Ryslig Helpers (
ryslighelpers) wrote in
monsterdata2015-08-18 05:17 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
LOCATIONS (LAND)
◉ NAVIGATION ◉ LAND ◉ WATER ◉ PLAYER▼
◉ MEME◉ OOC ◉ NETWORK◉ MAIN◉ LAND ◉ WATER ◉ PLAYER◉ NAVIGATION▲
SKIP TO A MAP VIEW
![]() Original map design by | |
![]() The human population in Bavan is largely friendly towards monsters, although some communities take that “friendliness” to an extreme. Monster-themed costume parties are not out of the ordinary, nor are restaurants that serve imitation human flesh. This obsession has a darker side: a few monster poachers roam the city, attempting to steal body parts for medication, rituals, and even trophies. The city is the location of the Multiversal Museum. This building appeared out of nothing in North Bavan and contains museum exhibits dedicated to each and every monster resident's home world. Exhibits disappear when monsters disappear, and pop up when new ones arrive. There is no staff, but everything is clean and well-maintained. A player-maintained list of exhibits can be viewed here, and can be submitted to here. East of East Bavan, a series of technicolor billboards direct onlookers to the Mall of Bavania. It sprung up seemingly overnight in the April 2021 fog. Inside are the typical mall chain stores, department stores, and a fabulous array of carnival rides making rounds with empty cars. Currently, no one knows who funded it or where it came from, and the only inhabitants of its neon-fantasy-corridors are the Safety First Mannequins, who are ‘programmed' to protect their goods and punch anyone who tries to start a fight in the mall. Bavan also has a series of abandoned subway tunnels enchanted by the Fourth God. Any characters who enter will eventually be struck by visions, either of home or of an idealized “paradise” they'd prefer over Ryslig. RELIGION: Bavanians are quite varied in their worship, but most are not particularly religious or devout to any god. Many celebrations that originate from Day/Night worship are seen as secular by the general population. MONSTER TOLERANCE: Mixed opinions. Most are hospitable towards the new arrivals, if not out of curiosity then out of fear of being devoured. HUMAN POPULATION: About 7,452,000 humans. KNOWN FOR: Flashy entertainment (TV, movies, radio, music), high-flying business tycoons, booming industry, department stores, restaurants and bars, sensational journalism, baseball & basketball. MAYOR: Richard "Dick" van Smithe (Monster tolerance: High) ![]() After a period of conflict, the town was split down the middle. North Vandare is “monster-free,” and any monsters that cross the border are liable to be shot, imprisoned, or worse. South Vandare is monster friendly and shares cultural similarities with Bavan. Despite the booming economy, in the rare instances that groups of new arrivals show up in the city, they are generally sent to the poorer district of town unless they can gain favor with some of the more prominent citizens. Still, Vandare has a wide variety of facilities from bars to theaters to hospitals, should a monster find themselves in need. (Speaking of hospitals, South Vandare is also home to a large, flesh-covered hospital that will digest anything that gets too close to it. Yikes.) Underneath the city of Vandare is the more technologically advanced, underground city of Haftesal. It can be accessed via a dedicated tunnel. RELIGION: Somewhat religious and worship both the Day and Night gods equally MONSTER TOLERANCE: Locals are violently distrustful in the North, but in the South monsters are more widely accepted. HUMAN POPULATION: About 289,000 humans. KNOWN FOR: Fishing, Hydropower, Hospital tools, Metal works. MAYOR: North Vandare: Human NPC (Monster tolerance: Very Low), South Vandare: Human NPC (Monster tolerance: High) ![]() One day, the ground beneath Vandare split open and revealed the city below. It was discovered that new people had moved in and begun to rebuild. Ruins of old buildings were reinforced and repaired with hasty wiring and patchwork brick, derelict pavement was cleared of as much old debris as possible, and greenery could be seen sprouting from cracked asphalt, helped along by the UV-emitting street lamps. The city's advanced technology makes up for the small working population. Construction never seems to cease. Many of the humans that live in Haftesal found shelter in the underground city as a sanctuary away from the threat of monsters and constant monthly crises. In order to try and keep the Fog's influence out of the city (and to avoid being buried by her again), the city employs a group of people called the Clean-Up-Crew (or the CUC), who displace the Fog using vacuums and pump it out above the surface. It's a constant battle against the elements of nature. While Haftesal is technically governed by an elected council of officials, the true leaders of this community are the board of scientists that oversee the infrastructure of the city and make efforts to constantly improve the lives of the residents. Their results are...mixed, but most of them seem to have good intentions. At least, we hope so... RELIGION: None. MONSTER TOLERANCE: Mixed. Generally welcoming of most monsters, especially those associated with the Fourth, but security officers scrutinize those who sing the Fog's praises. HUMAN POPULATION: Approximately 5,000 humans. KNOWN FOR: Scientific inquiry, medical research, rare deep-earth minerals, experimental technology MAYOR: N/A (elected council) ![]() Then the Fog God summoned her monsters. The Rotans were pushed to try to eradicate them, resorting to incredibly cruel methods, and in the end the town burned. It was only thanks to monster efforts that some of those who were bystanders or dissenters survived. Rota as it is now has recovered from the tragedy, the homes rebuilt or patched up where possible. Another group arose from the ashes, inspired by the help monsters offered them: the Tågevalgten, or ‘fog-chosen,' as they call themselves. They dedicated themselves to a Fog-guided lifestyle, including cannibalism and heavy body mods to resemble monsters. However, following the death of their leader, very few can be found in the town anymore, with most just trying to make a living following the dissolution of the cult. They tend to the vast farmlands surrounding their town. RELIGION: Split. The remaining Tågevalgten all worship monsters and the Fog God. The more elderly inhabitants, far from the reconstructed town center, still pray that the Night God will make a return. MONSTER TOLERANCE: Open acceptance and reverence towards monsters. HUMAN POPULATION: About 200 humans. KNOWN FOR: Farming, priests, ancient studies of the gods, the riots, the pit, the scattered remnants of the Tågevalgten. MAYOR: None. ![]() Kulenians tend to reject trade with other places and are hesitant to accept new technologies. However, they have a large store of supplies and resources that is guarded day and night by volunteers. Their economy is mostly communal and not a lot of money is spent on luxuries. Lake Minska borders Kulen, and residents of the village often fish there. Outsiders are politely discouraged from fishing in Lake Minska without a permit; and swimming and other recreational activities are forbidden, and so far they have barely interacted with the monster population, keeping the town's gates well guarded. Close to Kulen lies a mysterious system of small, underground tunnels. These tunnels are home to the famed 'Kulen parasites', aka the hive. "What the shit???" Residents of Kulen tend to avoid it, though some may on occasion leave an offering of fried food outside the entrance. RELIGION: Very religious and tend to favor the Day God MONSTER TOLERANCE: Mixed. Some pity monsters, but few accept them. HUMAN POPULATION: About 8,000 humans. KNOWN FOR: Day priests, parasites. MAYOR: Human NPC. ![]() The houses and buildings haven't been tended to in quite some time but are still habitable. Moving into this empty town isn't recommended, though. People throughout the rest of the peninsula will actively avoid going there. The children have stories that no one stays a night in Dyster and lives to tell the tale, and that the mirrors in Dyster hold the spirits of former residents. Monsters who have sworn to follow the Fog God can visit the city and interact with its ghostly residents without fear. (See the version of Dyster in the God Locations section for more details.) RELIGION: N/A MONSTER TOLERANCE: N/A HUMAN POPULATION: None KNOWN FOR: Ghost town MAYOR: All hail the Fog God. ![]() However, after monsters attempted to regrow life into it, it was discovered that there was a curse of the Day God sealed within. Unsealed, the forest grew violently over the entire peninsula - to fix this, it had to again be trapped and killed. Now the place is... odd. While all the plants are clearly dead whenever someone is around - but for the intermittent growths of nightshade - they seem to regrow in different configurations whenever nobody's eyes are on them... it makes the place near-impossible to navigate. The Silent Forest is a popular destination for young adults from Bavan who spend the night there as a rite of passage, but most of the locals prefer to avoid it... NOTABLE HABITANTS: N/A NOTABLE CREATURES: N/A ![]() Every inch of the cave wall is covered in layers of an indecipherable script. It's madly scrawled across the rock, frenetic and desperate. In some places it even seems to have been written in (now dried) blood. Rotting rope can occasionally be found and despite the lack of corpses, the air still reeks of rotting flesh. CURRENT OWNER: N/A NOTABLE CREATURES: Giant Crabs (see the water areas.) ![]() How the fire is kept constantly alight, its brightness and the fact that monsters can feel its heat and light make them uneasy is a secret that the couple does not really seem like sharing. In fact, it's better not to try and step where they live, they are known to be quite trigger-happy when it comes to protecting their land and lighthouse. CURRENT OWNER: Lighthouse Couple NOTABLE CREATURES: N/A ![]() NOTABLE HABITANTS: Mana NOTABLE CREATURES: N/A ![]() NOTABLE HABITANTS: N/A NOTABLE CREATURES: N/A ![]() One housing an elaborate mansion for one of the more prominent members of the high society of hunters, the house has since been sold off to a group of merchants who plan on renting it out as a tourist destination. However, their plans were quickly thwarted by the presence of the native megafauna--salamander-like kaiju with the ability to induce intense dreams. After an incident in which the mother kaiju raided the main peninsula to recover her young, the island was branded a wildlife sanctuary in the efforts to prevent future catastrophies. Monsters are free to visit the island and observe the creatures from afar. NOTABLE HABITANTS: N/A NOTABLE CREATURES: Brasarian Skinks ![]() NOTABLE HABITANTS: N/A NOTABLE CREATURES: N/A ![]() NOTABLE HABITANTS: N/A NOTABLE CREATURES: N/A ![]() The Strand's Watch Lighthouse lies near the southernmost part of the cove, long abandoned although legend has it that the light still comes on when the fog rolls in. NOTABLE HABITANTS: N/A NOTABLE CREATURES: N/A ![]() NOTABLE HABITANTS: N/A NOTABLE CREATURES: Monsters ![]() These days, the mountain is collapsed. It's nowhere near so tall or hard to climb, but natives still refuse to go near it - besides, the footing is treacherous, thanks to the storms and the collapsed remnants of all those holes... Lake Fors is within its vicinity, and is so salty that almost nothing lives there except a few bottom-feeding creatures in the very deepest area. NOTABLE HABITANTS: The Mountain King's ghost (or so some say) NOTABLE CREATURES: N/A ![]() The Haftesal scientists have set up a safety line (similar to those used in Antarctica for navigation during storms) for people to set out on their own expeditions about a mile out into the wasteland to the northeast of Ryslig. When heading out, one must follow the appropriate safety precautions to avoid being lost. It's still a very dangerous journey to make, what with the mutated monsters and creatures out there, and exposure to the fog there will make a monster very hungry. The scientists will emphasize that expeditions should be for the purposes of gathering information, whether it be scientific, anthropological, what have you. But remember, one cannot stray too far from the safety line, or death is certain to follow. NOTABLE HABITANTS: Feral, ancient monsters NOTABLE CREATURES: Mutated animals ![]() One thing's for certain: this is not the same Dyster one can simply walk into by heading south east from Bavan. The buildings here have been mended- or perhaps they never fell to ruin in the first place- and the streets are bustling with residents. The people here don't seem quite dead or alive, but they treat any follower of the Fog like royalty, and they will eagerly accept newcomers into their fold. Come stand by the warm bonfire, or walk through these cozy streets. The residents will hand out new, clean clothes to those who are in a poor state. And if their monster visitor is hungry? They will provide them with a more than willing human sacrifice. Once the meal has concluded, any leftovers will vanish and the ghostly revenant will simply reappear outside their home. No hard feelings! This method of feeding will calm hunger for a little while, but not indefinitely. Those who stay for periods of time in the city may feel an unnatural loyalty to the Fog God and her cause, to the point of worship. Characters can leave by using the key against any door in town, and return to where they had first entered. NOTABLE HABITANTS: The Fog god, about 1000 'humans'. NOTABLE CREATURES: None. ![]() They will arrive in the grand atrium of an enormous mall and entertainment complex, all in glowing neon and glassy linoleum. Technology from various different time periods is available here, up through the early 1990s – matching the day-glo transparent-plastic aesthetic. The TVs and video games, film reels in the giant-screen theater and ballroom-sized-ball-pit balls, cannot be removed from the complex, which rivals Dyster in size, and the only shop fronts with merchandise seem to be the food court, which is free, and run by robots. It's a significant upgrade from the seedy arcade it was, before October 2022 gave the Fourth God a boost. However, the same set of large red curtains can be found, behind which lies a sterile looking room full of seated humans with strange visors who will not respond to any sort of stimuli. There is a large basin towards the back filled with water, and any time a human is killed or fed on a robot will enter and clean the area. This method of feeding will calm hunger for a little while, but not indefinitely. Those who stay for periods of time in the Arcade may feel an unnatural loyalty to the Fourth God and his cause, to the point of camaraderie. Characters can leave by pressing the card against a door and return to where they had first entered. NOTABLE HABITANTS: The Fourth God. NOTABLE CREATURES: Security robots. ![]() A cave, thirty feet high, yawns in a rock-face that is capped with a copse of the tallest trees seen alive: jagged bits of stone hang from the top of the entrance, giving the unsettling impression of teeth. Anyone who enters will find that the first cavern is safe: dry, smooth-floored, wide and tall as a chapel. The tunnel at the back of the cave is smaller, damper, the mineral deposits leaving its sides slick and pale. Stalactites reach from the ceiling, not far enough to impede progress but enough to make the space feel close, the air thick. Fog envelops anyone who goes there, tickling their face and entering their lungs whenever they breathe. The next space is cavernous again, and great tree-roots hang from the ceiling in place of stalactites. The floor here is a great, flat wheel. It is immense, seventy feet across if it's an inch, made of an inky black metal that seems to absorb light rather than reflecting it. This is the sacrificial altar. The spokes reach all the way to the cave walls, parts of which are covered in an organic lattice of roots, while other parts have crumbled away to reveal even more narrow tunnels. These lead further underground, to damp rooms with strange, undecipherable markings on the walls. Those who proceed even further down will find a small, still lake. The sound of drips echoes through this cavern as water falls from the ceiling with a slow, steady rhythm. NOTABLE HABITANTS: The Fog God. NOTABLE CREATURES: None. ![]() Indeed, it has been. The Cube is a sparring arena created by the Fourth where death is not permanent. Need to settle a grudge? Wag your finger at a villain? Spar for fun? This is the place! Not only that, the Cube has holodeck-like rooms in which you can simulate having your 'normal' body again, pre-monstering. Careful you don't stay too long, though... NOTABLE HABITANTS: The Fourth God. NOTABLE CREATURES: Security robots. ![]() Formerly a popular destination for hunters and campers, Lager Woods covers a large enough area that even before its corruption by the Fog God people were been known to get lost there for days if they weren't careful. There have been reports from campers of childlike laughter being heard deep in the woods after dark. The heavy, permanent fog no longer covers the entire wood - only random portions of it. But it seems unusually easy to accidentally wander into one. Whispers of secret desires can be heard through the trees, but the source of the voice seems impossible to locate. Shadows skitter through the mist, and if looked at take on the form of a deep rooted fear of the one unlucky enough to see it. A feeling of fear or paranoia permeates the air, growing worse the longer someone is exposed. Faces are obscured or replaced by nightmare versions making it difficult to identify others here. Hunger seems to grow quicker here and inhibitions are lower. The only ones who don't seem to be affected in these forever-fogged areas are the followers of the Fog God herself. NOTABLE HABITANTS: Fragments of the Fog God. NOTABLE CREATURES: Talking man-eating plants (They) ![]() However, the park is not simply 'dead'. In an attempt to revitalize it, Reira scattered algae across it, and stolen power from the fog was used to make it grow. The result is that Central Park is now a realm of alien growth, with 'trees' and 'grasses' that glow due to the fiber optics from Reira's algae wool. Since its permanent establishment, Reira has taken great care to mark off the various trails of the park that are 'safe', and removed as many small electronic sources (ie Lampposts) as possible, allowing Bavan's inhabitants to use it with relative safety (though it can be unpleasant for liars). NOTABLE HABITANTS: Fragments of the Fourth God. NOTABLE CREATURES: None. ADDITIONAL INFO: The result of Nightfall, which was followed by Reira's work as described above. ![]() Should anyone dare to look closer, they may end up spotting familiar names on the crumbling tombstones. These are the monsters who once roamed the peninsula, now returned to the Sea of Stars. Their legacy is immortalized here forever, etched into worn stone as if their grave has been here for decades already. NOTABLE HABITANTS: Fragments of the Fog God. NOTABLE CREATURES: None. ![]() One thing is strange, though. There's no staff. Who owns this place? The answer may surprise you. This was once part of Elias's god domain, the Arcade. However, as the Fourth gained more power, so too did the true Arcade grow in size behind the scenes. When Fog-aligned monsters attempted to invade and vandalize the domain, this front section was detached from the grander halls beyond. Now, what was once only accessible to humble followers of the Fourth is open to all, be they human, monster or otherwise. Just bear in mind; this place still belongs to Elias. Friends are welcome, but anyone who steps out of line may suffer consequences. NOTABLE HABITANTS: Fragments of the Fourth God. NOTABLE CREATURES: None. |
♦ THE CITY OF VANDARE ♦ THE CITY OF HAFTESAL ♦ THE VILLAGE OF ROTA ♦ THE VILLAGE OF KULEN ♦ THE RUINS OF DYSTER ♦ MOUNTAIN CAVES ♦ VANDARE LIGHTHOUSE ♦ THE ISLAND OF TUNN ♦ THE ISLAND OF BRASA ♦ THE ISLAND OF LEDIG ♦ THE ISLAND OF HEMLIG ♦ PLAGA'S PEAK ♦ THE WASTES ♦ THE ARCADE ♦ THE MAW ♦ THE CUBE ♦ LAGER WOODS ♦ CENTRAL PARK ♦ THE GRAVEYARD ♦ PUBLIC ARCADE |
◉ MEME◉ OOC ◉ NETWORK◉ MAIN◉ LAND ◉ WATER ◉ PLAYER◉ NAVIGATION▲