Location The Caverns

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An undead citadel created before the cataclysm, Sahova is devoted to all kinds of magical research. The living may visit the island, if they are willing to obey its rules. [Lore]

The Caverns

Postby Mirage on December 20th, 2012, 2:41 am

The Caverns

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Beneath the great CItadel of Sahova there stretches miles of treacherous and dangerous caverns bellow. Caves and tunnel carve deep into the heart of the island, creating a maze like chamber of stone and darkness far from the light of the world. At present there are 45 known levels to these stretching and twisting passage ways, but only the first 15 are actively used.

The main entrance can be found through the Dungeons, but dozens of secret or hidden passage ways to the caverns can be found throughout the Citadel, in the Testing Grounds and even dotting near the Docks and outcroppings of rock all around the island. Many of the levels after the 15th are filled with toxic gas that is deadly to the living, but it is said that these deeper caverns and caves are the final resting place of many of Sahova's greatest works of war. Magecrafted items, lost types of golems and other such treasures are said to be hidden within the darkness, simply waiting to be rediscovered by some brave soul.

The Caverns are also home to any number of strange and failed experiments cast down into the darkness by their creators hoping to be rid of them. All the creatures here are twisted and distorted, having large eyes and long fingers adapted for living in constant darkness. While many are simple scavengers, there are some that are ravenous, blood thirsty and simply dying to sink their teeth into the next fleshing they find.

Levels 1-15

These levels are home to most of the personal labs belonging to the Wizards of the highest rank whom have proven their skills and worthiness to the leaders of Sahova. In return for furthering their research these Wizards are given labs where they might find solitude and seclusion for as long as they like.

Lanterns and torches light the halways, and illuminated arrows upon the floor or walls indicate directions to each lab and every exit. This area was designed for easy navigation of Sahova's residence, but in an instant the lights can be extinguished and the arrows put out in the case of an assault. The corridors then become a dark and twisting maze that seems to make no sense and where even direction can be lost.

Lab 1-B (Furugudjunn)- This lab belongs to one Catrina Nort, resident expert in Herbology who has earned her fame through her works of Alchemically modifying plants.

Lab 5-Q ("Hidden Truths")- Hypnotic expert and renown master of Auristics, Grombard Shrag works hard to further develop the most efficient means of interrogation using the magical arts

Lab 7-M ("Elements Sanctum")- Roknus Malestrom stands at the height of reimancy research in Sahova. His lab is isolated from the rest on this level, for their own safty

Tears of Uldr- A Temple devoted to Uldr found on the 11th level of the Caverns.

Lab 13-J (Artifact Research)- Research into ancient magical artifacts, their origins and purpose, and the creation of new artifacts

Lab 15 (Randjaqabase)- Home to Kromby and Filch, two nuits who, along with their numerous apprentice and labor hands, designed and built many of the Golems of Sahova

Deeper Levels

Once one passes from the 15th level to the 16th there is a noticeable change. No lights or torches can be seen driving away the darkness, and the glowing arrows only indicate directions back to the exit leading to the level above. After the 20th level the arrows stop completely, and anyone brave enough to traverse these caverns should have some way to return to the well directed path, or be lost below the Citadel for all eternity.

Laboratory of Erikus and Erikur

Snake Pits

Milton Draunbrach :
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Race: Nuit

Skills:
Reimancy - 95 (Specializes in moving the earth - water, sand, mud, rock, lava, coal, etc.)
Cartography - 82
Stealth - 45
Spelunking - 76
Geology - 48
Architecture - 75

Milton was one of the many wizards who "volunteered" to assist in the ARMED project. His specific role was to assist in the creation of the catacombs beneath the city. It was construction, simple enough, but soon it was discovered that Milton had a uncanny knack for understanding the world beneath the surface better than any of the others who were sent below to delve deeper into the skin of the world. Soon, after cave-ins, overgiving disasters, and unexplained disappearances, Milton was given the title of "Gravedigger", the only Nuit in the entire city who not only willingly but happily continued on in the catacombs alone after Mashaen saw fit to remove those left from the project to reallocate them in positions better suited to their individual skills.

Hundreds of years beneath the city and island of Sahova, rising up out of it only to perform jumps into limber bodies of children, Milton has developed many different quirks that make other Nuits regard him with extreme unease. Currently the un-official "guide" of the world below the 15th level, Milton allegedly has mapped out the entire catacombs below. Rumors even circulate that he created the majority of them, meaning he and he alone is the only living (or currently unliving) creature to ever have that sort of knowledge. Of course, none have ever seen his maps or been able to definitively confirm the rumors of his magical endeavors, but should such a thing as "Milton's Map" exist, the finder would suddenly have access to just about everything in Sahova.

Though the only Nuit in Sahova able to relatively safely escort someone through the twisting labyrinth of rock and poison, only a few have ever been brave enough to enlist his aid. Of those few, even fewer have returned at all, usually sporting some sort of injury ranging from the gentle maim to the loss of several limbs and one mind. Those who were able to tell the tales of their foray all have one thing in common: when danger arises, Milton is no where to be seen. Some have speculated Milton to be a devious, sadistic sort of fellow, luring the creatures of the depths towards those he's meant to help and watch with gleeful gaze at their gory interactions, while others shake their heads, knowing full well the peculiar Nuit probably just ran at the hint of danger. One does not survive hundreds of years in the cavern by brute force and homicidal rampages. It is done through stealthy foresight and a firm knowledge of the layout and population of the world around.

Very rarely will Milton ever speak. His bodies tend to be lithe and limber, Symenestra whenever possible. The spiderlike race suits him well, allowing him to nimbly traverse the underworld. His voice, when used is nothing more than a whisper, a gentle, sinister breeze beneath the dirt of the city above. Should any be brave enough to seek him out, Milton awaits: silent and calculating, to lead the adventurer towards only Milton knows where.

Credits to Meville Brightshade for the NPC creation.
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Mirage
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