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Abyssal Realm Ideas?
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<blockquote data-quote="reason" data-source="post: 512670" data-attributes="member: 6022"><p><strong>some ideas</strong></p><p></p><p>Most abyssal ideas revolve around Bad Things. Pollution, torment, war, and so forth. I've always seen these places as where fiends harvest sorrow/pain from souls through twisted means. So:</p><p></p><p>Man-groves</p><p></p><p>Swamp filled with trees composed of the dead, pressed together and distorted, their legs broken into standing roots, arms lengthened out into overhanding branches. Broken fingers twisted out like putty to dangle in the water from overhead. The place is warm and filled with the sounds of torment. The man-groves moan and whisper. Something powerful lurks in this place, shrouded in steam, stomping between trees and breathing heavily. The trees are afraid of it, and get louder when it approaches. The PCs can hear it sculpting the trees with cries of agony and the snap of bones. A game of hide and seek, perhaps, with an unseen, terrifying creature. </p><p></p><p>Eaters</p><p></p><p>A place in which everything has a mouth, and is alive. A morass of twisted creatures, a thousand shapes, coating the ground, in heaps and carpets. All are devouring each other as rapidly as they can, but never seeming to get anywhere. Fiends with whips traverse the landscape, urging the eaters on. Crossing this should be interesting.</p><p></p><p>The Sharpnesses</p><p></p><p>A landscape of sharp-edged glass pillars. They cluster together, making passage difficult, and slice memories from those who come too close. Looking into the pillars can reveal fragments of the past of a thousand beings. Good to go through once slowly, as a setup for a later chase scene.</p><p></p><p>Acid Lakes</p><p></p><p>An outlet from who knows where vomits forth acid in streams and clouds. The occasional half-dissolved body, too. Mindless fiends dwell in the painful acid fog, feeding on the detritus. There is a constant screaming from a rack of souls tied over the outlet, watched over by by a fat, lazy, ambitious overfiend.</p><p></p><p>--------------</p><p></p><p>Which reminds me, what about the chance of gaining an ally? Fiends are pretty much at each other's throats. Shouldn't all be a fight. Something that thinks it's too powerful for the PCs to bother might be a good conversation, and possible twist to things. Trust the fiend to help get into the end goal, trust it not to say anything when you leave? Hmm.</p><p></p><p>Reason</p></blockquote><p></p>
[QUOTE="reason, post: 512670, member: 6022"] [b]some ideas[/b] Most abyssal ideas revolve around Bad Things. Pollution, torment, war, and so forth. I've always seen these places as where fiends harvest sorrow/pain from souls through twisted means. So: Man-groves Swamp filled with trees composed of the dead, pressed together and distorted, their legs broken into standing roots, arms lengthened out into overhanding branches. Broken fingers twisted out like putty to dangle in the water from overhead. The place is warm and filled with the sounds of torment. The man-groves moan and whisper. Something powerful lurks in this place, shrouded in steam, stomping between trees and breathing heavily. The trees are afraid of it, and get louder when it approaches. The PCs can hear it sculpting the trees with cries of agony and the snap of bones. A game of hide and seek, perhaps, with an unseen, terrifying creature. Eaters A place in which everything has a mouth, and is alive. A morass of twisted creatures, a thousand shapes, coating the ground, in heaps and carpets. All are devouring each other as rapidly as they can, but never seeming to get anywhere. Fiends with whips traverse the landscape, urging the eaters on. Crossing this should be interesting. The Sharpnesses A landscape of sharp-edged glass pillars. They cluster together, making passage difficult, and slice memories from those who come too close. Looking into the pillars can reveal fragments of the past of a thousand beings. Good to go through once slowly, as a setup for a later chase scene. Acid Lakes An outlet from who knows where vomits forth acid in streams and clouds. The occasional half-dissolved body, too. Mindless fiends dwell in the painful acid fog, feeding on the detritus. There is a constant screaming from a rack of souls tied over the outlet, watched over by by a fat, lazy, ambitious overfiend. -------------- Which reminds me, what about the chance of gaining an ally? Fiends are pretty much at each other's throats. Shouldn't all be a fight. Something that thinks it's too powerful for the PCs to bother might be a good conversation, and possible twist to things. Trust the fiend to help get into the end goal, trust it not to say anything when you leave? Hmm. Reason [/QUOTE]
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