[Location] The Crucible

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Chronicle
Posts: 423
Joined: Fri Jun 05, 2020 6:12 pm
Title: Forge your Legend

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The Crucible


Deep within the Midden where parts of the district are barren and empty networks span into the Warrens, there is a secret arena where plenty of misfits and other ambitious fighters flock. The Crucible is an ancient part of Kalzasi's underbelly, buried so deep that not even a record of its existence can be traced. Created from the ruins of an ancient and abandoned Orkhan settlement, it serves as the coliseum of a violent and terrible blood sport for those who wish to partake. The layout of the entire arena is complex and layered, with the more dangerous parts of the ruins closed off, to prevent local wildlife and horrors from the First Deep to creep inside. Although, such measures never guarantee safety for the contestants, it can liven up the games when a stray Shambler or creature wanders in from time to time.

In order to find the Crucible, however, one must be able to find the trail that leads them to it. If such a brave soul can tread the dangerous Midden and follow this trial, then they shall be considered worthy of participating in any Crucible related events. Awaiting the brave or lucky wanderers that come seeking this place, whether to participate or spectate, will find the entrance within an old and forgotten arena tucked on the Midden's outer fringes. Statues of warriors and idols long passed appear cracked and broken, with the location itself appearing tattered and barren at the surface. However, venture into the gate of the arena's underbelly, and you will find a makeshift pub that has been built up from within the rubble.


The Fool's End

The Fool's End Tavern

A makeshift tavern that inhabits the ancient barracks of this forgotten arena, The Fool's End is a place that lives up to its reputation for those not cautious. Upon entering the premises there is a wooden plank nailed into the stonework above, with a skull painted sign above the engraved words "Fool's End" to mark the entrance. Here there is quite an unsavory bunch of patrons to be wary of, as there is no law to protect them, just the hired muscle the patrons of the bar have in place should things get too violent. This is probably why much of the wooden furniture here is damaged in some aspect, much of it already makeshift material from broken pieces, leaving the only bar area as the noticeably decent part of the tavern.

However, when one takes the flight of stairs out from the tavern, they will enter the stands of the ancient arena itself where spectators from throughout the Midden fill the stands. Within the pit of this arena there is a device, rather a large contraption in fact, that has been heavily modified by magic to create projects for those who watch.

The Velarosphere

The Velarosphere
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The Pinnacle Games, as the patron overlords refer to them, are deathmatch games where warriors of all types clash within a large arena. To ensure that not a soul misses a single bit of the action, the Velarosphere projects the events of the arena for all within the stands to spectate. Stone-like pillars within the arena itself are magically programmed to record and relay this information, which is what allows patrons to gamble on their favorite contestants before each match.


The Pinnacle Games
Within the heart of the arena itself takes place grand events, a blood sport of survival between contestants, as they fight their way to the top and earn the title of Paragon. Nobody really knows who the hosts of the violent bloodsports really are, only that the games themselves are not for the faint of heart. Death is truly a constant within the arena, which is why so many in the Midden pay tribute to it, as well as gamble on their favorite surviving Paragons that partake in every match. The rules are fairly simple when it comes to partaking in the games, one can either enter alone or with up to three partners in total; allowing a full team of four to join in the Pinnacle Games themselves. However, survival is the name of the game here, and when faced with other numerous contestants, the battle royale can quickly become a bloodbath in just the span of a few seconds.

Up to five teams are able to enter into a match at once, the maximum number of members in each team being four in all, although a full team is not required for a group to enter the match. That just means the odds are stacked even more against them, and their survivability will be extremely tested on the battlefield. When a contestant or group is ready to participate and the games are afoot, those entered have their own private lobby within the barracks to have a bite or a couple drinks as they wait, before they're finally shepherded down a corridor below the barracks, and into a chamber beneath the Velarosphere that's split into five sections. Within each area, there is a large blue circle that radiates heavily with aether, as the ceiling possesses a projection of the arena itself in the form of a map for contestants to study. This is where strategy plays a pivotal role in the Pinnacle Games, for each team entering gets to choose only one starting point at the beginning of a match, and it's when all contestants stand in their designated magic circles that they then get teleported to the corresponding point on the map.

And then fight for the right to be a Paragon of the Pinnacle Games.

Battle Sights
The Inner Sanctum - A level of the Midden that interconnects within the First Deep of the Warrens.


Elite Paragon Games
While deathmatch are held regularly everyday, every five days there are special Games hosted throughout the Season. The Pinnacle Games produce what are called Elite Paragons, and to those who seek to become one, one merely has to engage in a deathmatch against those who already have become one. Elite Paragons never have to worry about the fear of death, for their's are only temporary once they've fallen on the battlefield. Paragon Elites are the few chosen specifically by a Commissioner, who undergo an inauguration into the Elite Pinnacle Games themselves before they join the ranks of their peers. These games tend to become far more intense than your average Pinnacle Games, as they become more drawn out and paced throughout the battles, and every Elite Paragon brings to the table their own form of destructive power.

 ! Message from: Chronicle
It is common for Elite Paragons to join forces and team up together, often rotating members around if they happen to have more than four people on their team.

*Note: The "Fangs" are a group of Elites often seen together within the arena, and are connected to the storyline of a PC, therefore should be asked for approval if they wished to be used by another contender.

Wyvern

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NPC Type: Local
NPC Influence: Level 1

Name: Helwui
DoB: Glade 12, 87 A.o.S.
Race: Human

Height: 5'11
Weight: 178 lbs.

Partners With:
Maul


Runes:
Elementalism (Fire Arche)
Semblance
Transposition

Emblems:
None

Biography: Helwui used to be the previous owner of the Fighter's Pit as he inherited it from the previous pitmaster, who was said to be a living legend of the Pinnacle Games way back in his time. He taught Helwui everything he had to share when the young man left the Slayer's Keep, pampering him from a regular combatant into the next pitmaster of the Fighter's Pits. That man died of a ripened old age not long after, and left Helwui in charge of the pits in the event of his passing, until eventually the return of the Pinnacle Games drew away the masses; and became his biggest competition to contend with. Seeing that he had no choice in the matter, he chose to close the pits down and go where the money was best, quickly garnering a reputation within the early Glade games as a master of combat.

Because of his tenacity and ferocity within the games, he has earned the Paragon title of Wyvern, marking him as one of the greater Elementalists as he utilizes Transposition magic to fly across the battlefield. An excellent hunter within the arena he is a tactical ally to have, and a lethal foe to face when it comes to unarmed combat and polearms. He is an acrobat who remains light on his feet at all times, practically gliding through the air when seen fighting in combat.

Maul

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NPC Type: Local
NPC Influence: Level 1

Name: Glinan
DoB: Ash 48, 92 A.o.S.
Race: Rathari Grizzly Bear

Height:
Zoan: 6'6"
Beast: 6'4"
Lycan: 9'8"


Weight:
Zoan: 232 lbs.
Beast: 624 lbs.
Lycan: 682 lbs.


Partners With:
Wyvern

Runes:
Elementalism (Earth Arche)
Kinetics
Negation

Emblems:
None

Biography: A regular fighter who came from the Fighting Pits, Glinan joined with Helwui when the Pinnacle Games reopened once again. Often a team member of the once named Pitmaster, Glinan's tendency for barbarianism gets extreme when he engages in the bloodsport. He loves the challenge of a good battle and almost never backs down, taking on his opponents relentlessly as he storms the battlefield with ease. He is best suited as a battering ram, or at large a tank, that is capable of protecting his allies midcombat; while tearing his foes asunder with hefty, powerful swings. Because he's often seen in his Lycan form during matches, he has been given the Paragon title of Maul, one that suits his wild, blood thirsty nature when he partakes within the games. Glinan is a fan of using two-handed weaponry to smash through the ranks of his enemies, typically axes and bludgeons to capitalize off the incredible brute force he applies.

Revenant

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NPC Influence: Level 1

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Cizein

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NPC Influence: Level 1

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Idorus

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NPC Influence: Level 1

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Noalln

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NPC Influence: Level 1

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Trylos

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NPC Influence: Level 1

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White Fang

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NPC Type: Story
NPC Influence: Level 1

Name: Yoshida
DoB: 41
Race: Synnekar Avialae

Height: 7' 6"
Weight: 250 lbs

Partners With:
Black Fang
Red Fang

Runes:
Kinetics
Reaving (Polearms: Halberd)

Emblems:
None

Biography: Life for Yoshida before coming to the Midden isn't something he really likes to dwell on. It was unimportant and the here and now takes more a priority. He was scouted for his impressive talent in magic and combat by the Sky Guard. During his time in the Sky Guard, he excelled in his duty as a soldier, just like everyone around him, but was especially proficient in combat skills and surprisingly the strategy.

He was always the talk of the guard whenever a fight broke out, normally being the center of the brawl. Fighting just came naturally to him and he loved the thrill of it. Many could say they saw him come alive when fighting, brightening up from his normal resting bitch face he wore. It was this love for battle that would eventually get him kicked from the Sky Guard and disgraced.

Eventually, he found his way to the Midden and soon became an established name among its denizens. Yoshida left each and every fight in the Crucible a bloody warzone, none to take on teams by his lonesome. Many say his thirst for battle only increased after he sought revenge on a Kathar that had bested him for the first time.

Black Fang

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NPC Type: Story
NPC Influence: Level 1

Name: Sheridan
DoB: 31
Race: Human/Orkhan

Height: 6' 6"
Weight: 230 lbs

Partners With:
White Fang
Red Fang

Runes:
Elementalism
Reaving (Gunslinging)

Emblems:
None

Biography: Sheridan is a mellow man who is apt to make cryptic statements and thought-provoking questions. Moreover, he is frequently known to take up in the Crucible to sharpen his talents using anyone foolish enough to face him as target practice. Sheridan is known to be a placid and calculating man who is always thinking one step ahead. He often states that every turn in battle is a part of his effortless planning.

He speaks in a polite and proper manner at all times, albeit terrifyingly so when he completely eviscerates his enemies. Perhaps a bit too confident of his abilities, he only half acknowledges his enemies. While many who have the unfortunate luck of facing him try and prove their martial superiority, Sheridan will haughtily thwart their efforts, showing them just how weak they really are compared to him.

Red Fang

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NPC Type: Story
NPC Influence: Level 1

Name: Flannigan
DoB: 33
Race: Rathari Brown Bear

Height: 6' 4"
Weight: 210 lbs

Partners With:
White Fang
Black Fang

Runes:
Elementalism
Reaving

Emblems:
None

Biography: A flirtatious and collected individual under pressure, Flannigan handles most situations that would induce terror and fear in the average person with controlled ease complimented by his charismatic allure. His conduct is very "business mixed with pleasure-like, however, he isn't incapable of being serious when the situation demands it, goodnatured and not. Despite appearing promiscuous and carefree, he holds no remorse for those he kills.

He is the embodiment of carnage, has been since he was a young cub, and has carried this trait with him into his adult career as a killer. Though not entirely intentional on his part, there is an intimidating and domineering air about him. He is reckless, usually turning out luckily for him, however, his charming demeanor can give way to bouts of rage at times when his buttons have hit their final limit.

When people meet him they are entranced by the confidence he exudes, confidence that belies the sadistic and murderous nature of a demon. Like most sociopaths of his kind, Flannigan is also a narcissist who takes joy in killing and the spilling of blood, especially those of worthy foes. He frequently decorates his sentences with the words "beautiful" and "marvelous" with each foe he kills.

Each battle to him is a stage for him to demonstrate a "Beautiful dance of Might & Death". Flannigan has a disdain for things that are crude and vulgar. He has been seen to be very cruel and discouraging to those he finds worthless and a waste of space. In spite of his odd behavior, his versatility and often flawless killing streak in the Crucible earn him respect & fear from others.
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