Active Player Characters

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 Nas Dac was born to a small congregation of Strix within a particularly arid mountainous region of the Old World and took her last name from the group of Nightgliders who had joined the group for safety from the generally unforgiving landscape. The living structures that those Strix lived in stretched deep into old dwarven ruins, and traversing into the depths became a bit of a coming of age for the group of sky-inclined peoples. Nasdac, along with a group of her peers, descended one day to prove themselves and distract them from their generally pleasant, but idle, lives. The experience was eye-opening, as the twisting tunnels and intricate stonework boggled the mind and confused the senses.


It was not all alluring though, because before the group had known it, they had treaded a little too far into the tunnels and could not determine a way out. Claustrophobic and foolhardy, Nasdac pushed ahead, and promised to go searching for an exit. She had initially believed her night-vision and initiative would miraculously provide her with the tools needed to breach the surface, but as it was more likely, she continued to delve deeper into the ruins. The caverns became more unfamiliar, the stonework older and malformed, and the tunnels increasingly tighter. And then, an opening. Nasdac pushed past the hole she would certainly not be able to go back through, and discovered the chamber she was in contained the workings of a workshop, although many of the items being studied were old and broken. Grabbing a few manuscripts that detailed the construction of what was called a firearm, she continued to search for an exit.


Stumbling up to the surface took longer than she had planned, and night had fallen. In a stroke of good luck, she had emerged a few miles away from the entrance, and arrived back at the mountain home to see that most of her peers had found a way out of the cave. Keeping the blueprints/manuscripts close to her, she became familiar with every part of the subject it described, and even went so far as to crudely replicate it after several years of studying. She parted ways with her mountain home to search for similar artefacts, with the intent to return home with her findings.


After a few months spent searching and varied luck exploring the world outside, she returned to her village only to find it had been subsumed in a regional conflict with the expanding human civilization that had pierced the valley and were slowly moving closer and closer to the mountain. They came in the name of peace, and yet the emissaries sent only seemed interested in the ruins the Strix group sat upon, and the possible discoveries found in their depths. At 20 Nasdac took up the struggle and put her firearm knowledge to work but found herself maintaining the lives of her peers rather than being the first to get into skirmishes with the opposition. She practiced field medicine and stole supplies from nearby settlements with a quickness, and earned a title for herself among the populace. Eventually, the fights fizzled out, and resistance faltered, and Nas Dac was forced to split town at risk of death to her and her peers. It is then that she travelled to the New World in the hopes of finding an easier environment to live in, away from the constant warfare that her previous land was steeped in. 

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Entity list

TheNinjaPhilosopher 15 hours ago
Ainsgow 1 day ago
CarbonLoop 1 day ago
Unknown 1 day ago
TheNinjaPhilosopher 2 days ago
TheNinjaPhilosopher 3 days ago
Ignis 4 days ago
Gray Scale 1 week ago
Gray Scale 1 week ago
Unknown 1 week ago

NPCs

Locations

One of the Draxie Sprites, Lady Nacrea is a Fey Châtelaine who rules and protects Dreamwaters under Lord Attys. She is possessed of draconic features - including iridescent scales, wings, horns, and a tail - and brilliant colourations. She has heterochromatic eyes - one purple, one orange. 

Nacrea is adorned in shiny bells and glistening fruits, a leafy skirt, a purplish vest, and a wide-brimmed witchy hat. All manner of herbs, mushrooms and similar natural components is strapped to her belt and her hat. 

She is has a mischievous demeanour and a knack for pulling pranks, though all of them are mostly harmless; as a result of one such prank, she was betrothed to Zinlynndise Imare, though the two decided to go on a date first, and then remain just friends. She can be hyperactive, fluttering about often and never staying in one place for long.

Her Familiar, named Nector, shares this trait, but displays it with even greater intensity. He craves all things sweet, and is quite independent, able to leave her presence for extended periods of time. Nector resembles a colibri bird with draconic features. 

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Just like her Draconic forebears, Nacrea enjoys treasures, which she hoards within her home. She also indulges in tasty food, occasionally hosting feasts in her crumbling 'manor'.

She is a skilled spellcaster, able to turn invisible, fling sparks of fire and light, defend her home with powerful protective charms, and conduct complex Druidic rituals. She was seen using a wand of Tree Stride. 

Nacrea was encountered in her lair during the quests A House of Cards and Wildest Dreams; and in First Landing and Meridian, during Taste the Rainbow.

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The Temple in a neutral zone between Eleutheria, the territory of Lord Attys, and Avilion, the lands of Lady Vesper. It is located on a small island in the middle of a large lake, on the Continent. It was first discovered during the quest A Sphere? Oh Dear, since it can be accessed by traveling through a portal in the Elemental Portal Shrine.

This structure holds significance for the local Fey, since it seems to be related to their worship, or at least veneration, of the 'Two Suns' - Attys and Vesper. The Temple stood here before this however, though nobody remembers what it was used for originally. Whether it was ever related to the sun-revering religion of the Radiance remains unknown.


Appearance

The inner chambers of the Temple used to be torn apart, one half trapped on the Shadow Plane, the other in the First World. The first party to discover it managed to retrieve both halves, return them to the Material Plane, and join them back together to restore the Temple. These inner chambers weren't accessible from the outside until this happened - in fact, nobody knew about their existence. Where a door connects them now, there used to be a wall with a mural


Upon stepping through the portal in the Shrine, the traveler finds themselves in a small pool without the twelve slots around it. Within their reach is a semi-circular parapet that curves outwards to surround a bigger, deeper, crescent-shaped but ultimately mundane poolThis entire architectural composition is within a slightly oval room that extends into a short corridor. In that spot of transition, there is a beautifully crafted statue of an armoured knight. One half of it features intricate patterns reminiscent of swirling shadows which coil and slither around the mirror-gems. The other half is decorated with tendrils of greenery, etchings of flowers that none of you have ever seen, engravings of the sun and winged beings.


Similarly to the statue, one half of the Temple is verdant and colourful, brimming with primordial life; the other half is stern, sterile, black-and-white, but reflective and glimmering due to the hundreds of mirrors of all shapes and sizes that litter the walls and the floors. Both of these sides are bleeding into each other in the middle.


In the corridor, there is a tree growing on the wall and ground next to the exit; it doesn't look like anything from the Material Plane. In the boughs, there are treasures, bundles, hammocks, baskets of odd fruits, smooth hanging rocks that could serve as tables, ladders made of vines and entwined roots. There is also a lot of mistletoe around, as well as oddities such as colourful beads, pieces of fine cloth in different patterns, and miscellaneous bits of armour of all shapes and sizes. Sparkling particles hang in the air - pollen, most likely. Sometimes, its overpowering smell and texture when inhaled can make one a bit nauseous.


Next to this tree, on the left wall of the corridor, there is a decorative arch that doesn't actually lead anywhere. It is suffocated by plant growth, and used to serve as a gateway to the First World - or maybe still does. Above it, in an ancient version of Sylvan, there are words:

There is no light without shadow to shine against. Knock, and we will open. Ask, and we will ask. Answer, and we will answer.


On the opposite side, among all the other mirrors, one stands out as larger, more detailed and intricate. It used to serve as a gateway to the Shadow Plane - or maybe still does. Above it, in some odd kind of forgotten dialect of Aklo, there are words:

There is no shadow without light to cast it. Show us your true selves; show us what lingers in your inner darkness when you let it outside. 


Between the archway, the large mirror, and the exit, there is a lantern. The exit itself leads into a smaller, rectangular chamber. The left wall is on the east, and features a small shrine dedicated to the rising sun. The right wall is on the west, and this shrine is dedicated to the setting sun. Both seem to be tended to occasionally. The southern wall is where one can exit the Temple. 



Inhabitants

Marsyas the Satyr tends to the Temple, specifically the eastern shrine, as the Eleutherian envoy. Alongside him is an invisible creature who sticks to the shadows, Ombretta; she is the envoy of the Golden Barony, and she presumably tends to the western shrine. 


With the Temple restored, Xamak / Kamax from the Shadow Plane was finally released from his prison. He usually lingers around his mirrors, or within them. Elgie and Beety from the First World also live here now, since their home was forced back to the Material Plane. The tree in the corridor is where they can usually be found. 

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