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Post by giantfiredog on Feb 8, 2023 18:12:22 GMT
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Post by giantfiredog on Feb 8, 2023 18:14:04 GMT
ESSENCE SPECIFICS
Expanded Lore
Essence is the system of magic for Dark Essence. Essence is a glowing, liquid substance that is harvested from Essence Wells, or 'Leylines' as they are often called. Essence defies most normal physics— It is always very hot to the touch, and seems to be incapable of assuming a solid form (Though it can assume a gaseous one in rare instances). Essence, being hot as it is, can cause burns with direct contact. It was later discovered however that flesh burned by Essence retained a magical signature, and through that discovery the practice of Etching was born.
Lantern was founded upon a very large Leyline, which is why it has access to so much Essence for technology and etchings. Leylines can be found across the landscape, many even being exposed to the open air. Be cautious around them though, falling into one will be fatal.
Another curiosity is that scientists have discovered trace samples of Essence in the bodies of slain monsters, which explains how many of them have powerful magical abilities. This has been puzzling, since Leylines are far too dangerous to be able to drain power from it, and Etchings have absolutely zero hereditary effects, retired Hunters have perfectly normal human children. There are multiple varying theories, but most of them agree that there must be some other way of acquiring Essence than from Leylines.
Sigils
Etchings are limited in their power, you often can't accomplish very flashy things with Etchings alone. That's where Sigils come in— Sigils are pretty much 'special abilities'. They are much more powerful, but have a limited number of uses per mission, so be sure to make them count.
Sigils do not need to match your Etchings 100%, you can branch out to adjacent elements such as having a Light Sigil or a Lightning Sigil to accompany your Fire Etchings. However, if your Sigils DO match your Etchings it will be more powerful and can probably be used more. It's basically a decision between adaptability and potency.
Each arm can have up to three Lesser Sigils (One on the shoulder, bicep, and wrist respectively) that can be used as long as you aren't too Exhausted (Click HERE for info on Exhaustion), and each arm can have one Greater Sigil (Located on the palm) that can only be used a limited number of times per mission.
Doubling Your Arsenal
If you save up enough cash, you can invest into a second set of Etchings on your other arm. These can be a completely different element from your initial Etchings, and grants you access to up to four additional Sigils, so getting your second set of Etchings is a very big milestone for any Hunter.
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Post by giantfiredog on Feb 8, 2023 18:30:16 GMT
LANTERN SPECIFICSWelcome to the grand city of Lantern, the last light in a dying world. Our city is a megalopolis of incredible scope, housing many millions of people within the safety of its walls. Our city is a place of expansive industry buried deep beneath the fancy lights and comfort of the surface city. At the heart of Lantern lies the working class, toiling away at gritty machines and dealing with latent pollution that is trapped from escaping to the surface. The hydroponics are expansive, but still limited, forcing the many people in the underground slums to ration out food and luxuries. Life in poverty isn't necessarily one of repression, it is rare that there is any enforcement deliberately trying to crack down on the populace, but the gap between the undercity and the overcity is simply too large for most to make the transition. There is still culture deep beneath the surface, festivals occasionally held with dancing firelight and the rare bout of indulgence. Artwork formed of rusted, useless machinery is common, and it's not uncommon for children to play around the steamworks (When their parents aren't looking). That being said, the lack of law-enforcement and the presence of culture does not make life any less tough. There are multiple gangs that take advantage of the lower degrees of law enforcement to gain power among the massive gears and dusty tunnels. Some people have to fight over resources, and some are in even more squalid slums than others, where starvation and death is an unfortunate reality.
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Post by giantfiredog on Feb 8, 2023 18:48:04 GMT
SURVIVOR ENCLAVES AND REGIONSRegion OverviewThere are nine distinct regions a Hunter can go to, separated into tiers that become more dangerous as they progress. Each region has a unique asthetic, challenges, and monsters to contend with. Of note, missions may sometimes be of a higher or lower danger than the region they take place in. Survivor EnclavesMost regions have a Survivor Enclave, a small society of people staking out a life in this dangerous world. Each has their own culture and history, and their own unique supplies and offers. At the start of a mission that isn't time-sensitive you may choose to pay the local Enclave a visit. Enclaves often have side quests that can be completed. Early on they may not offer many rewards, but helping Enclaves will increase your reputation with them. Enclaves you have a good standing with may give you more lucrative side quests, allow you to hire fighters to aid you on your mission, or give offers to purchase rare materials. RegionsBelow is the full list of Regions that you can visit. THE RING( Manageable) The lands around Lantern have been ravaged from centuries of monstrous attacks and excursions, resulting in dull wastelands stretching as far as the eye can see all around Lantern. Few monsters of high caliber reside here, making it an ideal hunting ground for fledgling Hunters. Expect to face a variety of lesser beasts, undead, and elementals. Enclave: LanternThe city of Lantern is the centerpiece of the known world, a massive metropolis of industry and innovation, sequestered behind its walls. Only the Hunters are allowed in or out. DUSKFALL GROVES( Risky) Grim woodlands stretch out for many many acres, the trees adorned with ever-dying leaves, some even adopting shades of wispy silver and grey. This region is rife with plantoid monsters, beasts like werewolves, spiders, and other horrors one may expect of evil woods. Expect to face a variety of beasts, humanoid, and plantoid creatures. Ambushes are common. Enclave: Shineshadow VillageA reinforced village nestled deep in the Duskfall Groves, they have steadily increased their defenses, drawing survivors from the disparate forested ruins there. The village is always beset by beasts, and there are still many, many stray survivors out in the woods. ORANT'S PEAKS( Risky) A large stretch of mountains and rocky valleys named after the zealous people that live there, in Orant's Peaks the terrain is just as dangerous as the monsters, with inclement weather, sudden drops, and low supplies weighing your journey down. Hidden within the shadows of the mountains one can find many magical monsters and beasts, such as ogres, yetis, dark mages, or wyverns. Expect to face a variety of large beasts, humanoids, and lesser eldritch beings. Watch your step. Enclave: Disciples of OrantA large fortress still stands in the peaks, inhabited by zealous warriors who see the mountains as holy. They contend actively with the vile beings that dare live in their home, and are eager to receive all the help they can get. BLOODBLOOM MEADOWS( Dangerous) A massive region of grassy highlands, the yellow grass is contrasted by the vibrant bloodbloom flowers that grow here. This location is deceptive in its danger, one could travel miles without encountering a single monster. However, the monsters that do roam these lands are massive creatures, and one can also find disparate villages populated by sentient but very hostile beings, such as vampires or cultists or goblins. Suffice it to say, if you ever see signs of civilized life here, avoid it at all costs unless you're looking for a fight. Expect to face roaming giants and great beasts. Villages contain varied sentient monsters such as vampires, goblins, cultists, trolls, or even undead. Region is relatively calm in between fights. Enclave: The Verdant CaravanThe last surviving collection of humans are constantly nomadic, in search of supplies and avoiding danger where they can. Their constant struggle with wandering titans and hostile parties makes them prime employers of Hunter services. THE ASHEN COAST( Dangerous) Along the northern edge of the continent, turbulent waves crash against the cliffs and sandbar as constant storms rage in the distance. In almost constant rain, these shores have become home to all manner of vile aquatic creatures and elementals. Expect to face many elementals and aquatic monsters. The heavy storms and waterlogged terrain makes ambushes incredibly common, and refuge rare. Enclave: Stormtide HarborThe last remnants of a once sprawling city, only a single seaside district remains intact. These survivors are in constant threat from the elements, struggling to feed their people and hold off against the encroaching horrors. THE SEA OF RIME( Perilous) Along the southern edge of the continent lies a frigid shore that is only a grim preface to the kilometers of ocean that has long since frozen over. The icy wastes stretch farther south than known maps have charted, and is home to many forms of boreal wildlife, especially near the occasional hole in the ice where sealife can be caught. Expect to face many beasts, sparse elementals, occasional aquatic monsters, and undead hordes. Frigid temperatures can be deadly to the unprepared. Do not slip into the freezing water. Enclave: Ebonfrost HarborA place that presumably was a small fishing town has since been fortified by stubborn survivors. Though distrusting of outsiders, their home offers a place of warmth for new arrivals to the frozen sea. FLAME-SCARRED BADLANDS( Perilous) Rumor says long ago this region was once full of life, but it has since been reduced to barren crags, pitfalls, and lava lakes. This place is populated by the hardiest of creatures: Dragons, elementals, and giants among the few. The land itself is a constant threat as well, so one should best watch their step. Expect to face large beasts and elementals. Extreme heat can be deadly to the unprepared. Be mindful of lava and pitfalls. Enclave: Draken HoldThe largest enclave aside from Lantern, a significant population of humans have staked a home in this lifeless waste. The town is carved into a cliff face near to a large lava lake. The Crown dislikes this particular Enclave because it isn't entirely populated by humans. It was founded with the help of an elder dragon, and said dragon still guards and governs the Enclave to this day. Moreover, several forms of non-hostile sentient monsters have also found a home there THE LOST RUINS( EXTREME) The only remnants of a city that could've matched Lantern in scope, it is a grim reminder of what may befall Lantern if the walls crumble. This city seemed to have thrived on magitech, and the latent Essence has resulted in the most horrid and powerful of creatures to flock here. These ruins stretch out both above and below ground, and are no doubt full of untold and forgotten treasures. However, the creatures here— Many sentient— Are particularly deadly to the unprepared, and you will not find any enclaves or outposts nearby to offer you aid. These ruins are just you, your team, and whatever you happen to come across. Do not take bounties to this region lightly. Expect to face mutants, cultists, and Essence-gorged monsters. Magitech automatons still roam the streets, destroying trespassers with extreme prejudice. Avoiding them is highly recommended. THE VEILED CAVERNS( EXTREME) Arguably the most dangerous region a hunter can travel to, the Veiled Caverns are a massive stretch of underground tunnels and caves deep underground, rumored to have entrances in each of the other zones if you look hard enough. In the darkness of the abyss, the most wicked and eldritch of creatures fester and lie in wait for foolhardy adventurers to overstep their bounds. There are even rumors that the shadows themselves are deadly if your light runs out. These caves are home to many biomes that some might even call beautiful— Glowing mushroom forests, crystalline pits, superheated magma chambers, and many more. Do not let the beauty of the underworld blind you to the perils however. There are no enclaves or outposts below the earth, so once you take those first steps into the darkness nowhere is safe. Do not take bounties to this region lightly. Expect to face many truly horrific creatures, especially eldritch nightmares and vicious beasts. Ambushes are highly likely. Bring a torch, and keep it lit at all costs, or else.
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Post by giantfiredog on Feb 8, 2023 19:03:09 GMT
RARE MATERIALS/MODIFICATIONSSometimes you may acquire rare materials out in the world, most often from side quests and offers in Enclaves. Rare materials are items that can be 'Distilled'. A distilled material can then be applied to your weapon, turned into a charm that grants permanent but minor effects, or turned into a powerful consumable. You can also sell rare materials you don't need, or give them to another Hunter. Distilled materials have different effects for weapons, charms, and consumables, as well as a different price when sold. As an example: Vampire Fangs (Rare Material) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Weapon Allows your weapon to reduce your Exhaustion when you kill a monster, granting more if it's a larger or more powerful creature. Charm While you have a Vampire Fang Charm, regenerating from wounds produces less Exhaustion. Consumable Vampire Fangs can be turned into a Revitalizing Potion that reduces Exhaustion by 20 per use. Can be used three times before running out. Sell Price 45 Imperial Mint. Under normal circumstances, a weapon can only have one distilled modification. Applying a distilled modification to an equipment that already has one will replace it.
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Post by giantfiredog on Feb 8, 2023 19:07:07 GMT
DEATH AND THE CHURCH OF MENDING
It's a dangerous world out there, and sometimes your character's luck runs out. However, death is not the end. The Church of Mending has a tether attached to your soul, allowing them to revive you if you die. However, death comes at a price. You will lose whatever equipment you had on you and your reputation as a Hunter will be damaged. But you are still alive, so there's that.
If you do not have enough money to get back on your feet when you revive, the Crown can supply you another standard-issue weapon, but you will be in debt. Technically a Hunter can get by using their magic and strength of body, so if you're feeling bold you can skip that debt.
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