Fortunately, Charles Xavier has made it nearly impossible for anyone to worm their way into the Kingdom’s inner circles who wish to do it harm.

As one of the original primes, it is said that Aragorn has seen several lifetimes’ worth of sadness and despair, and despite his youthful appearance, his eyes betray just how long he has lived.  The soldiers who fought in the combined army share stories of how their king returned from the Underverse missing that youthful glint in his eyes.  With the state of the Omniverse in increasing flux, many wonder how long it will be until the Kingdom is faced with another large-scale catastrophe.

[Image: Aragorn.jpg]

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  OOC Rules of Conduct (MANDATORY READING!)
Posted by: Omni - 08-02-2013, 10:04 PM - Forum: The Whateververse, Man - Replies (3)

Updated on June 19, 2018

These rules apply to: All Out-of-Character (OOC) forums, the Omniverse Shoutbox (called ‘the chatbox’ here after), and our public Discord server. Sections that have additional rules will be highlighted.

To start, we try to be fairly relaxed outside of the IC boards. None of us really want to babysit or over-moderate what people want to talk about OOC. In a perfect world, we wouldn’t have to do so. However, five years has shown that it’s not a perfect world, so we do have guidelines and rules just like every other part of the internet or the physical world.

Please direct all game related questions for staff members, updates, et cetera, to the Help Desk.

First and foremost, don't be a complete asshole. Profanity is okay (obviously) and we don't feel like we should step in and moderate every disagreement - you're big boys and girls, you can work it out. However, this doesn't mean you can do or say whatever you like. Please avoid really gross or explicit stuff in the chatbox or Discord. Please avoid excessive cutesy/baby-talk and affection. You're free to do this in private chats but this isn't the place. It can be weird for new or prospective members.

This is more of a general bit of life advice, but always be aware of who you're talking to. If you're speaking to your old writing buddies, you probably don't need to worry about upsetting them. But the chat-box is public and not everyone may get that you're joking. Be especially mindful with new members or people you don't know very well. Take a step back - is this something you would say to someone in real-life if you just met them? If not, then don't say it.

In particular, be very mindful when it comes to discussing matters of race, gender, sexual orientation, religion or other sensitive matters. We do not tolerate discrimination here on the Omniverse. We will not tolerate the use of racial slurs or sexist, homophobic, transphobic remarks even if it's 'just a joke'. Do not make light of rape or other extremely heavy matters.

Harassment, whether in public or in private, sexual or otherwise, is not acceptable in any form on the Omniverse. If someone wants you to leave them alone, leave them alone. This is different from in-character actions. If someone has an in-character bounty, you have a right to pursue it, but any mechanical business (such as fight initiation) should go through the public boards or staff member PMs. If we suspect that you are using 'in-character reasons' as an excuse to harass someone, we will not hesitate to step in.

NSFW images and links are allowed but must be marked appropriately with spoiler BBcode tags and a reason for the NSFW tag (i.e. partial nudity). Do not link to actual porn sites or sites with dodgy advertising, on the public boards, chatbox, or Discord.

No illegal links - for example to torrent sites, warez etc. Do not discuss where or how to get illegal things. This includes streaming sites. It's one of very few things you can do that actually means the site can get shut down, so we're very stringent on this.

Our on-site chatbox is a PG13 platform.  This means no sexy talk, no borderline sexy talk, no blatant sexual innuendo, no sex or sex-themed jokes. It's already stated in this chat to not make light of rape. A joke or meme that is funny to you is not going to be funny to everyone. I don't want prospective members (they can view the chatbox) thinking that we're a bunch of high school boys making rape jokes or making light of sexual assault. I deal with enough of that at work. Chatbox is PG-13, and staff reserve the right to silence or ban you if you violate this. That said, the Discord and various private means are available if you would like to have more adult conversations; however, rape jokes/memes and even memes/jokes that imply rape have a zero tolerance policy moving forward, and that is everywhere related to the Omniverse.

Do not flood or dominate chatbox. If you're just using the chatbox as a bandstand to rant about things and you're not actually talking to anyone else, we may ask you to shut up, or remove your chatbox permissions.

An extra note on this.  We understand that you really love Warhammer, Touhou, etc., but try not to enact your will on the chatbox.  It’s one thing if you’re talking with someone early in the morning and it’s just the two of you, but it can feel awkward for other people if they’re trying to have their own conversation and the chatbox is being flooded with other stuff.  Take those conversations over the Discord, where we have special rooms for this stuff! The same goes for stuff on the website, too.  Having complex discussions about site semantics can be intimidating for newer members.  Take those discussions to the Discord.

Please use the nickname feature on Discord to ensure you have a recognizable character or HUB name. Do not use non-site nicknames, web handles, or ‘goofy’ names.  You can do that stuff in your private Discords.

Utilize common sense and decency. If a staff member tells you not to do something, please abide by their request. If someone makes a serious discussion and you ignore their requests to stay on topic, or if you're asked not to discuss something in a particular topic and you do so anyway, you will be removed. If you ignore these rules you may be punished and possibly banned (more details at the end).  We don't want to ban people for dumb shit, but we will. Freedom of speech yada yada yada, but if you don't like it, make your own forum.

This is more of a tip than a rule. You will have a much richer experience on this site if you use the forums, not just the chatbox. We're an international site and there are lots of different timezones, people working night shifts, etc. Folks aren't always around to chat instantly. If someone isn't online, then just post something! Consider this a rule when it comes to things that need updating and/or questions that need asking.

Please do not harass staff members. Some people forget that staff members are also just other members like you. We are not paid. We can't be around 24/7. Sometimes we just want to chill out and read the chatbox like everybody else, not immediately jump into questions and updates as soon as we get home. So, as aforementioned, we politely request that you put all your update requests, staff-directed questions etcetera in the relevant forum (usually the Help Desk). The chatbox is not your personal staffer 24/7 helpline. Neither are our IM/DM clients. If you continually ignore this, we will remove your chatbox privileges.

Punishment/Penalties - We don't have a formal 'penalty system' here on the Omniverse. What we do is this: we tell people when they're crossing the line. If they continually cross the line, disrespect the rules, the staff, or any other member despite being asked not to, we ban them.  Prior to a ban, we may implement smaller punishments like losing chatbox or Discord privileges.  

We try to be tolerant, but the community here is important for us. We want to fill that community with nice, respectful people who follow the rules and make this a nice place to come get your RPing kicks or just hang out after work. We really like those people. So if you're making the place very unpleasant or stressful for those people, or for our staff, then we don't want you here. Straight up. We are not like many RPGs who will tolerate abusive behavior.

If anyone is making your life here unreasonably uncomfortable, please let a staff member know, even if the person upsetting you is a staff member themselves. If you don't tell us, we can't do anything about it.

On staff – Staff here at the Omniverse are volunteers.  They’ve volunteered to sacrifice some of their time as writers to help keep the various aspects of the website operational.  They often have a thankless ‘job’ where their only reward is a blue name and occasional thanks from members. The other part of their sacrifice is that they are responsible for holding themselves to a higher standard than their peers, whether that be on the boards, chatbox, or Discord, especially in regards to their behavior and attitude.  We hold every member of the staff to these standards, whether it’s Alex or the newest Sprite. If you have concerns about the staff or its members, do not hesitate to reach out.  We are all constantly working on making the website a better place, and we know that sometimes that starts with us.[/b]

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  The Underverse Information
Posted by: Omni - 08-02-2013, 09:25 PM - Forum: The Underverse - Replies (1)

The Underverse could be called the Hell of the Omniverse. Created in the Omniverse's third year by Diablo, the Lord of Terror, it grew to become the single largest physical Verse. Closed off two years prior to the influx of new Primes at the Scramble, it remains a place that people avoid speaking of. The single worst punishment that can be inflicted on anyone is to be banished to the Underverse, as there is as of yet no known way back. Few have seen it, but those who have speak of a red sky; giant chunks of land floating in a void. Lakes of acid and lava where monstrosities dwell. Giant factories and birthing pools for horrors beyond imagination even to those who witnessed Diablo's invasion first-hand. It is what the rest of the Omniverse could become should Diablo ever escape his prison.

Subzones

The Central Hellscape

A nickname given to the central region of the Underverse. A plateau the size of county that looks out over the rest of the Underverse, the ‘central hellpscape’ is Diablo’s personal domain. This region contains his grand gladiatorial arena, the black palace (from which one can see the ‘Eye of Diablo’ -- a burning red eye atop the tallest tower that can see for hundreds of miles), and the Pandemonium Fortress. Horrible factories that devour flesh and spew out terrifying amalgamations of flesh and machinery can also be found here, as well as terrifying spawning pools host to the foulest lifeforms imaginable.

Hell in the most ‘traditional’ sense of the word, this is a place of fire and blood and agony. ‘Cities’ dot the hellscape, and it is often (but not always) in this region that most freshly banished individuals find themselves. They are often captured amid their initial confusion, from which they are either sold to arenas, tortured, eaten, or any fate worse than those.

The following NPCs are centered in the Central Hellscape: Diablo

The Necropolita of Dis

The Lesser Evils (Andarial, Durial, Azmodan, Belial) are the name of four powerful secondaries created by Diablo. They claim to have been ‘the first’ created by the Lord of Terror. Despite such apparent prestige, they are rarely treated well by their Lord. They seem to be a source of amusement and ridicule for Diablo, which is rumored to originate in their old world.

Even so, the four jointly rule over the City of Dis, a hellish metropolis of demons and undead and cursed souls located just a few days west of the central hellscape. While many smaller cities can be found in the Central Hellscape, Dis is often called the capital of the Underverse due to its size and scale. Multiple 'cultures' can be found in the city -- hellish mockeries of various worlds both futuristic and fantastical. The Lesser Evils dominate areas that often start to take on their own personality quirks, whether those be related to sadism, treachery, or other foul sins. The four demon lords are rarely in concert with one another, despite the fact that Durial and Andarial are fraternal twins. They are constantly bickering and arguing and using proxies to debase and undermine the others’ designs, making this massive city of damned souls feel like no more than the Machiavellian playground of the quartet of demons.

The following NPCs are found in the City of Dis: The Lesser Evils

The Despoiled Dreamscape

To the east of the central hellscape is a broken land of misery and chaos. Solid ground rarely remains solid, with gravity being something that comes and goes. The kingdom of Tevinter, a land of warlocks and witches exercising great power, used to be centered in this area. When the magic-wielders' egos became too strong, they started to exert too much autonomy and many say they even began to scheme against Diablo. To showcase his iron rule, he shattered their kingdom into a thousand pieces. Because of the floating chunks of land and the erratic gravity, this land has become known as the ‘dreamscape.’ Remains of civilization can be found every so often, although most are uninhabited ruins of a once ‘exquisite’ demonic capital. Some of the demon tribes from this area still linger, although they never linger in one place for fear of the beasts that sprung up from the devastation of the magic-infused kingdom. These twisted, hellish beasts are said to devour prime and secondary alike--driving them to madness before consuming them.

The demon lord in this region is the Mari Lwyd, a prime that was said to have been an advisor in the old demon kingdom in the region. Now the Mari Lwyd dresses in simple robes and wears a mare’s skeleton to conceal his features. Diablo’s only confident in the region, the Mari Lwyd is responsible for ensuring that the region remains as it has been since its sundering. Despite rumor links to the tribes, the Mari Lwyd does its job with a surgical grace, slaying upstarts and anyone who would try to consolidate power in the region.

Chaos shall always reign supreme in the land of broken dreams.

The following NPCs are centered in the Despoiled Dreamscape: The Mari Lwyd

The Acid Baths

‘Bath’ is the wrong term, for the ‘Acid Baths’ is an ocean of putrid, boiling acid. The shores of the Acid Baths can be reached by going a few days southwest of the central hellscape. From there, the acid baths extend hundreds of miles due southwest before widening into an ocean of unknown dimensions.

If one can construct a vessel that is resistant to the corrosive nature of the oceans here, they can do an equally moronic thing and delve into the unknown. The Acid Baths are host to a variety of hellish monsters that lurk in the translucent darkness underneath the frothy, bubbling surfaces. The further one travels, the thicker the air becomes, until it is like a thick, oppressive soup that is said to become just as corrosive as the liquid below. Despite all of this, sentient creatures can still be found out there or along the shores of the Acid Baths. It is said that this is a popular spot for primes attempting to elude capture.

The closest thing to an authority figure in this region of the Underverse is Davy Jones, a privateer that has become more cephalopod than human. He hunts wayward souls out in the Acid Baths--dragging some back to Diablo and torturing others for his own pleasantries. Long has this pirate plundered this region that even his ship, influenced by his own corruption, has become like a living monster forged from wood, coral, and underwater plantlife. The ship is said to submerge itself under the filth of the Acid Baths and emerge miles away moments later, such is the legend of the Flying Dutchman. The crew of the Flying Dutchman, some conscripted and others willing volunteers, rapidly lose their outward humanity as they give into their darker natures, becoming monstrous much like their captain. Because of his dark duties, the insidious Davy Jones has close ties with Diablo, but are you willing to risk your very soul to gain his respect?

The following NPCs are centered in the Acid Baths: Captain Davy Jones

The Black Morass

Southeast of the central hellscape is a landscape of marshes and bogs that stretches as far as the eyes can see. If one goes a few weeks into the morass, they will find the Black Gate--the very passageway that Diablo used to enter the Pale Moors. That also means that this was the place where the Kingdom’s primes entered the Underverse to battle Diablo before Tyrael’s sacrifice to sever the connection between the Underverse and the Omniverse.

This Black Gate, like its counterpart in the Omniverse, stands dead, but its existence stands as a testament to Diablo’s power. Many banished primes and secondaries have tried (and failed) to use the Black Gate as a means to get back into the Omniverse. The skeletons and corpses that litter the area tell of their fates.

The Black Morass is relatively devoid of life. Stories state that much of what was once here funnelled into the Pale Moors following the opening of the Black Gate. As much as we are told that the Moors were poisoned, it is ironic that such action caused this region of the Underverse to shrivel and decay. Despite the wretched nature of the Pale Moors, the Black Morass is strangely enough, one of the least despicable places in the Underverse. If not for the roving patrols and the occasional releasing of ‘seeker beasts’ to catch runaways, the Morass could almost feel like a ‘normal’ place.

The following NPCs are centered in the Black Morass: Scylla

The Salt Flats

Northwest of the central hellscape is an arid expanse that rumors say was once another ocean of some sorts. It is unknown is there is any credibility to this story, but regardless of its validity (or lack there of), the Salt Flats stretch on for aons--a drab, endless nothing that sparkles with the minerals that comprise its surface. There is no wildlife to be found, and the sparkling white landscape often hides many dangers to ‘travelers.’ Thick, inescapable quagmires of mud hide beneath the salt and mineral surface, and there are rumors that giant monsters lurk beneath the surface. A demon once spoke off ‘a giant mouth with rows of teeth’ opening up from beneath the salt flats and devouring everything that could not escape falling down into the blackness below.

Aside from these subterranean dangers, the salt flats are host to a terrifying mobile force of hellions. Led by a powerful warlock, this ‘tribe’ scours the salt flats for individuals trying to escape perdition. It is said that this tribe is based in a fortress deep in the shimmering wastes.

The following NPCs are based in the Salt Flats: Immortan Joe

The Emerald Nightmare

To the northeast of the central hellscape is what a passerby might call ‘a jungle.’ Those who venture into this ‘jungle’ rarely return.

There is no sunlight in the Emerald Nightmare. There is only blackness and almost blackness. The things that lurk in the shadows hunger for your blood. The only law in this region is to be the predator. You are either the predator, or your are the prey. Never let your senses dull. Never let your guard down. Never sleep. Sleep and you will wake up to the sound of some eldritch abomination tearing into your soft parts.

It is said that, long ago, a civilization existed out there in the Emerald Nightmare. A group of hardy demons and rugged souls that wanted to defy the odds. If one goes far enough, they may find the ruins of Kurast, whose inhabitants are believed to have succumbed to the jungle.

Worse perhaps than the monsters that roam the Emerald Nightmare are the individuals that go there to kill themselves. Secondaries, whether they’re cursed to the Underverse or on the run, will often chose this jungle as a place to end their lives. Primes, often those at the end of their rope, will often come here to kill themselves, hoping that murdering themselves in this forlorn place will allow them absolution from the horrors of the Underverse and Omniverse alike. Because of this ‘recreational use’ of the Emerald Nightmare, it is not uncommon for the ‘remains’ of the dead to haunt the living.

The Magma Chamber

To the north of the central hellscape is a single volcano that towers over everything in the Underverse. Known as the ‘Magma Chamber,’ this country-sized mountain seeps and spews magma from various cracks and fissures in its surface. Rumors say that, if Diablo willed it, he could cause the Magma Chamber to erupt, resulting in the entire Underverse being buried beneath miles of lava and fallout.

If one is ‘brave’ (ie - stupid) enough to ascend the Magma Chamber, they must be aware that the atmosphere is thick with ash and the temperature is enough to deliver third-degree burns to even the most resilient of demons. There’s also the matter of the helldrakes that have begun to populate the super mountain. The arrival of a creature known Volvagia has caused the Magma Chamber to become gradually infested with her spawn. It is said that the banished dragon was imbued with a great power by Diablo, twisting her form into something hellish and nightmarish.

The following NPCs are centered in the Magma Chamber: Volvagia

The Frozen Wastes

To the south of the central hellscape, the temperatures drop down cold enough to freeze most living things solid within a matter of hours. Mountains of frozen rock dominate the landscape, but even at ‘base’ elevation, the oxygen is thin and breaths are hard to find. The Frozen Wastes is littered with the frozen corpses of demons and damned souls alike--fools too stupid to prepare themselves for ‘the adventure’ (or, more aptly, their attempt to escape perdition or domination by other demonic entities). There are many frozen ruins amid this landscape, including a large city that some say Diablo froze solid after their leaders attempted to exert too much independent thought.

Like many of the sparsely populated regions of the Underverse, the Frozen Wastes is home to a handful of wayward individuals.

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  The Oververse Information
Posted by: Omni - 08-02-2013, 09:24 PM - Forum: The Oververse - No Replies

To arrive in the Oververse is to find yourself literally standing on a cloud, surrounded by floating islands and other clouds. Gravity seems lighter here, to the point where you can leap between these platforms and bounce off clouds to your heart's content. At the centre of this verse lies the domain of Omni, a magnificent golden city that seems like a blend of old and new. Angels can be seen here coming and going, and they greet all arrivals warmly. White pillars intersperse with glowing lines of energy, running along the walls and ground - they all lead towards the great hall of Valhalla, where Omni sits upon his throne. It is said that those who make it to Valhalla will have all their questions about the world answered.

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  The Void Information
Posted by: Omni - 08-02-2013, 09:24 PM - Forum: The Void - No Replies

The Void is in some ways the ultimate example of Omni's power. Here it becomes entirely apparent that it is only Omni's will that enforces our 'normal' physical laws in the Omniverse. In the Void, there is no rule that says walking forward will take you to the place in front of you. There is no rule that says gravity is down. There is no rule that says you can retrace your steps to get back to where you were before.

While this may all seem rather random, there ARE rules to the Void. They are just less apparent to new visitors. Like the Nexus, the Void is rather monochromatic, but in reverse. The land and sky are black or grey. White leylines run across the floors and walls. Following these leylines is the key to finding your way around the Void. With persistence, you can find your way to one of the many gates that connect to anywhere in the Omniverse. This means you can reach anywhere without crossing the Nexus, or an area you may wish to avoid. Notably, it is also the only known way to access the Oververse. Strange, sometimes terrifying creatures can occasionally be seen in the Void. But they never attack unless provoked. Even angels can be seen from time to time, but they do not answer questions, and they do not help visitors. Ever.

For every post you make in the Void, you may request a 1-6 dice roll from a staff member, and make a request to the place you want to reach. On a 1, you will find the correct place. On any other result, you will find a random other gate (also rolled for by the staff). Every post you make to roll must be at least 1000 words. Alternately if you write at least 3000 words (which includes any failed attempts), you will find the place you are looking for.

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  The Astral Realm Information
Posted by: Omni - 08-02-2013, 09:24 PM - Forum: The Astral Realm - Replies (1)

The Astral Realm

The Astral Realm is touched upon by all dreamers when they sleep. It a highly mutable place where even such simple things as where your attention lies can change the landscape. It is thus highly dangerous to enter directly, and recommended only for those with a strong grasp over themselves. For those with the will, however, it can be highly beneficial to learn how, especially for those who study the science of magic such as the denizens of Dalaran.

To enter the Spirit Realm, see Spiritual Attunement and Spiritual Enlightenment under Items.

Sub-zones

Sometimes, when someone dreams the same dream every night consecutively for a long time, that dream becomes a permanent feature of the Astral Realm that anyone could enter, even when the dreamer isn't there.

The Castle of the Two Sisters
Every night, Luna dreams of becoming the wicked mare of darkness, Nightmare Moon. Because of that, the castle she once shared with her sister is a prominent place in the Astral Realm. It's an old castle made of stone, practically falling apart from the great battle that happened there. It's full of statues, old pony art, and hidden passages everywhere. Those who linger too long will be haunted by the Tantabus; a creature composed of purple mist that turns inanimate objects into monsters that hunt you.

The Realm of the Face Stealer
At some point, by pure accident, a prime summoned Koh the Face Stealer to the Omniverse. This was truly a mistake, as secondaries everywhere quiver at the sound of his name. He is giant centipede that speaks in a cold, calm, collected voice. If you show emotion, any emotion, in his presence, he will steal your face. Sure, primes are spared this fate, they'll wake with their faces back where they left it, but secondaries aren't so lucky. Those faces are Koh's now to forever be at his disposal; to be worn like masks at the front of his body
Those who lost their faces spend their remaining days having nightmares of him, and because of that he has his own sub-zone. It's a dark dank cave, just as any centipede likes it. He doesn't venture far from home as his realm hides him from the all seeing eye of Princess Luna, but that doesn't stop him from luring an unsuspecting dreamer into his web.

The Unknown
Sometimes, when someone dies, they'll have one final dream before they bite it forever. These dreams are so common to the dead that it has formed the Unknown.
This is easily the biggest sub-zone of the Astral Realm, consisting of several towns. the general aesthetic is Mark Twain era Mississippi, where the men wore suits and ties and women wore bonnets and corsets. Animals walk around amongst humans like it was a normal everyday thing and everyone is at least slightly insane. Imagine a fairy tale set in that era and you'd get the gist of it.
The most dangerous aspect of this sub-zone is the Beast, a man with tree branches for antlers sprouting from his head. He's always obscured by darkness, most of the time only his glowing white eyes are visible. If you fail to remain mentally or physically sound while you are in the Unknown, he will turn you into a tree of oil, which he'll chop down and use to fuel the lantern that contains his soul.

Roaming NPCs

Princess Luna - Known as the Princess of the Night, she protects the Astral Realm from horrific monsters. She'll often enter the dreams of random people and help them fight off their worst nightmares.

Azathoth - The confounding and unfathomable being sits in the center, or perhaps the edges of, the Astral Realm.

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  The Dataverse Information
Posted by: Omni - 08-02-2013, 09:08 PM - Forum: The Dataverse - Replies (1)

The Dataverse is unique in that it can be accessed from any verse besides the Underverse, providing you have the technology. It is the Omniverse's equivalent of the internet, but unlike our internet can be entered directly. The Dataverse is as varied as it is vast, and contains many areas created by programmers and programs alike. All the separate areas of the Dataverse are connected by the Information Highway, a massive 'river' of data like a gargantuan tube carrying ships and digital denizens back and forth. There are many junctions and crossings that lead off into separate 'sub-worlds' in the Dataverse.

The Dataverse Library
Within the depths of the coding that forms the Dataverse, lies a massive section of precisely arranged information known as the ‘Databanks’. This zone within the Dataverse is in essence a virtual library, bringing together all of the information contained in the books of the Library of Coruscant and even some information that is only accessible from within the Dataverse. Few know how the Databanks came to be, but the general assumption is that they are the creation of the digital entity known only as the ‘Librarian Agent’. The Databanks appear to be so vast within the virtual environment that many who dared to venture within have found themselves lost within the vaguely defined halls and row upon row of bookshelves. While many users of the Databanks are merely citizens of the Empire who prefer to read digitally than from physical books, many researchers have found ways to search the Databank’s vast store of information at a much more rapid pace than even the databanks within the great glass library can. Those with devices that enable them to access the Dataverse are able to use the Databanks as a sort of handheld library- an invaluable tool for one who prefers to plan and think than merely apply brute force.

File Island – File Island is the centerpiece of something called ‘The Digital World.’  A region of the Dataverse inhabited by creatures known as ‘Digimon’ (or digital monsters), the Digital World is mostly wilderness filled with giant monsters and random references to out-dated computer technology (digging up the dirt may reveal pieces of motherboards or circuits).

At the epicenter of the Digital World is File Island, located in the middle of a vast sea.  Many liken File Island to a miniature Omniverse, as the island contains various regions that mirror locations in the Omniverse.  The southern forests and jungles of File Island are where most Digimon are ‘born’ from random amalgamations of binary code.  From the Native Forest, they travel around, naturally growing stronger until they can digivolve into more powerful forms.  

Anyone who arrives at File Island will find a Digimon waiting for them, regardless of an individual’s mindset, background, or experience.  This Digimon will serve as their assistant in navigating the island, and over time, reflect the traits of his or her ‘Digidestined’ companion.  With the help of a Digi-destined, a Digimon can digivolve quicker and reach its pinnacle of strength.

There are some fragments of civilization scattered around File Island, but File Village/City is the only central society.  Under the leadership of Gatomon and Jijimon, File City serves as a safe bastion for young or peace-loving Digimon.

At the center of File Island is Mount Infinity—a terrifying place where only the most powerful Digimon and their companions dare enter.  It is said that Mount Infinity is home to the most vicious Digmon but that there is also a secret exit from the Dataverse somewhere inside.

Non-player characters centered in File Island: Gatomon

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  The Ashen Steppes Information
Posted by: Omni - 08-02-2013, 09:08 PM - Forum: The Ashen Steppes - Replies (2)

The Ashen Steppes

Reached by passing through gates from the Nexus, the Tangled Green or the Endless Dunes, the Ashen Steppes is an extremely dangerous verse.

With red skies perpetually blotted out by ash, the Ashen Steppes have well-earned their name. The ground is black and cracked, subterranean rivers of magma visible from fissures in the ground. Volcanic mountains are common, as are they terrifying clouds of smoke or streaks of lava they occasionally spew forth. Calderas are also a common feature, and a few of them have become host for all walks of life, intelligent and otherwise. Despite how hostile the environment is, one can find travelers, many are traveling merchants or big-game hunters seeking trophies of the dragons or other vicious creatures. Small settlements of non-natives can be found, usually in the verse for mining operations.

Status

Death Mountain is no longer the dominating landmark it once was, having been destroyed in the Battle of Death Mountain. In the chaos, the Goron Village has been destroyed, and the gorons have become nomads, with the survivors traveling throughout the Ashen Steppes.

Sub-Zones

[anchor=DeathMountain]Ruins of Death Mountain[/anchor] – The battle that pitted the Institute against Volvagia was a vicious ordeal that will forever be part of the Ashen Steppes’ violent history. Once a dominate presence, the central peak collapsed shortly after the battle, although the remainder of the vast mountain chain remains intact and very much inhospitable. Gorons once lived in a village up the mountain, but before his defeat, Volvagia took out his rage upon the gorons and laid waste to their settlement. In the aftermath, the surviving gorons became nomads.


[anchor=KoopaKingdom]Koopa Kingdom[/anchor] - The Koopa Kingdom is a subterranean kingdom that stretches throughout the underground of the Ashen Steppes. The kingdom itself comprises collections of underground settlements and forts, with its leader, King Bowser, occupying a massive underground fortress surrounded by a lake of magma. King Bowser, despite his many schemes and plots to make things difficult for the other inhabitants of the Ashen Steppes, isn’t quite as evil as he may believe himself to be. Several enclaves of the Koopa Kingdom exist above the surface, and agents of King Bowser can be found roaming throughout the Ashen Steppes.

Non-player characters centered in the Koopa Kingdom: King Bowser

Roaming NPCs

Darunia and the Goron Tribe

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  The Frozen Fields Information
Posted by: Omni - 08-02-2013, 08:41 PM - Forum: The Frozen Fields - Replies (2)

The Frozen Fields

Through gates from the Nexus, Vasty Deep and the Pale Moors lie the Frozen Fields. This verse is little more than floating glaciers, a hazardous place where a patch of thin ice can lead to a quick death below the icy waters. As you go further in, the land becomes more solid, leading to the massive mountain range that fills the middle of the verse.

These mountains are home to dwarves, trolls, giants, wampas and at least one of these. Of the five, only the dwarves, led by King Bruenor Battlehammer, are not outright hostile toward travelers. Anyone who gets in the bad graces of the dwarves would quickly find themselves without any form of sanctuary in this desolate, frozen wasteland. As one goes higher up the mountains, the danger increases exponentially. While they are not outwardly hostile to people, the upper peaks are home to the ice dragons, led by Sapphiron, an old and wise dragon who nonetheless has little time for travelers.

Status

Dwarves and trolls continue to clash over control over the frozen ruins in the Fields.

Other than that... Snow?

Sub-zones

[anchor=Dwarfholm]Dwarfholm[/anchor] - The dwarves make their home in caverns beautifully hollowed out deep in the mountains and beneath the earth. For most travelers, the various dwarven villages offer a solace from the harsher elements and denizens of the Frozen Fields. The largest and most powerful dwarven city, Dwarfholm, is home to Bruenor Battlehammer. From the fortress of Mithral Hall, he leads the dwarves, and his fortress-city has withstood countless attacks from all hostile life forms in the Fields. While generally jovial, the various dwarves are quick to anger and have no qualm taking an axe to troublemakers. Even among themselves, grudges are long-held, and they have a particular hatred for the trolls, who perpetually attack them across the verse. Bringing a troll tusk or some other grisly artifact that displays your strength (the head of a giant?) to their halls is a sure way to get yourself a warm welcome ... and a cold pint!

The following non-player characters are centered in Dwarfholm: King Bruenor Battlehammer

[anchor=Zulgurand]Zul’gurand[/anchor] - After violently breaking ties with the Kingdom, the trolls made their way into the Frozen Fields. Various troll tribes inhabit the mountain ranges and frozen isles of the verse. While somewhat autonomous, the various villages pay tribute to Zul’gurand, the closest thing to a troll city in the Frozen Fields. Nestled in a highly defensible point where the mountains reach the frozen sea, the city, under the command of Zul'jin, makes life hard for everyone traveling in the Fields. They are known to launch constant raids on other settlements as well as kidnapping foolish travelers. The only check on the trolls is the continued existence of Dwarfholm, which has withstood despite every effort to sack the dwarven fortress.

The following non-player characters are centered in Zul'gurand: Zul'jin

'The Roof of the World' - A large and vicious mountain range that is the primary 'heartland' of the blue dragonflight. Located deep in the verse, the region is not for the meek. These treacherous peaks are said to contain a variety of secret tunnels and hidden treasure troves. Explorers often try their luck trying to make a fortune. Many never return. There is no 'central' or dominant mountain, like there used to be in the Ashen Steppes with Death Mountain. Rumors speak of a gates to unknown realms hidden amidst the frozen peaks.

The following non-player characters are centered at the Roof the World: Sapphiron

Zul’Drak/Delzoun – Nearly a year ago, a massive snowstorm caused a great sheet of ice to break loose from a mountainside. Tearing down tons of earth, stone, and everything else with it, the avalanche created a small earthquake when it hit the ‘ground’ of the Frozen Fields. A few miles away, the tremors caused a succession of small avalanches that revealed what is now known to be a vast network of ruins in the Frozen Fields.

Almost immediately, the architectural discovery attracted the attention of travelers, explorers, and the natives of the verse. After initial surveys of the land, opposed teams of explorers discovered that the frozen city ruins are quite vast, and that there is also extensive constructions beneath the surface.

Unfortunately for those with a fondness for some mystery and a love of architectural history, the discovery of what could easily be a genuine historical landmark in the Frozen Fields has created fresh tension between trolls and dwarves. With both sides continually jockeying for supremacy of the frozen wasteland, these ruins have become a contention point between the two cultures. Both Bruenor and Zul’jin understand the importance of holding on the site, and neither is willing to allow the other to do so.

Although both sides contemplated sharing access to the site, any armistices have long since been left to expire. Dwarves and trolls now fight quite regularly in and around the ruins. Both sides have their own name for the place, but it is anyone’s guess as to who will wind up with the advantage in the long run. The greater mystery, which seems to have been forgotten amid a resurgence of these skirmishes, is what the ruins represent.

The Mountains of Madness - Tall, foreboding mountains that lie at the edge of the verse. Few souls are foolish enough to try to climb the mountains. Most are never heard of again, and those who return often come back as drooling, cravenly shells of their former selves. They spit out tails of endless horrors, of seeing things that aren't there and experiencing things that no one should ever experience.

Those who have maintained shreds of their sanity bring back incoherent stories of hidden ruins, much like those that adventurers find throughout the Frozen Fields. These aren't the mysterious ruins that the dwarves and trolls battle over, but instead, they are said to hold horrible secrets of worlds and creatures that simply shouldn't exist in any world. Some say the secret to the origins of the Omniverse is nestled deep within the crust of the Frozen Fields but no one is foolish enough to spend much time on the other side of the mountains.


Roaming NPCs

None currently

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