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Floor 11

The settlement of <Taft>

Description

--Formed around the very image of a southern European city. This settlement is the main city of floor eleven. With stone floor streets that decorate the ground, while the upper housing area suspends over the terra firma. Taft is is populated by many NPC’s and different sizes of buildings.

In the middle of the settlement a Cathedral is found. A massive building with high ceilings and decorative stain glass windows and huge iron doors. The Cathedral, overlooks the teleportation plaza and is usually the point of meeting for all travelers as well as players, as well as a large fountain.

Unlike the last ten settlements, Taft works in mysterious ways. Every four hours the Cathedral chimes its bell and the sun changes position. As light passes through the stained glass, it leaves colored patterns on the grounds surrounding the Cathedral which give clues and directions to mysterious locations on the floor.

Buildings of different sizes can be found throughout the settlement, though their architecture remains the same. The streets are surrounded by two story structures tightly packed with no room between. The city also has a drain running under a bridge somewhat far away from the main street, that connects to the Gate that leads out toward the surrounding mountains and forests.


 

Combat Areas and Endemic Monsters:

--The forest that spreads outward from the city is filled with holes where monstrous antmen come up to attack players. Crossing the forest, hidden in the mountains are four cave dungeons, one of which leads to the boss room. Be wary as you travel through these twisting mazes of the ants nest as the further you delve, the stronger the hive will respond to those who dare to clear out the passage of floor eleven.


Floor 12

The settlement <Lazaro>

Description
--This river town is constructed of wooden houses on stilts above the swamp water below. These single level huts and two story stilt homes form a network of structures making the town. Flat bottom boats and canoes travel the canals between buildings providing a quick way through town. In the center of the canal like street network is a large plantation house with lanterns on poles surrounding it. The main floor of this building has the teleportation plaza.

The city is surrounded by a haggard fence that forms the cities barriers. Lines with weeping willows that send ominous shadows over the homes. At night the city is dimly lit by candles and torches with the sounds of owls in the trees.

 


 

 

Combat Areas and Endemic Monsters:
--The floor itself carries the colors of dark green moss, murky muddy waters that hide the swimming catfish monsters from the normal eye. The skies are painted a crimson orange with blue airwaves that change colors as the sun sets. On rare occasions, the climate will drastically change to one of hurricane winds and rains that brings out floods through all of the marshes. This becomes a hazard for parties seeing as most of the aquatic beasts now go where land was but is now covered in water.

--Alligators 
--Zambies (Deer-Zombies 


<<Floor 13>>
The result of a terrible corruption that had almost taken over the entire floor save for the small settlement of <<Angel's Point>>. A corruption spread across the land, eating away at the minds of those that it infected. After the brave actions of players, the last piece of humanity was saved and the land began to restore itself, though not in full. While pieces of life spread throughout the land, the corruption still held strong despite the purification of the angel. While much of the floor remains dead, patches of life have returned. This life is stable, having grown resistant against the corruption. 

The floor itself is rather bare, save for grass and trees that are found to be growing. While there are only two settlements on the entire floor, it is obvious that there were more once upon a time. There are several desolated cities much larger in size than angel's point. In the unpopulated areas of the floor, the diseased run rampant. These diseased used to be most of the race of humanity, but corruption has seized their minds, turning them into soulless monsters. They are found running the empty areas or inside many of the abandoned buildings in desolated cities. 

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Seasons: Spring, Autumn
Temperature: 10-20°C
Weather: Foggy

 

Main Settlement:

«Angel's Point»
The very last settlement of a dying race. It was here where humanity made its last stand and held its ground. It seemed as if those that gathered here were protected from the corruption that never breached its gates. It is a smaller settlement, holding up to about 200 NPC's. Each building within the town has large glass stained windows, each depicting a group of people reaching up towards a light while shadows from below tried pulling them down into the darkness below. In the center of Angel's Point lies a massive Chapel with no glass windows. While players have no access to this chapel, NPC's are regularly seen going within it every six hours, excluding Midnight. If asked why they pray so much, the NPC's will explain to them that it is just the way it is. On a very rare occasion, one of the priests, Zack Orphir, Uri Orphir, or Miraak Prodigus, can be found roaming the city. The people and priests are very kind and humble. 

Sub-Settlement:
«Breath of Life»
A settlement created after much of the world was cleansed. A large group of NPC's moved out of Angel's Point in search of new land. Quickly, they found just the spot and made a settlement out of it. While it is no where as big or advanced as Angel's Point, but it is still fully functionable. Their buildings are circular, small, and made of wood. While they don't go to a chapel to pray, at least once per day every NPC is in their house praying. 


Points of Interest:

«Demon's End»
The desolated remains of the largest settlement on Floor 13. The corruption is widespread here, the Diseased infesting the area. With the corruption so strong, many refrain from going to deep. The more corruption, the more chance of an unwanted foe. Players may enter several buildings and explore the ruins of houses, but must be careful as not to be surrounded by diseased. 

 

Quests
<<Cleansing the Corruption>>


 

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Floor 14

This floor is a dark, rocky wasteland surrounded by colossal mountains that are supposedly unable to be scaled. Gigantic shards of stone and seemingly bottomless ravines litter the landscape, which makes traversing the 500 square kilometer floor a lengthy and treacherous task. The prime attraction of the floor is the massive castle known as "Blackwatch" carved into a large cliff in the middle of the floor. The skies are always cloudy and grey, occasionally illuminated by lightning but it never rains. The air is incredibly dry and very warm. 

Stonewall
Stonewall is the main settlement for Floor 14. The settlement itself is incredibly underwhelming, and takes on the appearance of a war camp. Tents and temporary looking buildings cover a 200 square meter area. The inhabitants of this settlement are all human NPCs, and all wearing heavy armour and dark green cloaks. They speak at length of the castle Blackwatch whenever its inquired about, and share information about its history and current state of ruin.

Other Locations:
Castle Blackwatch is the main attraction of Floor 14. The massive stone building is carved directly into the face of a mountain, and its halls eventually turn to caves the further one progresses inside. The architecture, rumoured to have been beautiful and grand at one time, has suffered from time and fallen into ruin. The inhabitants were once known as the "Green Cloaks", but much like the castle itself, they have also fallen into ruin. Undead monsters roam the halls, wearing the tattered remains of the one famous Green Cloaks.

Monsters

Bone Knight
Skeletal Skirmisher
Undead Champion


 

Floor 15

 

Floor 15 is a gloomy, dark and intimidating giant forest that spans throughout the entire floor. A feeling of being watched is constant on this floor and a never ending fog hangs at foot length, hiding whatever may be crawling under one's feet. The floor seems to be trapped in an endless darkness due to its colossal trees covering the sun almost entirely. The main settlement in the 15th floor is <<Kachirho>>, a village of barbarian like humans that spans over the majority of the tree tops which can only be accessed via the rope elevators located throughout the floor.

<<Kachirho>>
The 15th floor's main settlement, Kachirho is an impressive and large village on the tree tops that covers the majority of the floor. The inhabitants have used the environment to create it, the trees and their produce being their main source of materials. The people of Kachirho are barbaric humans who dress in a primal style of clothing. In order to enter the village one must use the rope elevators to go up to the safe zone.

 

Monsters

Insects
Serpents
And other animals one finds in forests, but of a larger than normal size


 

Floor 16

Floor 16 can be described as a volcanic island floor where water surrounds everything. Though there are small islands dotting the mass amounts of water, there are only two known settlements on the floor. The island itself is covered in forest, but there is an area that is notorious for being more daunting than the rest.

 

Main settlement:

  • Zugaikotsushima [phonetic: Zoo-guy-coat-sue-shima] : A large old antediluvian village. Primitive in look and design, the village is styled with stores and living huts made from animal hide and bones/wooden poles. The native NPCs speak a foreign language, though due to the translative feature in-game, they can be understood.

 

Other settlements/areas:

  • Forest of Haunting Echoes: A thicket of woods that hosts Ravagers and various other mobs that are not to be taken lightly. Screams are said to be heard on a nightly basis from those who have ventured in during the blanket of darkness.
  • Oceanus: Small sized town made up of the same type of huts as Zugaikotsushima that rest on the ocean banks Eastmost of the island.

 

Mobs:

  • Raiding Ravagers: Human like cave men who can wield weapons. They are known for their smell of earth and decay.
  • Gruesome Gorillas: Gorilla like creatures that stalk the Forest of Haunting Echoes. They usually travel in troops of 3 or more.
  • Killer Krocs: Crocodile type creatures found along the sea borders of the islands.

 


 

Floor 17

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Floor Seventeen is an Ancient Greece themed floor. There are two main settlements on the floor, Athenaia and Spartaia with the smaller towns of Corinthia and Larissa also to be found on the floor. Each of the two main settlements is a large size city, slightly smaller than the Town of Beginnings, with Athenaia being surrounding by imposing stone walls made of white marble while Spartaia is without any noticeable walls or boundaries other than the in ground marker denoting the space that is a safe-zone within the town from the space that isn't. Both settlements are constructed of marble buildings in various colors, though white marble dominates Athenaia while red marble is the predominant feature of Spartaia. The floor itself is rugged and mountainous, some of the mountains being nearly impassable and, far in the north of the floor lies a narrow valley gorge that leads to the staircase that will take players up to the Eighteenth Floor. The Floor Boss waits at the entrance to the gorge to deal with any players foolish enough to challenge him.

Main Settlements:

Athenaia & Spartaia

Each of these settlements is constructed, primarily, from marble with most of the buildings having tiled roofs. The portal plaza is located in the center of Athenaia, which is largely constructed of while marble though other colors can be found. Spartaia is slightly smaller than Athenaia and, typically, buildings in Spartaia are made of red marble though, again, other colors may be found. Spartaia is located in the northwest of the floor while Athenaia is in the far southeast.

Sub-Settlements:

Corinthia & Larissa

Each of these settlements is constructed, primarily, from marble (a goldish tinge for Corinthia and a greenish tinge for Larissa) with most of the buildings having tiled roofs. They, essentially, look like considerably smaller versions of the settlements of Athenaia and Spartaia. Corinthia is located in the exact middle of the floor while Larissa is to the far west.

Notable Locations:

Nimean Plain

The Nimean Plain is said to be the home of a fabulous feline with a nigh impenetrable hide leaving it almost completely impervious to harm. Located in the easternmost reaches of the eighteenth floor, players are warned to avoid the area and the dangerous lionesses that prowl there.

Mt. Olympia

Rumored to be the home of god-like mobs that may or may not be willing to aid the players. It is best not to anger them, if indeed they do exist. Located in the northeast corner of the floor at the very edge of the boundary.

Mobs:

  • Armored Soldiers: The primary mobs on the floor, in addition to basic wildlife such as deer, wolves, foxes, etc. These soldiers wear heavy bronze and leather armor and carry large round bronze shields and, typically, either one-handed spears or one-handed straight swords. They have twice the normal Floor Strength Mitigation.
  • Nimean Lionesses: Enormous, and highly agile, lionesses with razor sharp fangs and claws. They are HIGHLY adept at hunting players. Nimean Lionesses have 5 times the standard Floor Strength Mitigation and they have +2 Evasion, +1 Accuracy. They are ONLY found on the Nimean Plain.
  • Standard Wildlife: Bears, foxes, wolves, boars, deer, sheep, etc. They are standard floor strength mobs, nothing special there.

 


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Floor 18 consists of a massive mire with small patches of overgrown and muddy ground dotting the landscape. Birch trees are a common sight throughout the floor, as well as large spans of flooded deciduous forests. Bridges are seldom found, and those rare few that do provide momentary relief from the knee deep water are typically rotted or falling apart. The only stone bridge, named «Eriwald's Crossing», allows players to enter and leave the main settlement of «Eriwald» without having to ford the floor's largest river, which surrounds the settlement itself. In the more shallow areas of the floor, thin-diameter foot bridges less than a foot wide can be used instead of wading through the mire. The sun is rarely seen on Floor 18, as the skies are typically in perpetual overcast.

Settlements
«Eriwald»
«Serpent's Pitch»

«Eriwald» is the main settlement of Floor 18, set atop a particularly murky portion of the mire. The buildings are suspended above the water on wooden stilts, forcing players to navigate the settlement via raised plank bridges and boardwalks. «Eriwald» consists of about twenty five buildings, making it one of the smallest main settlements of Aincrad thus far. It offers only a few services to players, including one tavern and a smithy that only offers a repair service.

«Serpent's Pitch» is a secondary settlement on Floor 18, and also the only other settlement. Located in the thickest portion of the flooded forest on one of the few dry patches of land, «Serpent's Pitch» is less of a town and more of a large camp. Tents cover the fifty square feet of dry land, and offer the players the only location to rent a place to stay for the night. Eight private tents are rent-able to players, and other commodities include a long tent used as a mess hall, a general item shop for trade, and an armor shop.


 

Floor 19 Description: 
Remnants of an ancient human civilization are littered throughout the floor, including what used to be a massive city almost the size of the Starting City in the middle of the floor. Unlike other ruins in the castle so far, this one seems to have been mostly reclaimed by nature. The massive stone walls and buildings have tumbled down more due to time than battle, and trees grow up through the middle of buildings, and vines crawl up battlements of rain and wind worn stone.

The rest of the floor seems to be rolling hills and wide open fields with intermittent forests and rivers, all of which lead to the massive ravine. A gash in the floor that opens to the one below, and is crossable only by one giant, long, ornate stone bridge that is at middling repair at best. The main settlement of Ralberg sits at the edge of the floor, with the ravine on one side and the edge of the floor on the other.

Floor 19 is also the tallest floor to date, with a small mountain range on the opposite side of Ralberg, and where a lonely lookout tower can be seen overlooking the whole floor. The floor itself seems to be stuck in some sort of perpetual autumn, with all but the perennial trees having mostly lost their multi-color leaves. The air is sharp and cool without being chilly, and the NPC villagers seem to be harvesting food in the farmlands surrounding Ralberg.

Main Settlements: 

Ralberg - A settlement on the edge of The Ravine, a section of the floor were Aincrad gives way to the floor below. In contrast to the giant city ruins in the center of the floor, Ralberg seems to be more provincial, as if it were some country city that the rich elite would retire to for a relaxing weekend. The buildings are fancy, but not grandiose, and the city is rich with amenities, gardens, and fountains.

Sub-Settlements:

The Last Tower: The settlement closest to the labyrinth, The Last Tower is a small village grown around the ruins of a once proud watchtower. Players can still climb most of this tower, and are treated to a wondrous view of the entire floor. Only a single inn with a handfull of rooms settles in this town, with a couple of modest traders. The NPC villagers seem to be mostly ranchers, herding their small number of animals through the mountains that surround them.

Notable Locations:

Hill of the Cross (canon): In one of the smaller autumn forests at the top of a hill is a unique tree, dead and bereft of leaves, it stands in the shape of a cross at the center of a small glade. As soon as players enter the glade, the music changes to something more haunting. Not scary, but a melody that evokes bittersweet nostalgia of friends long past, and a single weather worn tombstone stands at the base of the tree, so worn by time that its words are unreadable.

The Ravine: From the edge of the floor to almost the walls of the massive city ruins at the heart, the Ravine exposes a section of the floor below, as if some part of Aincrad had been worn away through time and erosion. The slice of earth reveals that it was at some point a great canyon, before this disc of land was lifted into the castle. A once fabulous and ornate bridge crosses the huge span, something that at first glance seems impossible for the bridge to do without supports, but now seems itself to be losing the battle to time, however it is the only way to navigate to the The Last Tower without circumnavigating the entire floor.

Mobs:

Cursed Fauna: The plains are inhabited by many animals that seem natural, but seem to be some mix of stone and plant life. They closely resemble animals from the real world, things you would normally see in nature, but instead have bones of stone and skin of grass and vine. These beasts often run in herds, and while in the plains take the temperament of kinder animals such as horse, and bison, the mountains are stalked by packs of wolves and lions.

The Forgotten: Humanlike denizens of the time forgotten, labyrinth like city at the heart of the floor. They do not speak, even to eachotheach othereem to have antler like horns growing from their heads, and hair mingled with leaves as well as rough, stony skin, as if they were in the midst of the same transformation the beasts of the field were in. They wear tattered remains of what was once fine, tribal clothing, and wield blades of wood with sharp, obsidian like teeth.

Standard Wildlife:

It seems the only creatures to escape the transformation are the birds, small creatures who flit about and fill the otherwise barren floor with their peaceful songs.

(Image Inspirations)

Spoiler

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Floor 20 Description: Floor 20 is a very sunny and relaxing floor. The brightly lit mountains that surround the floor have been terraced on the interior facing slope to provide farmland above the large but dangerous clearings that lie in the valleys such as the deceptively named Sunshine Forest, a dungeon within the floor known to be inhabited by giant insects. These terraces provide safe places for the NPC farmers of the floor to harvest their crops and adventurer's to find their rest.

At the top of many of these terraced mountains lay small villages, home mostly to the NPCs of the floor, rather than any larger, secondary settlements as found on other floors. In the center of this ring of mountains lies one peak taller than the others, with the settlement built of stone that rises high above the others.

While the terraces are free of land based giant insects that plague the plains and forests that need to be traversed between the peaks, flying giant insects and brigands prowl the higher levels, stalking the stairs and terraces themselves. The trees of the forest below are wider than a man with his arms stretched out, and reach dozens of meters into the air without any branches until the very top, though the canopy is not thick enough to block out the sunlight.

Main Settlements: 

Inti- The main settlement of the floor, Inti rests at the top of the peak in the very center where it commands a panoramic view of the entire floor. All roads on floor 20 run towards Inti. The stone settlement itself is built up in tiers, with smaller, more modest buildings and homes at the lower levels around the perimeter of the floor, and the largest and most grand homes and guild houses near the very peak, with the church itself at the apex, and the teleport plaza being towards the top on the northern side of the city. Access between each tier of Inti is restricted to a handful of gates at cardinal directions, and to the highest tier by two gates, one which lines up with the sunrise, and the second which lines up with the sunset. The human NPCs of the city dress in a vaguely ancient south american style, wearing bowl shaped hats and very brightly colored shawls, robes, and dresses.

Sub-Settlements:

Puma: The remote village of Puma is on the western most slope of the western most mountain, and as such it gets very little sunlight until the very end of the day, leaving the village almost hidden in the mists until the afternoon sun arrives to burn it off. The city of Puma has both animal themes that give it its name, but also seems to be aligned with the setting sun and the moon. It is a modest size village as far as sub-settlements go, but the only way in or out of the village is via a rope bridge across a steep valley. It is not for the faint of heart.

Condor: The village of Condor lies Puma, on the eastern most side of the eastern most mountain. It gets bright sunlight in the morning that warms the city and its inhabitants, and they worship the dawn and the sun, along with the Condor motif. The village, while being much smaller than Inti, is also heavily decorate with gold, and thus has the appearance of being incredibly rich and fancy. The people of Condor also appear to be religious than the other villages, and each dawn they villagers will ascend the mountain to the peak for a daily ritual. 

Notable Locations:

Sunshine Forest: The forest is filled with giant trees and giant insects, though it is sparse enough to not develop a canopy blocking out the sunlight, thus giving it its name. Players who venture into the forest find that it is inhabited by monsters more powerful than that reflected by the rest of the floor.

Edge of the world: One of the curiosities of the floor is a mountain which has been cut in half at the very edge. It is one of the few places that give some kind of clue as to the genesis of the floating castle. The mountain, cut in half, faces inwards, while walking up to the cut you could see the floor below, and beyond that the world which Aincrad floats above.

The Great Compass: At each primary cardinal point of the compass, there appears to be a giant stone sun dial. The largest one lies in Inti, but smaller and still impressive ones exist in both Puma and Condor. If there is one at the north and south points, then adventurers would have to find them the hard way.

Mobs:

Giant Insects: The valley and forests below the mountains are filled with giant insects of all kinds, such a beetles, praying mantis, ants, and centipedes. 

Giant Flying Insects: Flying giant insects, such as bees, flies, mosquitos, etc... infest the areas above the treeline.

Giant Predators: Giant Puma, Condors, and other such predators stalk the high mountain passes and the peaks, many of which only come out at night.

Standard Wildlife:

Typical forest and mountain critters unburdened by size populate the floor.

 

Spoiler

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The 21st Floor of Aincrad is a cavernous floor where the sun has never reached. The natural growth has learned to glow vibrant colors to light the walls, making it easier to traverse the floor through the tunnels and caves that makes up the entirety of the floor. Located in large cavern openings are towns and cities, where large stalagmites and stalactites meet together to form large pillars. Carved out in the walls and pillars are homes and buildings for the many NPC's that live on this floor. Many underground rivers run through, providing fresh water that's drinkable, and a lot of waterfalls for players to enjoy the sight of.
 
The Main Settlement of Floor 21, The Mining Town, Tomoika, is a Large town where players will first appear. It has glowing mushrooms that cover it, giving off the faint glow of light that make it visible in the caverns. Their town is built into the giant stalactites that are formed in the biggest part of the cavern, which has been completely stripped of all resources that could be found. The townsfolk worship the floor boss of this floor, but none dare to speak it's name. They sacrifice half of their earnings every month to please the creature. If not, the creature strikes and kill as many townsfolk as it sees fit.
 
The Inhabitants of this floor are sore and heavy laiden workers of the mines. The men work in the mines to bring back treasures to sacrifice to the Floor Boss, while the women, children and the elderly stay in their homes to tend to chores or enjoy the hot springs, letting their bones relax. Monsters are the normal Goblins and large Cave Spiders, ranging from sizes and shapes. But there have been rumors or large trolls within the caverns as well, but they haven't been spotted except by a few lone NPC's.

Seasons: None
Temperature:  Varies Between 5°C and 20°C
Weather: Damp

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Spring discovered by the townspeople years ago that were formed in the midst of the caverns. The source of the heat is unknown, but no one questions it as the miners use these pools to help relax their worn bodies after a day in the mines. Most elders in the town use these as well. Players and Adventurers are allowed to come and go as they please, as long as they remember to unequip their weapons and armor first!

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 Ancient Waterfalls formed from years of wear and tear of the running water over the rocks. The walls are covered in glowing crystals which have been kept there by the crevices of the stones, giving an ominous glow behind the waterfall, making it a large attraction for dates for players and NPC's alike. This area is strangely without any spawning monsters or bosses, so players that need to get away to a safe place are free to come here and relax for as long as they may need.

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 A small village hidden within the caverns that's out of the way. The people in this village are quiet and keep to themselves, doing their best to avoid interactions with players. They do not give sacrifices to the Floor Boss, which is why they are into hiding, as they fear the chance of death that could come upon them at any moment if they do not keep well hidden, and keep away from anything that could give away their location.

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[F21] «The Hidden Village»
[F21] «Betrayal of the King»
[F21] «Trouble in the Mines»

 

 

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The 22nd Floor of Aincrad is a floor that is dominated by lakes and forests. The forests are primarily of trees similar to oak, maple, birch, and hickory and the forests are separated throughout by the occasional field and the far more frequent lake with many of the lakes being connected by a system of streams, creeks, and rivers some of which are navigable by boat while others can only be crossed by swimming or using the infrequently located bridge. The northern end of the floor is dominated by a line of cliffs that is inaccessible by foot, however there are rumors of potential underground passages that could lead more directly into a system of caves that are also rumored to be found within the cliffs themselves. For the most part an enormous lake runs along and near the base of these northern cliffs and the entrance to the floor's labyrinth can be found along the northern edge of the lake, just a short distance from the cliffs themselves.

The main, and only, settlement of Floor 22, is the town of Coral. As settlements go, Coral is among the smallest in the game to the point that calling it a village or a hamlet is much more appropriate. The town itself is located at the extreme southern tip of the same enormous lake that has the floor's labyrinth at its northern end. The construction of the handful of buildings in the town has a very rustic feel, most of the buildings seem to be of a log cabin type of construction set atop a simple base of cut limestone.

There are few NPC residents in the town, perhaps fifty in total, though it is possible to run across the occasional NPC Hunter or Trapper out in the wilds of the floor itself. The floor's creatures are found only rarely. In truth, the 22nd floor is considerably easier in that regard than even the first floor. The monsters tend to be non-aggressive forest creatures like deer, rabbits, and birds. A few of the lakes contain some high level fish and amphibian monsters and the gigantic lake that Coral and the Labyrinth are located on is the home of the King of Lakes.

Seasons: Spring, Summer, Fall, Winter
Temperature:  Varies Between -23°C and 35°C depending on the season
Weather: All kinds of regular weather, though typically it will be either sunny and clear or partly cloudy.

Floor Notes

For this floor only, the Mob Value's have been changed:

  1. Floor Standard:
    • HP = (Floor * 7)
    • Damage = (Floor * 2)
  2. Floor Loot Minimum:
    • HP = (Player Level * 8)
    • Damage = (Player Level * 3)

 

<< Lake of Reflection >>

The Lake of reflection was named so because any and all light, whether it be the sun, moon or stars, is reflected off of the water of the lake.  Unlike other lakes, the light reflecting off of this still lake shines brighter, not enough to hurt one's eyes, but still casts more light than usual.  Due to this, it is impossible to see what is in the water while there is some form of light source showing.  Since the weather is typically sunny, this rarely ever happens.  This lake is rich with underwater creatures of various sizes.  It isn't hard to find or catch a fish in this lake, but there are rare fish to catch as well.  There are even rumors that hint of a 'King of the Waters' of some sorts, though nobody's ever seen it before, nor caught it on their hook.  Whether or not this rumor is true however, the lake is still very beautiful to behold.

<< Forest of Memories >>

While much of the floor is covered in forests and planes, there is one forest that stands out among the rest.  This forest, with a trail running through it, is sparse enough for players to travel through without much of a hindrance.  During most hours it is very beautiful to travel through, and filled with sounds of nature.  However there are moments where players may hear the forest grow quiet.  During these moments, players may see something moving through the forest.  If players have a good eye, they may glimpse the sight of something translucent and glowing moving through the trees.  If players attempt to investigate, these anomalies pass a tree and vanish completely.  No matter how much players attempt to get a good look at them, they will never get a clear image.  Most players will see nothing but a wispy image, while the anomalies seem familiar to those who have maxed out the searching skill.

<< Sapphire Falls >>

The Sapphire falls are perhaps the most breathtaking site on the entire floor.  The view is far better during the sunset or sunrise.  The water here reflects the water but not as intensely as the lake.  Instead it reflects it back as a blue glow.  There is a trail leading to the top of the falls, crossing over three cliffs and miniature water falls, making the climb easy for anyone to make.  The trail up there is smooth and not at all steep, filled with flowers of every shade of blue and purple.  Rainbows are often seen over the falls, adding to the already incredible beauty to the world.  There are many ledges on the cliffs, making the chances of falling off and dying decreased greatly.  The mists that spreads from the falls as well as the sight of the area is enough to calm most players down, giving them a sense of peace and calm.

Quests

[F22] «King of Lakes»

[F22] «What We Fight For»

[F22] «Witch of the West»

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<<Floor 23>>

The wars between the Dark Elves and the Forest Elves raged on for centuries with no clear winner in sight. Many lives were lost on each side, yet both factions continued to fight for control of the Kriit Woodland. Once the Forest Elves had gained a foothold of the forests, they did not stop to wipe out the Dark Elves from the surface and force them back into the Underdark where their Drow ancestors once lived.  Queen Lun’Rael, the watchful ruler of the Dark Elves, who watched over the wars from her high tower, felt that the fighting had gone on long enough. With a sacrificial act, Lun’Rael used a dark magic passed down by generations in her family, wiping the entire battlefield of life, including her own.
 

The remaining Dark Elves who fled to the Underdark were unaware of their Queen’s sacrifice she had made for her people, and it would remain as such. The Council of The Queen, who had sought to overthrow her for years, took over rule of the Dark Elves behind the guise of a still living Queen Lun’Rael. The group spread lies of the dangers of the Surface World, and banned their people from returning to the surface, and return to living as the Drow once had.
 

Information on the war’s true conclusion is kept locked down, not known by anyone besides The Council.
For role play purposes, if a player tries to tell the Dark Elves of the Underdark about what the Surface looks like, they will not believe you

 

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« The Underdark » 

A network of cavernous ruins is the place that many of the Dark Elves call home. The Underdark spans nearly the entire length of the Floor, without a hint of sunlight able to penetrate the tall cave ceilings. The ruins themselves appear foreign--faded scripture and other relics left behind by another ancient race are scattered throughout what is now the Dark Elves' domain. The Elf NPCs are distrustful and wary of unfamiliar faces. Those not of pure Dark Elven blood are outsiders, and are treated as such by most.

Seasons: None

Temperature:  Varies Between 5°C and 20°C (41°F and 68°C)

Weather: Damp

Players receive a -1 to all BD rolls while in the Underdark due to lack of light. (Unless <<Night Vision>> is active)


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« The Surface »:

Above the Underdark lies a vast land consisting mainly of forests and ruins that show the scars of war and whatever terrifying power that ended it. The first area that players will find themselves in upon leaving the Dark Elf city is the remains of the Queen’s Tower and fortress. Not much remains of the stone structure, aside from what is left of the Queen’s Tower, the same goes for Kriit Woodland. Most of the trees and other plant life had been wiped out.  Traveling about an hour’s journey in either direction from the entrance to the Underdark will show that life still does exist on the floor, with vast forests and mountain ranges. 

Seasons: Spring, Autumn

Temperature:  Varies Between 12°C and 26°C (54°C and 79°C)

Weather: Typically sunny or partly cloudy, occasional rain. Low wind. Low humidity

Players receive a -1 to all LD rolls while on the Surface due to the barrenness of the land.

 

Main Settlement:

« Kalanaes »

The capital city of the Dark Elves that resides within the Underdark where players first spawn. Simple buildings composed of clay, stone, and even tents make up homes and merchant stalls. Massive pillars runs through the open areas, with dim lamp-like devices providing just enough light for the denizens that are accustomed to such dark environments. The Dark Elves who live in Kalanaes show you no kindness, and are very distrusting of those that are not of Dark Elf descent.
 

Points of Interest:

«Kriit Wasteland»:

What was once filled with rich soul and flora is now nothing but a ravaged wasteland. Was of the main source of conflict between the Dark Elves and the Forest Elves of the East. In the center is the Queen’s Fortress and tower, which is left in shambles, though the opening towards the Underdark still remains. For miles from this epicenter, is dead forest, wiped out by what almost seems like a powerful fire, or some other dark power.
 

« Ydalin Forest »

A massive, sprawling forest nearly untouched by unnatural forces. The land once was abundant with Forest Elves, but they seem to have abandoned what little they held of the forest when the wars for Kriit Woodland had begun. Plants and wildlife are abundant throughout the forest, making it an ideal hunting ground for the few Forest Elves who still live in the area, occupying tents and other nomadic shelter.
 

« Elven Glade »

In the midst of Ydalin Forest lies a sacred place where nature thrives. Tall trees surround the glade while warm sunlight pierces through their branches. The area functions as a safe zone for players. Legends say that couples who travel to the glade at just the right time may receive a blessing from Mother Nature herself.
 

« The Vale of Ruin »

You may hear the name of this area muttered under the breaths of elves in the Underdark. On the Surface, far past what remains of Kirrit Woodland and outside of the Dark Elve’s hold lies a tiny run-down city fashioned out of the remains of what might have been a bustling town many centuries ago. Those who are forced to live harsh lives are the ones who have been exiled or otherwise shunned from the Underdark. Elves with 'impure' blood are the most prominent, but the town is open to welcome any kind of outcast, from humans to beastmen.
 

NPCs: Dark Elves | Half-Elves | Humans | Beastmen

Unique Monsters: Crazed Beastmen,  Forest Elf Hunters, Dark Elf Extremists

 

Quests:
<<Search and Rescue>>
<<Escaping the Underdark>>
<<Uzegke the Mighty>>

Edited by Cardinal

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Floor 24: 

Floor 24 is made up entirely of water, with the only way of transportation between each of the floating islands are small, narrow bridges. Most of the Islands have man-made and created with the intent of farming and agriculture, while others have been made for fighting and training it's guards. Many of the Islands are held up by small but strong pinpoint bars that sink deep into the water. The water itself is seemingly depthless, never seeming to end in the depths of it, and countless with and monsters beneath the surface that could appear at any moment. The bridges are made up of steel and wood, small bits of wear and tear on the wood can be seen, but are kept strong enough for players to walk on safely without any worries of it breaking beneath them

The Main Settlement of the 24th floor is Paraneze, a completely man-made island made much larger than any of the other islands. On the top of the island, there are many small buildings, withered down by the sea-salt in the air around them, but still gleaming a brilliant white against the sandy shores. All of the buildings have a red roof, making it easy to see them and to know where the main settlement is located compared to the rest of the floor. In the center of the town is a giant Colosseum that takes up a large portion of the island. It is usually used for the warriors of the floor to train and fight in combat against many creatures that can be caught throughout the floor.

The inhabitants of the 24th floor are very noble people, who work hard to provide for their families and fight for fun on days where the leader of their people opens up the Colosseum for them to use and fight in. They usually all stand at about six feet tall, then woman possibly a little shorter than that, and they are all well-built warriors and farmers. The ruler of this land is an old and wise man who helped to build the first island, and he helps to rule the people with a kind heart, but with an iron fist. The monsters of this floor range from large sea creatures to creatures that can fly. The biggest of these being a Griffon, a very rare sight to see but still alive. The more common creatures are Flying Fish, Sea Serpents, and Large Crabs that coat the beaches

Seasons: Summer 
Temperature: 23-33°C
Weather: Usually Sunny or Partly Cloudy

<<The Colosseum>>

A very large structure found in the center of Paraneze, The Colosseum is a place built for any sort of combat the people wish to fight with. The structure is a Glistening white, with a red roof such as the rest of the buildings in Paraneze. It's withered down, and the steps have started to crack due to the many steps that have been taken on it, but the building still stands as a monument to those who worked to survive in this oceanic floor. It's kept clean and pristine, a group of people dedicated to keeping the Colosseum a place of high standard.

<<Raitoburū Bay>>

A beach off the main town of Paraneze, this is usually a hot spot for parties and dates for people of all ages. The calming waves lap over the soft sand found here, cascaded from the waves overlapping the shore for a long time. The name of the beach translates to "Light Blue Bay," Which it's named after the light blue waters found here that are famously refreshing for the people of this floor. There are a few beach blankets and umbrellas set up around the bay for people to use as they wish to sunbathe and relax.

Finding the Labyrinth:
Finding the Labyrinth on Floor 24 requires a scouting party to reach a total of 100 LD in a scouting thread"

 

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