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Cardinal

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Everything posted by Cardinal

  1. <<Floor 18>> Floor Eighteen is a massive, endless mire. Most of its swampy area is composed of small patches of muddy ground overgrown with reeds and tall barely-rooted grasses, but a few rarer parts are better described as sunken forests. Water levels in the shallower swampland generally comes to the knees, making it possible to traverse by foot. Doing so is a horrendously exhausting experience. Mounted travel is essentially impossible without the use of rare, specialized mounts. Bits of road, fences and decaying stone bridges still poke out of the water here and there, s
  2. .profession-section-header { text-decoration: underline #353c41; color: #2980b9; } .crafting-ranks { position: relative; list-style: none; margin-left: 0; padding-left: 1.2em; } .crafting-ranks__rank::before { content: "►"; position: absolute; left: 0; } .crafting-ranks__label { text-decoration: underline #353c41; } /* ! Used for table styles */ #leveling { font-family: Roboto, "Trebuchet MS", Arial, Helvetica, sans-serif; border-collapse: collapse; margin: auto; width: 90%; text-align: left; } #leveli
  3. <<Floor 17>> Floor Seventeen sports an equatorial climate with geography split into three distinct areas: coastal, lowland, and mountainous regions. Each area makes up a roughly equal portion of the floor. The entire landscape is littered with the remains of past battles, with broken shields, spears and armor scattered along scorched patches of ground. This floor has known the scourges of war. Ill winds combine with hot temperatures, when the sun is at its peak, to scour the land clear of the weak and the timid. Only in rare shadows or beneath the refuge of an evening sky
  4. <<Floor 16>> Floor 16 consists of a massive volcanic island, filled with huge, tree-like protrusions clustered between large numbers of streams and lakes that bubble up from the plentiful springs that dot the volcano’s slopes. These “trees” are actually calcified deposits of rock and dirt overgrown with long grasses, vines and other assorted foliage. Dozens of tiny settlements are built into these and other natural landforms throughout the land, accentuated by simple wood, stone, thatch, and mud structures. Extensive networks of underground caverns and lakes interconnect b
  5. <<Floor 15>> Floor fifteen seems perched atop an enormous, sprawling plateau that slopes gently downward from the northwest to the southeast. The floors edges are a sheer precipice that reinforces any visitor’s sense of being on a mountaintop step, at a high elevation. It is cold and dry, and the air feels thin when drawing breath. Most of the precipitation comes in the form of hail, and the western edges of the floor remain frozen beneath a layer of permafrost. Thin rivers crisscross the landscape and strips of boreal forest break up the otherwise monotonous steppes along w
  6. <<Floor 14>> Floor 14 is a gothic nightmare mixed with an infernal landscape and tied up with a subtle yet distinctive play on colour, as if its designer had an excessive fascination with film noire. The entire floor is laced with fragments of high gothic and medieval architecture - tall arched windows, flying buttresses and other slender details that act as strange counterpoints to the otherwise oppressive nature of the setting. The perimeter of the floor is completely enclosed in impossibly high basalt cliffs that resist any attempt at excavation or climbing. A low ceili
  7. Information Broker Society "Oh hello! Welcome to Pumpkin's Delight! This is the little coffee store I started up in conjunction with the Information Broker Society. This was always a little dream of mine. Standing here now is surreal, but it's thanks to retirement that I truly get to enjoy this. Anyways, enough about me, I'm sure you're here for the rumors, no doubt. Well, you can find them over on the wall. Those rumors are some of the best leads we have about floors. Our scouts are sent as soon as the boss of a floor is defeated to start searching for clues and leads for pla
  8. <<Floor 13>> Floor thirteen is a post-apocalyptic wasting nightmare created by a terrible corruption that has consumed everything except for the small settlement of <<Angel's Point>>. This mysterious affliction spread suddenly and quickly across the land, eating away at the minds and flesh of those that it infected. Angels in the form of massive armored flying knights were said to have fought to drive back the spreading wickedness, seeking to undo the damage it had wrought while ensuring humanity a foothold for survival. Their efforts were, at best, only partia
  9. <<Floor 12>> Floor twelve is an expansive marshland, all of it covered in dark murky waters that block all efforts to see down to the bottom. Most of the floor can be traversed on foot, but shallow lakes seem to move about randomly on a daily basis, just to make things more troublesome. The place feels like a big, stinky, sloppy mud-pit. Settling here is a challenge. Circumventing the ground shifts requires buildings to be propped up on stilts, atop which clustered homes and shops are delicately balanced. The entire floor is smothered under a thick and pervasive blanket of
  10. <<Floor 11>> Floor eleven is a temperate floor blanketed in a lush, dense forest and ringed by a dense mountain range that encircles the entirety of the perimeter. The woodlands are steeped with deep green hues and dotted with pockets of sunlight that struggle to pierce the thick canopy. Only the clearing around the main settlement is of any significant size. Extensive cave networks dot the ringing mountains and serve as hives for the antmen that are commonly found throughout the floor. NPC Inhabitants of this floor are human and mostly concentrate in and around the
  11. «Teleport Gate» Note: ◉ & ◉ signify whether or not mobs spawn in a location, and if a player can be killed there. Orange Players are only hindered by the guards in established cities. They may still enter these "safe zones."
  12. <<Floor 10>> The 10th Floor of Aincrad appears to be located entirely underground, and is utterly devoid of sunlight. Its seemingly endless network of caves and caverns is home to several unique features including: forests of giant glowing mushrooms, mazes of glowing crystals, and massive ravines with roaring waterfalls. The floor has a distinct sense of beauty with the dim-blue lighting that comes from a wide variety of phosphorescent mosses, fungi and crystals. Silence is among its most distinguishing characteristics, where the stillness of the air is suddenly shattered
  13. <<Floor 09>> The 9th Floor of Aincrad is a craggy, lava-filled hellscape, covered in ash from the constant flow of lava and thick, low-hanging doomlike clouds that hover overhead like thick, angry blankets trying to smother everything below. The peaks of the local shattered tors spew great pillars of grey into the red-black sky and feeding it also with oppressive, magma-fed heat. The heat at Mount Kazan, the highest peak of the floor, is said to be overwhelming. Tales tell that it is one of the hottest locations in all of Aincrad, reaching levels far beyond what a human bein
  14. Floor 1 <<The Third Lesson>> Party Limit: 4 | 20+ Posts Prerequisite: Must have completed <The Second Lesson>> Repeatable only if escorting someone who has never run the quest. Escorts are exempt of the quest's requirements, may not offer any aid, and only earn standard thread rewards. Quest Rewards: 500 Experience Points 500 Col Loot results for <<Big Bertha>> Each player receives: Big Bertha Braciole Unique Consumable (Meal) | A fishy entree that restores +2 additional EN each turn in combat f
  15. Floor 1 <<The Second Lesson>> Party Limit: 4 | 20+ Posts Prerequisite: Must have completed <The First Lesson>> Repeatable only if escorting someone who has never run the quest. Escorts may not offer any aid, and only earn standard thread rewards. Quest Rewards: 475 Experience Points 500 Col POTENTIAL REWARD | Based on their roleplaying choice, each player receives one of the following rewards: Boarlet's Blood Received if you pocketed the glass vial Rare Potion | DMG II Bo
  16. Floor 1 <<The First Lesson>> Party Limit: 4 | 20+ Posts Repeatable only if escorting someone who has never run the quest. Escorts may not offer any aid, and only earn standard thread rewards. Quest Rewards: Remember: these rewards are given to all participants completing the quest for the first time. They are in addition to the standard thread rewards. Be sure to track your potions somewhere (a spreadsheet, your journal, etc.). 450 Experience Points 500 Col 5 materials An Assortment of Potions: (5) T1 Uncommon Health Potions: Heal
  17. Floor 1 <<The First Few Lessons>> Party Limit: 4 | 20+ Posts Welcome to the First Few Lessons quest line! If you're here, it's likely because you're a newcomer to the floating castle. If you have any questions at all, please do not hesitate to ask (post in the Discord, or create a support ticket). Please be sure to remember this important information: These quests can only be completed for quest rewards once. However, you may run them again if you're escorting someone who has never taken them before. You will only receive standard thread rewards for completin
  18. <<Floor 08>> The eighth floor of Aincrad is covered with a vast forest sprouting from one side of the land to the other with very few areas not covered with trees. The landscape is primarily flat with some large hills that are similarly covered in forest. It is also home to countless rivers and streams. Wandering the woods feels like you are surrounded by a vast hall of wide wooden columns reaching high above your head to a nearly constant canopy of green. Most of the trees are larger than Redwoods and stretch between 60 and 80 feet above the forest floor before the dense
  19. <<Floor 07>> The seventh floor of Aincrad consists of a vast swaths of rocky and mountainous terrain, including several high peaks. Large portions of the floor are covered in coarse and hardy long grasses growing in thin patches of soil with rocky outcropping littering the landscape. The topography is dynamic. Slopes raise to almost sheer angles to create the massive cliffs. The higher mountain peaks are frequently covered in snow. Small, gravel-strewn paths direct players from one location to the other, but large settlements are rare. Smaller settlements like hamlets and
  20. <<Floor 06>> The sixth floor of the Aincradian castle embodies a large jungle with massive trees and vegetation. Most unsettled parts of the floor are absolutely covered in foliage with breaks for passage being extremely rare. The landscape is exhausting to traverse. Hills and mountains dominate the landscape, clad in thousands of cacophonous waterfalls cascading ever downward into deep gorges below. The trees of the floor are notoriously and impossibly large, dwarfing even the greatest redwoods. Massive roots and branches create a labyrinth of nature, along with countless k
  21. <<Floor 05>> The fifth floor consists almost entirely of deserts and barren, sandy wastelands with sparse signs of settlement scattered here and there. What civilization does exist here always congregates near or around a source of water. Spiked and broken rock formation and rubble stone litter the landscape. Plant life is limited to scrub brush and cactuses due to the extreme heat. Sandstorms frequently rage across the sands, affecting those who venture out unprepared. In this harsh wilderness, there are very few places to seek shelter from the suns blazing heat. A few ca
  22. Floor 16 <<The Swashbuckling Buccaneer>> Party Limit: 4 | 20+ Posts Repeatable for standard thread rewards and <<Pirate's Treasure>> Rewards: 2,000 Experience Points 10,500 col Each player receives: Pirate's Treasure A lucky coin that will grant the user +2 Prosperity for the duration of one thread. Consumed upon use. POTENTIAL REWARD | If Burlock, the Quartermaster, used <<Lady Luck>> Unlock <<Lady Luck>> Extra Skill Requirements:
  23. SAO-RPG would not be the incredible roleplay community that it is without the efforts of countless people. Over the course of nearly a decade, the site has seen countless overhauls, staff iterations, and contributions from players. It is important that these past accomplishments, and all those still to come, be celebrated. All those who contributed in a meaningful way will be noted here. This includes those who balanced numbers, made graphics, and did the proofreading/editing. The first name listed will be the main creator, and those who supported will come after. If you don't see your name he
  24. <<Floor 04>> The 4th Floor of Aincrad consists entirely of a snow-covered forest with massive evergreen trees that grow to be as tall as twenty five meters. Smaller cedar trees and countless other breeds of pine litter for the forest floor, creating a dense, snowy woodland. Generally speaking, the topography is a mixture of rolling hills and flatlands interspersed with rugged, snow-covered peaks along the outer rim of the floor. Those who manage to climb them, which is no small feat, are rewarded with a fantastic overview of the icy landscape that covers the entire floor.
  25. <<Floor 03>> The 3rd Floor of Aincrad consists primarily of expansive plains and dense forests, laced together by long winding rivers. Because the third floor is so close to the bottom of the Castle, it is similar to its predecessors in that it is primarily round in shape and rivals them in size, measuring just shy of ten kilometers in diameter. Most of the floor's central areas are flat, with the occasional grassy knoll breaking up the topography. High mountains ring the outer edge of the floor, but even the most acrobatic players would find their slopes too sheer to scale.
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