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Head Canon Location Index:


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Additions are welcome, feel free to PM/DM me for any more places you've made. What is contained here is what I've been made aware of through my reading of other threads. If something needs removal the same can be said as well, I will respect your decision.

Floor 1:
[F1/Town of Beginnings] Hummingbard Inn: A rough and tumble almost slum-like tavern, inside is a rabble that makes one question what they were smelling on the air. Fights within its walls are not uncommon, mixed with general chaos that swells amongst the patronage. There are rooms for rent, sellable on a nightly basis. It's typical for lower-level players of reduced income to squat here until they can afford their own place to stay.

[F1/Town of Beginnings] Fur and Tackle: ??? [LEWD]

[F1] The Pit: A darkened cavern, one must descend into it. Within its confines are cocoon fixtures with players trapped in stasis, the beasts within draining memories. Brought between their dreams is a shared flicker of reality, while their memories fade new ones are produced as the cycle continues. Strange like spider creatures in tan flesh linger here, an odd number of legs and of drastically higher level its rough to be stuck here. One wing seems collapsed in some sort of exchange.

[F2] Cackling Craters: Due south of the Tablelands, lays a few broken pieces of pottery. A few shields and spears, matched with a mix of wood used to cobble together what seems like a bulwark. The chuckling and constant screeching, this is the native goblin's stronghold. Players may be given entry, but anywhere outside of its walls: well thats fair game. Goblin's are aggressive, abrassive and wild so its not uncommon to see them fighting among themselves within. Led by a rather 'Large' Ogg name Oryukk The MIGHTY (Yes all caps). He's big, for a goblin standing about 3~4 feet tall and looks something close to a barrel with legs.

[F2/Urbus] The Drunken Serpent: This hole in the wall acts as two businesses. One half is a merchant, the other a dive bar. Playing games of chance here is the most likely way to get swindled. The Drunken Serpent is ran by a bald heavyset player that goes by the name of Jackal. The food is questionable, but the alchohol is strong. Depends on what your after.

[F2/Urbus] The Rusty Dagger: A small shady nook ran by a barkeeper named Rex, Rough housing is forbidden within the building despite the clientele wishing to kill each other on the regular. Specializes in a signature cocktail: A 'Rusty Dagger' which is 3/4 oz of Irish Whisky, 1/2 oz of drambuie served over 'rocks'. Has back rooms for rent should you so be inclined to privacy. Most of the patrons inside work as info brokers. 

[F4/Snowfrost] Cafe de Plateau: A more english rendition of Javalanche with a notable emphasis in the changed font on the word 'Tea' on its sign, serving more of the same with a more European twist. It seems that a floor as cold as floor 4 has driven numerous locations to specialize in ways to keep the cold at bay.

[F4] Crystalline Forest: A strange descent down a falling cliff face brings one into a forest of frozen glass, the snow here is crisper and breaks in pieces under one's steps. Making toward its center reveals a pool of liquid, that appears like a mirror in its clarity. Anything that touches its surface is frozen solid immediately upon contact.

[F4/Snowfrost] Javalanche: A coffee and heated drink brewery ran by NPC's, most of what is produced within this establishment is of Japanese origin. An ode to the cardinal's lineage and something hot to stave off the chill of the floor it's found. Within its floor plan are numerous tables and a central fireplace atop a flagstone floor.

[F4/Snowfrost] White Rabbit Tavern: A simple and effective place to get a bite to eat, serving what appears to be a wide variety of meals from a well made burger to an exclusive caramel apple cider they specialize in. Ran by an NPC named Alexandar and his daughter Wren, a sense of pride and happiness is riddled throughout the place, his pride and joy despite being an NPC.

[F7/The Eye] Beneath the Eye Tavern: A dark and foreboding place that looks rather well kept despite the obviously low lighting. Most of the rabble within are info brokers by trade, coming not for the meals that the place provides but to exchange and sell information. A few real customers exist but mostly its remote location makes it easy to avoid prying ears and eyes, the place is located in the shadow of the eye (the large mountain of the floor) and must be known about to be found.

[F7] Puddles of Ink: Left behind after some exchange, a small hill with a single standing tree. Broken by something, it hangs limply off to one side, still clinging to life. Around it, patches of grass tainted gray and broken up by these tiny stagnant pools of black. It seems that even when it rains, these puddles do not budge. It as is if no matter what happens they remain still, no amount of motion can make them sway.

[F???] Jolly Otter: A bar that serves a: to die for spiked lemonade

[F11/Taft] Dining Devotee: White painted lawn chairs sit atop brightly reflective paved tanned stone. Umbrella's in signature yet distinctive red and white stripes sit affixed to the center of round tables. Waitress in bright yellow pastels hurry back and forth just outside large bay windows that reflect the sunshine: Bionca (Brunette, updo, Loves reading), Abella (Blonde, short cut, hums as she waits tables), and Rebel (Orange hair, Is a player, likes the job and gets his name because he's useless in a fight). This place has teas and coffee, but consistently they are frequented for their signature dish: Pope's Parfait. A sweet and yet somewhat healthy treat, for those trying to watch a figure.

[F12] Whispering Trough: Along the paths between much larger bits of stagnant water is decent sized stream. Within it, occassionally one can spot odd and end bobbles floating about in it. Usually some ring or necklace, lost in the much larger bodies that had been unearthed and washed downwind. Take heed, as there has been rumor that those that disturb these remnants of loss that those that had departed with them will take a price for the trade.

[F13/Angel's Point] Quaestor's Quisine: A simple eatery ran by a Player named Quaestor and is normally completely absent of customers, not due to the food but due to the difficulty of reaching it. A retired frontline fighter, he wants to be left alone but currently, the shop is closed up. Quaestor is missing.

[F14] Sulfur Pits: Destroyed by conflict, and bubbling heat various spaces of natural gas had punched its way up through solid stone. What remains are stinking clouds almost toxic to the nose and eyes, every sense burns when within proximity. The earth is trecherous and uneven, and its not unheard of to end up burned with even the slightest spark.

[F15] Howling Cavern: Within the parimeter of Mt. Rabten persists a small break, and when the blizzards outside rage the whole place begins to breathe. Its overwhelming to the senses, as the sound is amplified off the slick and smooth tundra walls. Native to this place are wolves of the purest white fur, matched with sapphire eyes. Beautiful, and yet deadly.

[F16] Sea of Vines: Where carpenter's need wood to make buildings, the people of Atalina use nature to build their structures. This is their homestead, a massive network of vines from a few titanically large trees that loom above. A blanket of vines blot out the sky, and its so thick it is hard to manuver through. Like a maze that moves, its quite difficult to get a sense of direction and who knows what is lurking just out of view.

[F17] Mural of The Nine: Just beneath the main walk of Mt. Olympus, far from where any usually tread. A slender divide in the rockface sees it extend inward. Immediately the sound of running water, followed by it expanding into a cavern not unlike those common on floor 21. The stone is reddened, almost clay and the water is clear blooming with soft azure glow. Its as if this safe haven is a mix of multiple floors, and the sense that no harm can come to one within its proximity. Covered in deep emerald foliage, a depiction of 12 warriors with some extra space at their backs. Each wielding different weapons, who could they be?

[F18] Blooming Grove: In this harsh landscape, where most is unforgiving and lethal. There is legend of a small place, and those desperate enough to find it can. Every plant here bleeds off a white hue, and it is where the Sundrinker's rites of passage were held. "Drink deep in these white blooming fauna, consume the light that mother earth had touched. Bask in her glow and carry it with you always, that is what it means to be a Sundrinker"

[F19] Abandoned Tavern: An empty building, large and obviously had seen some use. But its dark, as if everyone inside had picked up and left at moments notice. What remains is some obvious damage. Beneath one's very feet when alone and still, one can feel faint vibrations riddling through the dimly lit floorboards.

[F20] Letters Chantry: Immediately the scent of blood, dried and aged. Metallic and pungant, pushing through the narrowed halls with torches still dripping ash. No light, and nothing but the sound of your own footsteps to keep you company. A large chamber with a risen stone platform in the center. Small stairs cascade up to this structure, and within its surface grooves lead off the edges, valleys for liquids to escape. It is stained red, and if it could speak it would speak of horrors.

[F21] Spider Nest: Just North of Tomoika through the narrow walkways past a faint smog in yellow toxins, easily blocked by covering one's mouth with fabric lies an ever-increasing density of webbing. Eventually, it becomes so thick that it covers everything, making slight tears of one's feet from the floor they walk on, and in the very heart lies a large hole in the ceiling above, where the eggs fall and new hatchlings are formed.

[F21] Watering Hole: An obscured place to which a single button press thrusts back a shifting wall, within it are dark waters that a line can be cast and fish can be caught. Littered throughout the chamber are chests for those that are willing to seek them out. Most of the walls within this nook are wet with moisture, a bit of algae clings to the rim of the lake.

[F22/Coral] The Everfall: Remnants of a battle that punched through the Lake of Reflection into the floor below, a perfect circle where the water doesn't seem to flow. As if time itself within this ring has stopped, the water just seems to flow into ether. NPC fisherman and the like take heed to avoid the rift between floors and for the most daring, it is a quick way between them if you can brace for impact.

[F22/Coral] Chandler's Candle Supply: A tiny nook just beyond the standard walks of the city, inside is an older yet grouchy fellow with a slightly oranged skin and liver spots to boot. Candle maker by trade, he specializes in all shapes and sizes. If you're looking for something special to set the tone, look no further than Chandler's Candle Supply.

[F22/Forest of Memories] Marquee of Dissolution: Where the forest of memories becomes blacker, the coverage overhead becomes so thick that the sunlight ceases to pierce it. Leaves take on a darker shade, the ground composed of raw dirt where no grass can grow. Massive trees of darker wood, and within the solidarity here are whispers that are hard to make out. It is said that any turbulence or wavering in the heart or soul of an individual will be made to manifest, reaching out and attacking those who are not prepared to face them. Great care should come to those that have not settled their affairs with a Gemini, for this is where they are said to rest. Waiting...

[F22] Warming Spring: A few untouched pools of water, not unlike most of the clear blue sources found throughout the floor. Namely, these however, seem to always be lukewarm or better to the touch, and in their stillness the stars above on a clear night reflect in them easily. Fancy a swim at night, this is the place to be.

[F23] Silent Snake Pub: A single pub on the outskirts of the Underdark, conveniently outside the central ring where town guard dwell. A run down and shoddy looking place ran by an NPC named Roice. It deals in drink and moreover information, but is mostly frequented by orange players looking to let the lead out of tired feet. Most of what is inside is looking to peddle and exchange possible hits or ripe intel into the next big score, but it is not uncommon for someone to die within its interior when a mistake is made. Take heed you don't overstep your boundaries, or come prepared for a fight.

[F23] Blade Graveyard: The ground is beaten compact, dirt has become fine powder and dust. A crumbled tower as well as old buildings produce wreckage that litters this place. Every gust of wind sends a scattering of brown mist. Gleaming from the earth are blades too varied to count, protuding from points out like flowers in a meadow. Battles raged on and were fought here, but the brilliance is, no one lived long enough to decree their victory.

[F24] Rainbow Archipelago: A collection of islands not unlike most of the floor in density or senses. But namely among each, the color seems solely fixated on but a single shade. Curiously each 'colored' island sports its own gathering of tucan that mirror the same hue. They mimick each other and players alike, adorable in its own irritating sort of way.

[F25] Vestry of Gloom: Betwixt the two spectrums, hanging in the balance between the Shrine of Light and the one of Shadow sees a place not often found nor sought. Good nor evil, light nor dark. This place gives pilgrimage and offering to but one entity and one entity alone. One forgotten to time, time and time again. A maiden of dreams, and one that controls the twilight. She would see all things but one way: Balanced.

[F26] Swindler's Den: A small quaint little hole in the wall, NPC's of various statures round around rounded tables. The place seems populated with all manner of strange characters, and the cry of the crowd is boisterous and roaring. Tales of combat and of victory ring across hardwood, the place smells a mix of something foul and of rum. A rather ruff looking fellow by the name of Curtis runs this place, a thin and yet rough beard adorned just above a brightly colored crimson flag made scarf. Every hand in this placed is rough and thick-skinned, the rebellion lives on. 

Credits:
[F1] Hummingbard Inn - Elora
[F1] Fur and Tackle - Freyd
[F1] The Pit - Kiluia/Haine
[F2] Cackling Craters - Raidou
[F2] The Drunken Serpent - Jomei
[F2] The Rusty Dagger - Oji
[F4] Cafe de Plateau - Elora
[F4] Crystalline Forest - Setsuna/Freyd
[F4] Javalanche - Katoka/Elora
[F4] White Rabbit Tavern - Lessa/Bahr
[F7] Beneath the Eye Tavern - Raidou
[F7] Puddles of Ink - Staff [Storm of Shadows]
[F???] Jolly Otter - Lessa
[F11/Taft] Dining Devotee - Raidou
[F12] Whispering Trough - Raidou
[F13] Quaestor's Quisine - Freyd
[F14] Sulfur Pits - Raidou
[F15] Howling Cavern - Raidou
[F16] Sea of Vines - Raidou
[F17] Mural of The Nine - Raidou
[F18] Blooming Grove - Raidou
[F19] Abandoned Tavern - Mina
[F20] Letters Chantry - Raidou
[F21] Spider Nest - Raidou/Freyd/Ariel
[F21] Watering Hole - Shield
[F22] The Everfall - Staff [Tanabata]
[F22/Coral] Chandler's Candle Supply - Raidou
[F22] Marquee of Dissolution - Freyd
[F22] Warming Spring - Raidou/Sam
[F23] Blade Graveyard - Raidou/Freyd
[F23] Silent Snake Pub - Hidden/Raidou
[F24] Rainbow Archipelago - Raidou
[F25] Vestry of Gloom - Raidou
[F26] Swindler's Den - Raidou

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