Session 2 - The Dark World in Imaginaerium | World Anvil

Session 2 - The Dark World

Players   Hyper   Milla   Ondo   Q    

Phase 1

  A world with crystal spires that shoot out of the ground and provide the light that would normally come from the sun   There is magic energy in the world   Some people have settled on the base of the spires. They are called the Children of the Light   There are no celestial bodies or lights, no sun or moon, no stars, only darkness above.   The Light only reaches a certain distance away from the spires, and the lands in shadow are considered condemned by the Children of Light.   There is a common belief that using too much magical energy might shatter the crystals, which may or may not be true   The Children of Darkness hate the Children of Light and they have tried shattering the crystals several times   Occasionally, cthonic terrors descend from the darkness above, with alien agendas.   Both the Children of Darkness and the Children of Light consider the other side to be the mutated or genetically inferior or younger race. No one knows who came first or who is more... pure, bloodline wise. (A bit of a clarification, on what I mean, The Children of Darkness consider the light to corrupt the Children of LIght, and the Children of Light consider the Darkness to corrupt the Children of Darkness)   There are things growing in this world - plant-like things around the crystals where there's light, and mushroom-type things that grow in the darkness. Some of these are poisonous to eat   The Children of Darkness don't have any light, so they have developed heat-based sight. Their other senses are also more developed   There are ruins in the vast Dark, of ancient civilizations whose lights (and crystals) failed or faded. Some contain great, strange treasure.   In these ruins, its said there's ruins and worship of what's depicted as lights in the sky above   Some predators in the dark parts have evolved an ability to hide their heat signature to hunt the Children of Darkness, but are only able to do so for a very short while   Children of Light are pretty much blind if they go to the Darkness, but they have developed a system of communication based on seismic vibrations to send messages to nearby crystals when they are separated by a zone of Darkness.   They have no draft animals, but use crystal-shards to power crude machinery, made out of bones and bodyparts of the monsters that stalk the Dark   the Children of the Light have a little more "tech" than the children of darkness. Because of the crystals natural use as an energy source, they have more advanced magi-tech than the Children of Dark do.   Not having the "luxury" of using crystals in their tech, the Children of Darkness have developed a way to harness the random magical energies that sometimes travel between crystals, and using that as a (rather unreliable) energy source for some of their tech   With those unreliable currents, the CoDs most advanced technology amounts to a sort of weird-alien weather control/temporary terraforming by amplifying/redirecting/looping those currents   CoDs like to use this currents between crystals not only to power their tech but also the cause storms and other annoying weather on the Lightlands. In return, CoLs have developed a way to take advantage of the energy of lightnings (but CoDs don't know about it), so they actually like this weather.    

Phase 2

:   Geography, The Crystal Spires. Although its said each crystal is immortal, its been known for crystals to both die and suddenly sprout from the ground and create new Lightlands. These moments are usually sudden and devestating for everything around it, whether the crystal dies or a new one is formed.   Law: Energy spikes. The spikes of energy shooting between the crystal spires, which can be used as energy if harnessed correctly. It's unpredictable, but happens fairly often, like at least a couple of times per week. (Maybe extra strong energy spike from shattering crystals?)   Vehicle: Energy Rider. CoLs are afraid of the Darklands, so they have developed a device that "rides" the energy that is shot between the spikes. The downside is that you never know when that will happen, so you just have to wait on the Energy Rider until it happens.   Profession: Dark Rangers, users that are experts at navigating the Darklands by using the Energy rider. They are explorers, rangers, adventurers and probably a bit nuts   Document: The Crystal Codex. A ever changing codex held by the Ranger Guild, constantly updated with energy spike patterns, maps, explored and unexplored areas, and various knowledge of the world.   Building: Ranger Guildhouse - One in every settlement, where the Ranger Guild members hang out between travels, and new Dark Rangers are trained. Also has a library to store lore about things they need to know. How stocked this library is depends on the settlement :3   Language (of course): Ranger Code. Using lights of different colors, and switching them on and off in different patterns, Dark Rangers can communicate at great distances while in the Darklands.   Military Formation: Rangers deploy in Fan, Wing or Storm, with are V or diamond shape deployment that focus on hopping in with energy riders to use the element of surprise and chaotic movement to disrupt and confuse foes   Settlement: Ranger shelters. Small camps in the Darklands where Rangers collectively store supplies, leave messages to each other, take shelter from the enviroment, and, although not officially sactioned, have illict and clandestine meetups. Many of the romantic variety   Item: Crystal Compass - Doesn't show north, but the direction of the closest crystal spire. Might get confused if the second closest spire is significantly larger than the closest one, but will at least point towards a spire. Usually left in Ranger shelters as an emergency thing   Material: Black Lodestone, used to create the crystal compass and other technology that work only further away from light. It is somewhat rare, turns brittle in light, and is used extensively in strange, complicated technology.

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