[OOC] Warrens Codex

The sprawling underdark of Karnor.

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Paragon
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History

The Dark Roads. The Deep Reaches. The Warrens. Many are the names to describe the sprawling underdark that stretches beneath the whole of the region of Karnor. With those names, come just as many stories.

Contrary to widespread belief, the Warrens are not a new discovery. It is documented among archaeologists and explorers that prior to the Sundering, the denizens of the region had begun making excursions into the deep places of the world. What they found there was nothing short of a nightmare. While exact accounts differ wildly, with some scholars recorded as having found the remnants of a lost civilization and others reportedly uncovering veritable gardens beneath the earth, these all point to a number of commonly debated speculations.

The first belief is that the Warrens have in their depths places that cross over into other planes of existence. The second belief is that the Warrens themselves are another plane of existence. There is evidence to suggest that both of these theories possess a modicum of truth. Regardless, the Warrens are and have ever been a dangerous place.

Travelers are warned, spending even a short amount of time in the underdark of Karnor will promise that something will happen. Exactly what? That depends entirely on how deep one has gone into its ever winding reaches.

The Five Deeps

To those acquainted with the Warrens there are five known layers. Scholars tend to agree that the layers of the Warrens extend deeper than that but no expedition into the Fifth Deep has ever seen more than a handful of survivors return. What the general layout of the Warrens reveals is a layer-cake of sprawling environments that each differ distinctly from the one that precedes it. Each of the respective depths presents its own challenges and its own rewards for those skilled, brave or stupid enough to explore them.

  • The First Deep- The Buried Empire
  • The Second Deep- The Otherwilds
  • The Third Deep- The Haunted Reaches
  • The Fourth Deep- The Mechanus
  • The Fifth Deep- ???
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The First Deep

The layers of the Warrens that the present era of Karnor is most familiar with. It is the layer that is the most well documented and, relatively speaking, is the safest to traverse. This is not to say that the First Deep is not dangerous, it very much is, but the creatures that dwell within it remain largely familiar with a select few exceptions. The geography of the First Deep is mostly cavernous. The appearance of massive caves supported by pillars of stalagmites and stalactites is common across all records of the First Deep. Bioluminescent flora cluster along the walls and ceilings of the caverns providing an almost eerie glow.

This only lasts once one traverses across the initial entrances into the First Deep, however. Continued exploration of the first layer into the Warrens reveals the remains of a buried civilization. The ruins of buried cities carved of rock and stone that are reminiscent of Dwarven architecture. When first uncovered, many believed that they had discovered a lost Dwarven kingdom...until they looked closer.

Carvings on the structures reveal its denizens paying homage to what can only be described as alien creatures. Many believe these creatures to be some manner of Aldir that has yet to be documented. The more one explores these ruins, the more one uncovered the bloody and horrifying nature of whoever or whatever might have once lived there. There is much to suggest that the civilization that built these ruins were not of any of the known races found on Ransera.

Locations
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Minerals and Resources

Dragonshards are in abundance across the First Deep. The concentration of the aether crystals is in such a high degree that not exploiting the riches of the First Deep seems ludicrous. That exploitation is not without cost but most enterprising organizations or states are willing to take those risks. This, coupled with the fact that a great many mineral deposits can be found throughout the First Deep and it makes it a widely traversed layer.

Creatures of the First Deep

There are a number of distinct creature classifications that stalk the First Deep. Some of them can be handled by those well-prepared others that should be avoided entirely by all but the most experienced of explorers.

Corrupted Elementals

Exactly what the name implies, the elemental spirits that normally pervade the natural areas of Ransera have, for one reason or another, been corrupted within the First Deep of the Warrens. They come in all sizes and categories of danger from the small sprites that are but a minor inconvenience to manifestations that are as large as a house. Each of these elementals takes on the appearance and form as makes sense for their particular element (Earth, Air, Water, Fire, Wood, Metal etc.) with one particular difference: all of them are touched by cracks of a black and red corruption that warps their forms.

Corrupted Fauna

Within the First, Deep are creatures that are familiar to surface dwellers of Ransera. Whether they have fallen into the deep reaches by mistake or are natural inhabitants is unclear. However, fauna exists within the Warrens that is reminiscent of what is found in the wild places of the continent. Each of these beasts however border on the subterranean in tendencies, rats, spiders, snakes, and all of them possess the same black and red corruption that seems to pervade some of the creatures of the Warrens.

Other Fauna
Ploppers - Edible facehuggers.
The Ohma - Cave dwelling creature.

Mythics
The Pathfinder - Mysterious being that will lead one out. Or else.

Wraith

Believed to be corrupted Endir of the Humored Spirits, these spectral beings haunt the many halls of the First Deep. They come in many forms, none of which should be approached lightly. Wraiths can only be defeated using magical means or by finding a way to drive them off. Here are listed a few.

Rage

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Frequency: Common
Threat: Average
Abilities: Fire, Possession, Mild influence on the surrounding area.

Info: Rage Wraiths are fiery in their presentation and tend to enflame everything and everyone in their path. If one is not careful, the influence of the rage wraith can even cause one to lose themselves to their anger opening them up to being possessed by the very spirit they were fighting against. There are many stories of men being consumed by an inordinate rage that suddenly came over them.

Tales of mild-mannered explorers suddenly losing all sanity to a senseless rage are well known. The men and women subjected to the influence of a Rage Wraith eventually burn up from the sheer intensity of the power surging through them as their bodies succumb to the wrathful nature of the corrupted spirit inhabiting their bodies. It is rumored that there is some manner of dragonshard that is capable of repelling the rage spirits but whether or not this is true is something that only the most experienced of explorers are familiar with. Those who are mindful of their emotions and who possess some skill with meditation might find that they are more resilient to the presence of such spirits.

Horror

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Frequency: Common
Threat: Average
Abilities: Fear, Frost-like abilities, Illusion

Info: Horror Wraiths are the embodiment of fear often filling the spaces they occupy with a cold dread. They are less direct than other wraiths often employing tactics in accordance to their nature, whispers of fear, things that are unsettling, and affecting shadows that resemble apparitions of that which an individual may fear.

The Horror Wraiths are known to exhibit frost-like abilities with the most powerful of them displaying the power to lob icy projectiles at travelers. Generally speaking, these spirits rely more on terror than they do direct confrontation. As it stands, Horror Wraiths tend to travel in groups and prey on the vulnerable. The more fear they can incite in those whom they subject to their powers, the stronger the influence they gain on both the world around them and those who are affected by them.

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Despair

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Frequency: Common
Threat: Above Average
Abilities: Paralysis, Vitality Draining, Shadow Manipulation, Illusion

Info: Despair Wraiths remain the most dangerous of the wraiths that haunt the First Deep. This is not due to any overwhelming power but because of how subversive its presence can be. Despair wears away at the spirit and psyche of those who face it, crippling them with inaction, with the loss of will, with a desire to be ended.

Those entrapped by a wraith of despair perish not in a glorious confrontation but in a slow, gnawing death that eats away at them day after day until they are husks with neither life nor soul. It takes a stalwart heart to stave off the effects brought about by the Despair Wraiths and even then, they can wear at the resolve of the individual if prolonged exposure comes into effect. Fortunately, the Despair Wraiths tend to travel and haunt the deep reaches of the Warrens alone and are seldom accompanied by any significant threat. Travelers are advised to be wary of dark, silent places devoid of normal subterranean life. Especially if the darkness seems all too impenetrable.


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The Gravebound

The Gravebound is the source of most of the horror stories pertaining to the First Deep. Writhing amalgamations of flesh and sinew, bony prominences and the imitation of something resembling humanoid. It is unclear if the Gravebound were once people or if they are simply the spawn of something attempting to resemble them. These monstrosities are horrifying to behold with some scholars attributing their existence to the Mistlord of Flesh herself, Myshala. They come in a variety of classifications with appearances that vary depending on the beast in question. The various names for the categories of creatures have been drawn from what little has been translated from the hieroglyphics and writings of the lost civilization.

Shinaegri

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Frequency: Very Common
Threat: Low to Average
Abilities: None of significance.

Info: “Shamblers”. Easily handled by the well prepared. The Shamblers tend to have vaguely humanoid appearances but are certainly nothing anywhere near actual humans. Amalgamations of walking flesh, blood, and bone often jutting out at weird angles, they appear as though some terrible being attempted to create life but failed miserably. Shamblers are generally mindless, violent, but slow and possess poor coordination.

Those with any particular skill in combat can easily dispatch of them when found in small numbers. They are susceptible to magic and do not possess any real abilities of note that are cause for true concern. A word of caution, while easily handled in small groups, larger numbers of them can quickly overwhelm even the most skilled warrior. Where large groups of them are concerned, discretion is the better part of valor.



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Somaval

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Frequency: Uncommon
Threat: High
Abilities: None of significance.

Info: “The Hungered”. Possessing rudimentary intelligence but utterly beastly in their appearance, the Hungered are ghastly to behold and are only barely humanoid in their presentation. More akin to bloody, corpulent monsters than living entities they gorge themselves on anything they come across in a sickening feast of gore and savagery. These beasts most commonly roam the First Deep alone, rarely ever being found in groups of more than two.

Travelers into the deeps are strongly advised to be well and truly prepared when fighting against a Hungered. This is a battle not easily won nor should one go seeking to pit themselves up against one of the Hungered. They are relentless, ruthless, and completely dispossessed of anything resembling human emotion. There is naught but the cunning of a hunter in these creatures and there is an insidious thrill in the hunt for them.



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Saintiri

Frequency: Singular
Threat: Legendary
Abilities: Unknown

Note: Interaction with any of the Saintiri Uplifted requires moderation.

Info: “The Uplifted”. Macabre, nightmarish, and possessed of a strange otherworldly grace and near dark beauty, the Uplifted are nothing short of terrifying. Powerful and solitary, the Uplifted are highly intelligent though prone to violence. Each of the Uplifted displays magic-like abilities. If encountered, run. Only the foolish or incredibly powerful have any hope of defeating an Uplifted.

Sezz’thrksh of the Delving- Perhaps the most curious of the Uplifted. It wanders a place known only as the Pillars of Ash and does so at an almost forlorn pace. Nothing is recorded of its abilities.

Azrr’Haka the Bonemother- By far the most violent of the Uplifted, avoid at all costs. Massive, known to be resistant to magic. It seems to delight in tormenting its victims before flaying them alive. Azrr’Haka wanders the First Deep and its movements are unpredictable.

Myrkreeshnla the Exalted- Found within a place known only as the Temple of the High Ones, this being possessed powerful magic and seems to command a great deal of the Gravebound. If the creatures had a leader, some believe the Exalted is it.

Yojz’tharzun the Oracle- Exactly who or what Yojz’tharzun is the Oracle for is unknown. It is the most isolated and is by far the most dangerous of the Uplifted. There are but a scant few documents referencing this particular member of the Saintiri. If rumors are to be believed, the creature dwells within a temple of blood, bone, and sinew woven together by macabre edifices of black and gold marble. At the heart of its abode is a massive gold basin filled with blood within which the Oracle can be found. Curiously, of the few records that exist of it, it is the only member of the Uplifted recorded as having conversed with travelers.
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Second Deep: The Otherwilds

The Otherwilds is a place where nature has had its way and the elements run wild and free. It is unknown for certain where exactly the otherwilds exist, or if they are a part of Ransera or some other plane entirely. Some speculate that this layer of the Warrens breaches into a world owned and inhabited by the spirits of nature themselves, and their power suffuses and gives rise to the vast variety of creatures and plants that exist here. Like the first Deep, the second Deep has been explored and maps of its locations do exist. Each of the territories seems to belong to one element, with each blending into one another forming as many combinations as there are in nature. The flora and fauna which live within the various territories reflect their home ecosystem, though many stray into other elemental lands to hunt or forage.


Flora


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The plants of the Otherwilds reflect the elements of the territory they exist in. Plants that reside in the lands of fire and magma often burn or have bark blackened and hard as obsidian while their foliage smells of smoke. Flowers from the fields of ice may be crystalline and reflect the light of the second Deep which seems to come from no discernable source. Plantlife found in the lands of air and wind may be ephemeral, appearing and disappearing at seemingly random intervals and difficult to harvest for those who do not have the skill to do so. Despite the peculiarities, and the dangers, associated with this layer of the Deep many adventurers still frequent here. That is because the plant life which can be harvested is useful in many fields, from medicine to alchemy and even in reforging. Most of the foliage has inherent elemental qualities that can be tapped into should a person be adept enough at their given field.


Fauna


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Like the plants, the animals and other creatures that live within this layer of the Warrens are all adapted to the elements of their ecosystem. Each ecosystem is home to a variety of species, both predator and prey, all of which interact and live off of one another in one way or another. The creatures of each elemental plane are not tied to their territories, and it is a common sight to see a fiery feline prowling in the icy tundras in search of its first kill of the day. The Fauna of the Otherwilds often mimics what is seen in the normal world of Ransera, though they are elemental reflections of those beasts. Wolves, cats, birds, and fish of all kinds can be found from each elemental plane, but there are also more unique creatures that are somewhat familiar and others that are closer to elemental than the beast. Those who wish to hunt in this layer of the Deep are warned to ensure their abilities match those of the creatures that can be found here. The average creature can subdue the average adventurer with relative ease, and the truly strong beasts require entire parties to take down. Many of the most dangerous creatures are partially or fully resistant to magic, especially those relating to their elements or ecosystems.

Despite the danger, hunters come often for the parts of these beasts are useful in all forms of crafting, and the meat off of some of the creatures is considered a delicacy among the surface world. Dozens die every season, but this has not stopped the brave, or perhaps the foolish, from attempting their own adventure for these riches.


The Territories


Territory of Earth


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At first glance the Territory of Earth looks no different from a forest one would find on the surface of Ransera. Over time though the differences become more apparent. The foliage and greenery are thicker, the plants more vibrant and lively, and as one draws closer to where the heart, air, and water territories intermingle the plants seem to take on a life of their own, moving and swaying when there is no breeze, and some have even said they hear whispers coming from the trees they pass. The Territory of Earth is the largest of the territories and rests at the center of the Otherwilds where it touches each of the elements equally. Nearly all of the paths leading from the First Deep exit within this territory, and as a result, it is the best-explored area of the second Deep.

Earth is a complicated element, and this is reflected in the territory here. There are great valleys of stone where mushrooms of giant proportions grow and harbor wildlife. Large open planes with tall grass of blue and gold fade into sandy deserts of red, spilling into foothills where rich mineral deposits can be found and harvested. The forest of this territory is of the greatest note, as they dwarf even the largest forest in Kanor. Tall, ancient trees overlook blooming fields of flowers that never wilt unless cut. Fruits of all varieties can be found in the different forests that are scattered over this territory, and several unique varieties of plants can be found as well.

The Fauna of this territory tends to be herbivores in nature, feeding and living off of the land. Many of the animals have growths of vines or mushrooms sprouting from their furs, and one can run into the odd animal that seems made of stone were it not for its soft underbelly. Within this territory, there are several outposts set up by the Miners Guild, as well as the Monster Hunters Guild.

Flora List
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Fauna List
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Locations
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Territory of Fire


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The Territory of Fire, also known as the Burning Lands, is located on the western edge of the Territory of Earth. From a distance, it looks as if the entire landscape has been set ablaze, a dark red glow being emitted from the great rivers of lava that divide the lands of fire and earth from one another. It looks as if nothing should be able to survive such a hostile environment, but with closer inspection, one will see that the land has not been set aflame, but that the land IS the flame. Trees bare blacked bark of obsidian, and from their branches burn leaves of fire that crackle and send sparks into the air. The grass is short and red, hot to the touch, and grown from the gray-blue ground that is closer to packed soot than true earth. Flowers bloom in a variety of shapes and colors, some flickering like candles while others seem like glowing cousins to their Ransera counterparts. Most of the flora in the Burning Lands are short and thin, the trees twisted and the shrubs rarely reaching above waist height. Every plant from a shrub, to bush to tree possesses a blacked trunk, and the leaves and blooms are either flickering flames or glowing hot embers shaped to mirror the plants of Ransera.

The Burning Lands are technically the smallest of the Territories, but they make up for this fact by their shared presence. The heat from the territory can be felt from a mile outside, and those who wish to travel and explore here must either equip themselves with heat and flame resistant equipment or possess a magic that can protect them. At the center of this territory is a great volcano, one which is semi-active as it spills out rivers of lava that flood and fall into the surrounding lands until it hardens. The creature that lives here is well adapted to the heat. The non predatory species feed on the aether reach plants, and some species even eat the lava rocks themselves for nourishment. Their predators are all well adapted to moving and navigating the land, most of which are reptilian with dark or black scales that they can utilize for camouflage when hunting their prey.

Flora List
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Fauna List
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Locations
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Territory of Water


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When the Otherwilds was first discovered it was thought to only contain 3 elemental territories: Earth, Fire, and Air. It seemed odd, as there were clearly places where the elements mixed, and several of the mixed territories had to include water as well. After several years it was discovered that there was, indeed, a fourth territory. The Territory of Water was not found on the surface, but rather exists below the other territories. It connects to each of the territories through great lakes, rivers, and streams that flow throughout the Otherwilds. To get to this territory, however, is difficult. There is no route by land to reach it, and instead one must find a way through underwater cave systems that can be deep and treacherous. The best known, and most used, entrance to this territory is found in the southeastern corner of the Territory of Earth at a location known as Emerson's Lake, named after the one who discovered it, Frederic Emerson. An outpost has been created here, bordering the edge where the Territory of Earth turns into ice and snow. Those who wish to travel to the Territory of Water must either have the means and ability to traverse underwater or can afford the cost of equipment to do so.

The Territory of Water is laid out like a giant underwater cave system. Tunnels twist and branch, leading deeper and deeper until it opens up into a large cavern as big as the one above. Though the Territory of Earth is technically the largest of the territories, the Territory of Water comes as a very close second. The flora beneath the waters is all adapted to the environment. Great coral trees of all colors are scattered here, creating dense forests where fish and the other aquatic inhabitants make their home. The Fauna that exists here is much as one would expect, a variety of fish and crustaceans similar to what is found in Ransera, though these tend to be larger with nearly translucent skin and shells. Of the four territories, the Territory of Water boasts the largest, and most diverse population of flora and fauna, and the species here have yet to be recorded.

The largest underwater cavern is known as the Deep Cavern. There are numerous, smaller caverns that each hold a diverse range of life. The Deep Cavern though is special. It has a series of large glowing pods, each the size of a house or larger, which contains dense air pockets where a person can breathe normally. These pods support another variety of life, trees that look like they are made of scales and seaweed, flowers with wiggling tendrils like jellyfish, and most of the animal species are amphibious here. For many, these pods are a final stop on their way to deeper layers of the Warrens.

Contrary to popular belief, the Water Territory does not possess the most entrances to the third Deep, the Haunted Reaches. It does have one, however, and it is by far the largest. It is located at the bottom of the Deep Cavern, a large gaping hole of blackness that not even the fish go near. None utilize this entrance, as no one has ever returned from it.


Flora List
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Fauna List
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Locations
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Territory of Air


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Above the Territories of Earth, Fire and the other mixings are a series of floating islands, each covered in rich vegetation and hills. These islands, 12 in total, make up the Territory of Air. The islands themselves are linked to one another by bridges of vines and stone, though 3 of the largest islands are purely free-floating. The islands, unlike the rest of the Territories, move within the Otherwilds, drifting from one place to the next in a lazy fashion, similar to clouds. The islands in their natural form are very similar to normal lands of Ransera, though the plants and foliage are notably light and airy. Trees and shrubs tend to have light wispy leaves and foliage, while flowers are often tall and reedlike. A constant wind blows through the islands, and the air is always filled with the scent of plantlife carried by the breeze.

The Fauna of these islands tends to be avian in nature, or are equipped with wings or a method of gliding. There are also a number of ape-like creatures that swing and leap between the islands using their long arms and powerful grips to dangle precariously over the deadly drop to the territories below. Though rare, at times the islands to touch down, and where they do the elements mix and create wonders of nature. Sudden lightning storms, blizzard winds, fiery tornados all accompany the touchdown of one of these islands to one of the territories. Most often though the islands stay airborne, with their typical connections with the other territories being limited to where the waterfalls of the islands fall to land, or where long sweeping roots and vines brush and intertwine with the plant life below.

Six of the islands are tethered permanently in place, touching areas of the Earth, Fire, Water, and a combination of those through long anchors of plant life. It is at these anchor points that the mixing of the elements with air occurs. Of the 4 Territories, it is the Territory of Air which possesses the most connections to the 3rd Deep. This fact baffles many a scholar but seems to further lend credence to the possibility of the Warrens being somehow separate from Ransera itself. On the largest of the floating islands the Guilds have set up another outpost, marking one of the major entry points into the Third Deep, the Haunted Reaches.


Flora List
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Fauna List
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Locations
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Danger and Resources


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As stated in previous sections the other wilds is a dangerous place, not for those weak of heart or weak of body. Because of the very real possibility of death or maiming, those who wish to adventure here are required to possess at least an apprentice level in some form of combat or be escorted by someone who is. Beyond that the nature of the second Deep means that survival even if one does not face a deadly creature is extremely difficult. One must possess at least Journeyman level in Survival to last more than a single day within the Otherwilds, or be escorted by someone who has such abilities.

What one can find on this layer of the deep is varied depending on where one goes. Each territory is based on a singular element, with blending at the edges of territories. Because of this if one wishes to find fire-based ingredients for alchemy it is recommended they start in the plane of fire. With that said there are a few odd exceptions. There is a rumor that deep in the planes of ice there is a field of flowers that burn so hot that snow turns to steam around them. One can find various types of Dragonshards on this layer as well, though mining them is substantially more difficult than on the upper layer. Each territory holds its own unique obstacles, and one could spend years learning the ins and outs of each. Some guild researchers have done just that.

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Third Deep: The Haunted Reaches

This area of the Warren is one that is rarely if ever, explored. Those who enter report that this level of the Warrens is like a foggy wasteland, one which boggles the mind and twists the sense of direction. Because of this very little is known about the Haunted Reaches or what exactly can be found here. Those who have dared report a wide variety of locations, from ancient decrepit forests to vast black oceans, and pearly white deserts. One location however appears almost routinely, and it has been dubbed the Valley of the Fallen. It is a yawning chasm filled with fog that only thickens the farther one walks into it. Great spikes of rock pierce through the white landscape, presenting sudden and unexpected obstacles that can be perilous if one is not prepared. The Valley of the Fallen gets its name from the pale, distorted figures that walk the twisting and winding corridors of the valley itself. Upon inspection, one might recognize a face or two as would-be adventurers who went missing when attempting to explore this level of the Warrens. They do not speak or interact with the living, and they fade into mist soon after appearing. Currently, these specters seem to pose no threat to travelers, though no one has stayed long enough in the Valley to be sure.


Creatures of the Haunted Reaches


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Unlike the first two Deeps, the entities, and beings found in the Haunted Reach rarely take on a purely physical form. Most are ethereal, misty, or simply unrecognizable as anything organic and living at all. The most common form of creature has become known as a Specter, a broad term used to encompass a vast array of different shapes and abilities these beings can take on. Some are humanoid but made entirely of mist and fog, others are like liquid darkness, and still, others seem to be a blend of living flesh and pulsing energy. The dangers of these Specters are as varied as their shapes. Some simply follow the adventurer wherever they go, staying just out of sight at the corners of one's vision. Others jump out and startle those they meet, and still, others cling and claw at the clothing, whispering sweet promises or twisted lies to evoke strong emotional responses from their subject.

The most common spectators are of the fully ethereal variety, made up of smoke, fog, or mist of varying colors. Some can speak or mimic the speech of those who have traveled the Haunted Reaches before, but very few have true sentience. They are closer to shadows of the living, a cheap mockery of what one would call life. It is rare for a specter to cause any physical harm to a person. At best they are a trial of patience, pushing, and prodding to get the attention of those they cling to, and in some cases, they have been known to follow them out of the Haunted Reaches to the world above. It is uncertain if they pose any true threat to the living, but once they attach to a person they are difficult to remove without magic.




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While Specters are the most common entity of the haunted reaches, there are still other... things which make their home in this land of fog. These beings come in all shapes and sizes, some posing physical threats to adventurers who cross their path, but others seek to drive mortals to the brink of insanity. It is unknown how many areas exist in the Haunted Reaches, but each has its own unique variety of creatures. Some are so large they would dwarf the most fortified castle, and some so small they cannot be seen without the aid of special lenses. Some pose a great threat to the living and dead alike, and still, others seem almost benevolent, actively stepping in to aid those who are wounded and in distress. Some are black-skinned and horned, with sharp claws for rending and tearing, while others are of such ethereal beauty that one look brings the unaware to their knees. This is the true danger of the Haunted Reaches. More than its confusing terrain, more than the lack of natural resources needed for survival. The possibility of one losing their mind to the denizens of the Haunted Reaches is very real, and it is advised that one takes precautions against mental torment before stepping foot in this layer of the Warrens.

While one should be wary of all the entities in the Haunted Reaches, it is said to beware of any from this realm who hold claim to a name. If a being has a name, it is possible that they can cross over beyond the Third Deep and venture into Ransera itself. Some of the most clever beings attempt to trick those they meet into leading them out of the Haunted Reaches, for it is said they are otherwise bound to this place by a colossal power that is as of yet unknowable.

Creature List
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Navigating the Haunted Reaches


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When one enters the Haunted Reaches it can be from any entrances from the Otherwilds, but that said the same entrance may not lead to the same location each time. All attempts to map the area have been met with failure, with a few of the mapmakers going made from the attempt. One famous map depicted the Haunted Reaches spiraling in large interconnected loops that folded back on one another in complicated and indecipherable patterns. The mapmaker, remarkably, came back with most of his senses intact but has since given up his craft in favor of scribing for the Artisans Guild. The Curse Map, as it has been dubbed, now hangs near the entrance to the Warrens as a monument of what it means to enter the Haunted Reaches.

Though all attempts to charge the third deep have failed, that is not to say that some progress has not been made. Certain areas seem to appear with more frequency than others, the Valley of the Fallen being the one most people experience at least once when they venture here. There are three other areas that have been noted, and these have come to be known as the Four Hidden Reaches. Which Reach one happens to appear in depends largely on luck, though some of the truly insane claim that there is some method of navigating with relative accuracy.


Valley of the Fallen

This Reach is the most common of the Four Reaches, and one which travelers visit at least once on their journey through the Hidden Reaches. At first glance, this Reach looks as if it is a location on the surface of Ransera, a deep valley or chasm rimmed by large spikes of rock and sheer cliff faces. Thick fog covers the Valley, obscuring vision except within a small 10-meter radius. Paths both large and small litter the Valley, and one could spend days traveling this maze of stone and white fog without ever seeing another living creature. Specters are the primary entities found in this Reach, though there are said to be stronger and more dangerous beings hidden deeper in.

Locations
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Desert of Souls

This ominous-sounding Reach was named by a poet who likened the pearlescent white sands of this desert to the color of the mortal soul, a rather romantic take on what others describe as a dessert made of bone dust. Skeletons and skulls of all forms litter the desert, being covered and uncovered continuously by the frigid winds that blow constantly in this area. The Desert of Souls is just that, a dessert made of pure sand and bone for as far as the eye can see. There is no sun in the sky, instead of a black orb that radiates a cool grey glow that is just barely enough to see by. This Reach possesses the most creatures of flesh, some taking the form of fish made of ripped flesh and bone that swim the desert like a shark in the ocean. From time to time large storms uncover buried monuments or temples, some of which are said to contain ancient treasures.

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The Forgotten Kingdom

Just as it sounds, this Reach looks to be the remains of some ancient kingdom. A great forest of black trees are overgrown with vines, and no life of any kind can be found. The same dull grey fog hangs here as everywhere else, but a faint greenish tint fills the air from where the sun normally shines. At the center of this reach is a large castle, many times taller than should be possible. Its great walls are crumbled and broken, and dark figures can be seen patrolling the walls. What exactly exists in this Reach no one is certain, for none who have ventured here have ever returned.

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The Expanse

Only a small handful of people have ever been to the Expanse, and each and everyone has returned mad. It is described as a great emptiness, devoid of scenery, of creatures, and of light. The ground is perfectly level, and the fog itself seems to glow, providing the only source of light. The direction is impossible to determine, time becomes just a concept. No one is sure what creatures abound here, but those few who could still speak described seeing things so inexplicable that the language of mortals cannot hope to describe them properly.

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The Monument


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The Monument is more of a rumor than a confirmed entity of the Haunted Reaches. It is said to be the ruler over this layer of the Warrens, and its form is of something so beyond the graph of mortal comprehension that the mere sight of it can drive one insane. The myth suggests that the Monument itself poses no direct threat to those who encounter it, and some claim that one can even communicate with it. Its origins are a mystery, its goals unknowable, but it is said that it knows things that are lost, things that are hidden, and things that should never be spoken. There is no known way to find the Monument, but if it wishes to find you it will do so, no matter where you are in the Haunted Reaches. Some say it can even reach beyond to other layers of the Warrens as well. Those who are sought after by this being are advised to heed its summons but to refrain from asking it questions. The Monument always answers, but the answer is not always one that a person can understand, and for somewhat they hear strips them of their senses as they unknowingly touch upon a truth that no living creature was ever meant to learn.

Though it is unconfirmed, it is believed the Monument can directly summon a person through their dreams, pulling their consciousness into the Haunted Reaches. Scholars treat this claim as mere speculation, as there are no reports of anyone actually being summoned in this way. The older citizens of Kalzasi though see it differently. They say if you know someone who has ever died in their sleep in Kalzasi, even though they were young and fit, then they were summoned by the Monument and have gone to join it in its domain in the Haunted Reaches.


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