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1001 Mythic Cities
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<blockquote data-quote="Fallen Seraph" data-source="post: 4495257" data-attributes="member: 57894"><p>Oh <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />! I've been called out <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>I'll crisscross various different campaigns of mine for these cities:</p><p></p><p><strong>The City:</strong></p><p></p><p>This enormous city is built upon and supported by a massive black monolith that has sunken deep into the plains that surround it. Gaping tubes and thick wires entangle the monolith and the plains around it, drawing out the energy following within to power the city. Massive amounts of cabling wind out like spider-webbing to other cities in the world.</p><p></p><p>This city is a mess of structures; the lower-city is a crumbling ruin of buildings cramped together to form a kind of living foundation to the city above, the huge pipes that draw energy throughout the city wind their way through it like massive black snakes.</p><p></p><p>The upper city is a causeway of glass and steel skyscrapers and reality-shifting pockets that light it with a hazy green glow. Billboards display moving images as they play back scenes of other realities and the skyscrapers themselves seem to shift as the various contraptions that keep the impossible structures stable in this reality.</p><p></p><p>The City, and all others like it are ruled by a Aristocracy of Aberrations called Pandorans and Human Nobles.</p><p></p><p><strong>Haven:</strong></p><p></p><p>A city that has etched itself into the fabric of the Spirit World, this city is a constant reminder of what lays beyond. </p><p></p><p>The city is built upon a land that has weakened barriers to the Spirit World, thus allowing the citizens of the city to tap into its resources. Will-o-Whips light the city in small lanterns that are laid across the streets on lines. Ghosts are trapped as eternal servants to do menial tasks and other chores for those that can afford it.</p><p></p><p>With this however comes a price, many of the buildings are "weak zones", there exists duplicates within the Spirit World where one can easily shift into if they enter a building when it is united with its dark-brother. Possessed people are a common occurrence and conflicts with rebellious spirits cause a constant wail and moan around the city walls as magick and sigils blockade their path.</p><p></p><p><strong>Maˤdān:</strong></p><p><strong></strong></p><p><strong></strong>A city surrounded by fear, folklore and the murky swampland and rising mud and gravel dunes of the "marsh desert". It is a city of decay and disorder.</p><p></p><p>Ruined minirets, temples and castles dyed green with mould and algae serve as the base of the city. Around this crumbling ruin lies the true city, wooden and mud structures supported on poles and walkways cover the majority of the city. Trinkets, tokens and relics deck every doorway and door. </p><p></p><p>The environment is a constant plague upon the city. Buildings, fabric and even the people combat mould and algae growth, constant rain and haze causes even the most resolute to grow miserable. Quicksand is a invisible threat swallowing sections of the city as the ancient dunes underneath lose their solid foundation. </p><p></p><p>A constant reminider of the superstition of the city is the open and common practise of ritual-magick and the wearing or use of crossroads in daily life. A agreement is usually for example signed upon a crossroads in the city.</p><p><strong></strong></p><p><strong>London: (Alternative Earth):</strong></p><p></p><p>The basic setting of London hasn't changed much from the London we know of the Victorian period, however somethings have changed radically.</p><p></p><p>The use of technology has radically altered. The phone, movie, etc. are all powered from a combination of necromancy and technology; vocal chords and ears make up the basis of the phone with a undead conglomerate of arms as a operator. Carriages are pulled by undead horses, or only their legs. Full necromatic body-changes is a common practise and animals replaced with human brains is becoming a increasingly popular fad. </p><p></p><p>Flesh-prostitutes literally sell their bodies for those who cannot afford the best necromancers, crudely sawing off their own limbs to replace missing ones for their clients. The streets they commute are usually commonly cleaned by massive blobs of flesh and mouths that eat any filth in its path.</p><p></p><p>Necromancers rule the city under a interconnected network of nerves that tie them to every facet of the city through a series of wires that protect these fragiel unraveled nerves.</p></blockquote><p></p>
[QUOTE="Fallen Seraph, post: 4495257, member: 57894"] Oh :):):):):)! I've been called out :P I'll crisscross various different campaigns of mine for these cities: [B]The City:[/B] This enormous city is built upon and supported by a massive black monolith that has sunken deep into the plains that surround it. Gaping tubes and thick wires entangle the monolith and the plains around it, drawing out the energy following within to power the city. Massive amounts of cabling wind out like spider-webbing to other cities in the world. This city is a mess of structures; the lower-city is a crumbling ruin of buildings cramped together to form a kind of living foundation to the city above, the huge pipes that draw energy throughout the city wind their way through it like massive black snakes. The upper city is a causeway of glass and steel skyscrapers and reality-shifting pockets that light it with a hazy green glow. Billboards display moving images as they play back scenes of other realities and the skyscrapers themselves seem to shift as the various contraptions that keep the impossible structures stable in this reality. The City, and all others like it are ruled by a Aristocracy of Aberrations called Pandorans and Human Nobles. [B]Haven:[/B] A city that has etched itself into the fabric of the Spirit World, this city is a constant reminder of what lays beyond. The city is built upon a land that has weakened barriers to the Spirit World, thus allowing the citizens of the city to tap into its resources. Will-o-Whips light the city in small lanterns that are laid across the streets on lines. Ghosts are trapped as eternal servants to do menial tasks and other chores for those that can afford it. With this however comes a price, many of the buildings are "weak zones", there exists duplicates within the Spirit World where one can easily shift into if they enter a building when it is united with its dark-brother. Possessed people are a common occurrence and conflicts with rebellious spirits cause a constant wail and moan around the city walls as magick and sigils blockade their path. [B]Maˤdān: [/B]A city surrounded by fear, folklore and the murky swampland and rising mud and gravel dunes of the "marsh desert". It is a city of decay and disorder. Ruined minirets, temples and castles dyed green with mould and algae serve as the base of the city. Around this crumbling ruin lies the true city, wooden and mud structures supported on poles and walkways cover the majority of the city. Trinkets, tokens and relics deck every doorway and door. The environment is a constant plague upon the city. Buildings, fabric and even the people combat mould and algae growth, constant rain and haze causes even the most resolute to grow miserable. Quicksand is a invisible threat swallowing sections of the city as the ancient dunes underneath lose their solid foundation. A constant reminider of the superstition of the city is the open and common practise of ritual-magick and the wearing or use of crossroads in daily life. A agreement is usually for example signed upon a crossroads in the city. [B] London: (Alternative Earth):[/B] The basic setting of London hasn't changed much from the London we know of the Victorian period, however somethings have changed radically. The use of technology has radically altered. The phone, movie, etc. are all powered from a combination of necromancy and technology; vocal chords and ears make up the basis of the phone with a undead conglomerate of arms as a operator. Carriages are pulled by undead horses, or only their legs. Full necromatic body-changes is a common practise and animals replaced with human brains is becoming a increasingly popular fad. Flesh-prostitutes literally sell their bodies for those who cannot afford the best necromancers, crudely sawing off their own limbs to replace missing ones for their clients. The streets they commute are usually commonly cleaned by massive blobs of flesh and mouths that eat any filth in its path. Necromancers rule the city under a interconnected network of nerves that tie them to every facet of the city through a series of wires that protect these fragiel unraveled nerves. [/QUOTE]
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